Mark Katz's Capturing Sound: How Technology Has Changed Music (Revised PDF

By Mark Katz

ISBN-10: 0520261054

ISBN-13: 9780520261051

Totally revised and up-to-date, this new version of Mark Katz's award-winning textual content provides insurance of mashups and Auto-Tune, explores fresh advancements in file-sharing, and contains an improved end and bibliography.

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Additional info for Capturing Sound: How Technology Has Changed Music (Revised Edition)

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3 Recommendation Techniques When choosing recommendation techniques for educational domain, it should be considered whether the technique allows personalization based on pedagogical rules, and not only on students’ preferences. All techniques, as described below, allow so. In collaborative filtering (CF), items recommended to target user are those preferred by similar students [1]. Similarity between students is calculated based on known preferences. This technique can be used in different learning environments and for recommendations of different items.

This will allow them to have a general idea of the text regarding the feature of conceptual sequence. Fig. 7 shows the web interface of the conceptual sequence analyzer, that was designed to enable the student to evaluate his draft in the three sections. We use different shades of blue to show the flow of concepts in the document, where a dark blue indicates higher flow in paragraph, while a light blue represents a low flow. Moreover, when a paragraph is not colored, it means that is disconnected from the Assisting Students in Writing by Examining How Their Ideas Are Connected 17 rest.

This requires, first of all, to treat learners as users of learning products, and hence to design for their User eXperience (UX). A modern trend in UX design sees products designed like games, that is, “gamified” [10]. In its most common acceptation, gamification means properly using game-based elements for a non-game product and in a non-game context in order to engage people in the product itself. Despite its variety of meanings and applications, gamification in UX design always requires playful engagement as key goal [11,12,13]: as Kumar and Herger point out in [14], “while effectiveness, efficiency, and satisfaction are worthy [usability] goals, gaming and gamification extend and add increased engagement to these goals”.

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Capturing Sound: How Technology Has Changed Music (Revised Edition) by Mark Katz

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