Ayman Moghnieh

ORCID: 0000-0002-7420-3690
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About
Contact & Profiles
Research Areas
  • Digital Games and Media
  • Higher Education Learning Practices
  • Innovative Human-Technology Interaction
  • Data Visualization and Analytics
  • Artificial Intelligence in Games
  • Multimedia Communication and Technology
  • Open Education and E-Learning
  • E-Learning and Knowledge Management
  • Complex Network Analysis Techniques
  • Innovative Teaching and Learning Methods
  • Online and Blended Learning
  • Web Data Mining and Analysis
  • Innovative Education and Learning Practices
  • Educational Tools and Methods
  • Wikis in Education and Collaboration
  • Video Analysis and Summarization
  • Narrative Theory and Analysis
  • Opinion Dynamics and Social Influence
  • Semantic Web and Ontologies
  • Usability and User Interface Design
  • Aesthetic Perception and Analysis
  • Clinical practice guidelines implementation
  • Creativity in Education and Neuroscience
  • Recommender Systems and Techniques
  • Persona Design and Applications

McNeese State University
2019

Universitat Pompeu Fabra
2007-2017

Barcelona Media
2009

American University of Beirut
2006

The many-to-many social communication activity on the popular technology-news website Slashdot has been studied. We have concentrated dynamics of message production without considering semantic relations and found regular temporal patterns in reaction time community to a news-post as well single user behavior. statistics these activities follow log-normal distributions. Daily weekly oscillatory cycles, which cause slight variations this simple behavior, are identified. A superposition two...

10.48550/arxiv.0708.1579 preprint EN other-oa arXiv (Cornell University) 2007-01-01

Nowadays, vast amounts of multimedia content are being produced, archived, and digitized, resulting in great troves data interest. Examples include user-generated content, such as images, videos, text, audio posted by users on social media wikis, or provided through official publishers distributors, digital libraries, organizations, online museums. This can serve a valuable source inspiration to the creative industries, architecture gaming, produce new innovative assets enhance (re-)use...

10.1109/jsyst.2022.3217655 article EN IEEE Systems Journal 2022-11-10

The success of Web 2.0 technologies in providing support for social interaction educational spaces depends on how learning environments benefit from the affordances services. These services can be combined with management activities as done by IMS Learning Design (IMS LD) compliant systems. In this paper, we analyze ability an integrated system (blog, forum, and LD activities) to instigate learner activity other members network. This analysis takes form a case study which small professional...

10.1109/icalt.2008.59 article EN 2008-01-01

Nowadays professional journalists create and edit broadcasting materials inside newsrooms that are characterized by an intense multivariate flux of information. Within these settings, the have difficulties keeping up with evolving geopolitical picture events developing in world how it relates to topics their interest. In this paper we present AmbientNEWS, ambient display visualizes dynamic news content informs on global events. We argue conceptualization design its information aesthetics...

10.1109/iv.2010.67 article EN 2010-07-01

Locative narratives can implement different modes of coupling the physical space and narrative content, impacting how user experiences understands story. Narrative causal relations are difficult to maintain when freely explore environment. In this paper we focus on multiple interlaced narratives, relation among design, interaction, its influence players'' exploration mode, story comprehension, immersion. We conducted an in-situ study with YoWay, a locative app that presents three intertwined...

10.1109/vs-games.2016.7590383 article EN 2016-09-01

In this paper, we analyze how multimedia production and management systems respond to their users' needs interests. particular, concentrate on the system's role as mediator between users repositories. context, study information flow at two media companies identify opportunities augment human-multimedia interaction increase visibility of large These opportunities, who articulate user interests not covered by existing suite system interfaces, are exploited integrating new interfaces. We...

10.1109/mmedia.2009.31 article EN 2009-07-01

MindSpaces provides solutions for creating functionally and emotionally appealing architectural designs in urban spaces. Social media services, physiological sensing devices video cameras provide data from environments. State-of-the-Art technology including VR, 3D design tools, emotion extraction, visual behaviour analysis, textual analysis will be incorporated platform analysing adapting the of

10.55630/dipp.2019.9.43 article EN Digital Presentation and Preservation of Cultural and Scientific Heritage 2019-09-13

Multi-authoring is currently a common practice in the field of contemporary storytelling but producing consistent stories that share narrative space when multiple authors are involved not trivial task. Inconsistencies, which always well-received by readers sometimes expensive to fix. In this work we attempt improve consistency and spaces introducing set rules based on formal model. Such model takes into account reader’s concept storytelling, acts as framework for building tools construct...

10.4230/oasics.cmn.2013.277 article EN 2013-01-01

We propose a modified Entity Relationship (E-R) model, traditionally used for software engineering, to structure, store and share plot data. The flexibility of E-R modelling has been demonstrated by its decades usage in wide variety situations. success the model suggests that it could be useful collaborating fiction authors, adding certain degree computational power their process. changed syntax better suit story plans, switching emphasis from generic types instanced story entities, but...

10.4230/oasics.cmn.2014.209 article EN 2014-01-01

The emergence of the Web 2.0 technologies in last years have changed way people interact with knowledge. Services for cooperation and collaboration placed user centre a new knowledge building space. development second generation learning environments can benefit from potential these services when applied to an educational context. We propose methodology designing that relates functional requirements environments. In particular, we concentrate on design KRSM system discuss components this its...

10.1504/ijceell.2009.028827 article EN International Journal of Continuing Engineering Education and Life-Long Learning 2009-01-01
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