Search results for "Multimedia"
showing 10 items of 692 documents
<title>Webometrics: Can we measure the Internet?</title>
2004
This paper refers issues connected with webometrics -- science, which allow conducting various researches over model and content of the Internet, especially WWW sites. Webometrics methodology connections with other disciplines and numerous examples of various, sometimes completely different Internet measures were shown. This paper presents the state of the art in webometrics.© (2004) COPYRIGHT SPIE--The International Society for Optical Engineering. Downloading of the abstract is permitted for personal use only.
Multiuser Augmented Reality System for Indoor Exhibitions
2011
Over the last years, museums and galleries are looking for new ways to show exhibitions to visitors. For that purpose, new technologies like augmented reality are used. In this paper an augmented reality system for indoor exhibitions is presented. The system is formed by visualization screens that mix exhibition environment, visitors included, with multimedia and virtual 3D objects which visitors can manipulate naturally using a markers system. This system has been used in the exhibition "Valencia, tierra de comarcas: Dialogos con el patrimonio", which deals with a trip through the valencian cultural heritage.
From Extensity to Protensity in CAS: Adding Sounds to Icons
2009
Being aware of the gap between technological offers and user expectations, the paper aims to illustrate the necessity of anthropocentric designs ("user-pulled") and to reveal the dangers of current ICT designs ("technology-pushed"). Since the gap is deepened because of insufficient innovative use of new agent-oriented technology potential, an affordable manner to "invent new Computer-Aided x" application domains is proposed. To substantiate the approach, the domain must be challenging, easy to implement and "as humanist as possible": Computer-Aided Semiosis (CAS). On this background, the paper also presents a new and challenging concept in IT applied research, borrowed from psychology and m…
The Culture on the Palm of Your Hand: How to Design a User Oriented Mobile App for Museums
2014
The increased usage of mobile apps has a great potential for the tourism industry. Through the use of mobile apps, web portals and social media may allow a fast and wide diffusion of awareness for museum and attract a large number of visitors, thus increasing the value of their image, with moderate investments. The aim of this chapter is to identify the key factors as antecedents of customer satisfaction for the design of a mobile app for a museum. To this aim, the authors use the Kano model that allows categorizing service attributes according to how they are perceived by customers and estimating their impact on customer satisfaction. This model is adopted in order to identify express and …
Understanding TDD in academic environment
2008
Several studies have reported positive experiences with Test-Driven Development (TDD) but the results still diverge. In this study we aim to improve understanding on TDD in educational context. We conducted two experiments on TDD in a master's level university course. The research setting was slightly changed in the second experiment and this paper focuses on comparing the differences between the two rounds. We analyzed the students' perceptions and the difficulties they faced with TDD. The given assignment clearly affected the students' reflections so that the more difficult assignment evoked a richer discussion among the students. Additionally, some insights into teaching TDD are discusse…
Integration of Subject Related ICT in Schools Is Failing; Could Revival of System Dynamics and Simulations Be an Example towards Improvement?
2010
A recent survey of teachers in 172 different Norwegian schools reveals that the integration of new technology into different subjects is far from the goals set by the Ministry. A total of around 1000 teachers responded to extensive questionnaires particularly developed for each one of 8 school subjects. The dominant uses in classrooms are related to standard software and Internet browsers. Very few teachers indicate that they apply software or technology going deeper into their subject teaching, promoting understanding and insight.
Multimedia in Learning English as a Foreign Language as Preferred by German, Spanish, and Polish Teenagers
2014
This paper presents the findings of a small-scale study investigating the preferences of German, Polish, and Spanish teenage English as a foreign language (EFL) learners concerning their use of multimedia, such as Skype, Facebook, YouTube, e-mails, and TV-programmes in learning English. A group of 88 respondents was requested to complete an on-line questionnaire in order to specify how often some selected types of multimedia are used by adolescents in their autonomous EFL learning, and to determine their views on the extent to which some selected multimedia affect the development of their language skills (reading, writing, listening, and speaking) and their English pronunciation. The outcom…
HybridPLAY: A New Technology to Foster Outdoors Physical Activity, Verbal Communication and Teamwork
2015
This paper presents HybridPLAY, a novel technology composed of a sensor and mobile-based video games that transforms urban playgrounds into game scenarios. With this technology we aim to stimulate physical activity and playful learning by creating an entertaining environment in which users can actively participate and collaborate. HybridPLAY is different from other existing technologies that enhance playgrounds, as it is not integrated in them but can be attached to the different elements of the playgrounds, making its use more ubiquitous (i.e., not restricted to the playgrounds). HybridPLAY was born in 2007 as an artistic concept, and evolved after different phases of research and testing …
A MDA Approach for avigational and User Perspectives
2011

 
 
 The study presented in this paper focuses on a navigational and user perspectives analysis of Web applications, highlighting some of their critical points for modeling. To consider these critical points, we propose a notational definition focused on a general metamodel, consisting of three specific metamodels: the Navigational Tree, the Node, and Roles. The metamodels have been implemented with a specific MDA (Model Driven Architecture) tool called AndroMDA, to generate applications for PHP language. Both, the general metamodel and its implementation have been analyzed by means of a proof of concept. Finally, some interesting results as well as the contribution of the p…
How Are Agile Methods and Practices Deployed in Video Game Development? A Survey into Finnish Game Studios
2013
Agile methods and practices are largely deployed in software engineering. Game development shares many features that have given rise to the emergence of agility in software engineering. There is, however, a lack of understanding of the extent to which agile methods and practices are actually deployed in video game development and with which impacts. This paper reports on a survey into Finnish game studios. It shows that Scrum and, to a lesser degree, XP and Kanban are frequently used in the game studios. The most positive impacts of agility concern communication, quality of video games, and finding fun and implementable features earlier.