Search results for "Multimedia"

showing 10 items of 692 documents

The Role of Social and Collaborative Networks in the Development of in-House Multimedia Language Learning Materials

2012

The development of in-house language learning materials has being going on for many decades. In the past, it was difficult for language teachers worldwide to share their in-house materials with other teachers, and so was having access to the materials developed by others. This often produced a feeling of isolation and, very frequently, provoked a duplication of efforts and a bigger investment of time. However, thanks to the Web 2.0 teachers and practitioners worldwide can communicate with each other and share experiences and materials. While this aspect of the so-called Social Web has being successfully exploded in the past few decades, especially in the case of online communities of teache…

EngineeringWeb 2.0Web 2.0media_common.quotation_subjectcomputer.software_genreSocial webFILOLOGIA INGLESACALLGeneral Materials ScienceQuality (business)In-house materialsmedia_commonCollaborative and Social NetworksMultimediabusiness.industryLlengües modernesSoftware developmentSoftware developmentLanguage acquisitionVariety (linguistics)Feelingcollaborative and social networkssoftware developmentIsolation (psychology)businesscomputerin-house materialsProcedia - Social and Behavioral Sciences
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A Topic-Case Driven Methodology for Web Course Design

2008

A topic-case driven methodology for a web course design and realization process is based on software engineering metaphors for capturing the necessary steps in creating web courses by means of a content-based development method. The methodology combines instructional issues to design phases that guide teachers and instructors to design and implement online courses. The methodology has been used by students of computer science, teacher education as well as professional university educators from different educational fields. The results from these experiences have been reported as case studies. In this chapter, the methodology is introduced with the summarized results from three case studies.

Engineeringmedicine.medical_specialtyMultimediabusiness.industryExperience designcomputer.software_genreTechnical designCourse (navigation)World Wide WebDesign educationWeb designComputingMilieux_COMPUTERSANDEDUCATIONmedicinebusinesscomputerWeb modeling
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Application of remote experiments in a secondary school using MOOC approach

2017

This paper presents first attempt to incorporate remote and virtual experiments in MOOC environment for the secondary school instruction. In case study the VISIR+ remote experiment of the WebLab-Deusto was used. The basic topic of physics “Resistors in series” was suggested for the mentioned above experiment. The open edX platform was employed to build the MOOC for the school lesson — we named it ‘micro-MOOC’. The results could be helpful for secondary school sector representatives, education instructors, parents and policy makers to respond to current and future education needs.

Engineeringremote and virtual labremote experimentRemote experimentMultimediabusiness.industrySettore FIS/08 - Didattica E Storia Della Fisica05 social sciencesinquiry-based learningElectrical engineering050301 education02 engineering and technologycomputer.software_genre5E modelSettore FIS/03 - Fisica Della MateriaSettore FIS/07 - Fisica Applicata(Beni Culturali Ambientali Biol.e Medicin)020204 information systemsComputingMilieux_COMPUTERSANDEDUCATION0202 electrical engineering electronic engineering information engineeringsecondary school5E model (key words)business0503 educationcomputermicro-MOOC
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Toward Successfully Integrating Mini Learning Games into Social Virtual Reality Environments : Recommendations for Improving Open and Distance Learni…

2017

Social virtual reality environments, also known as 3D virtual immersive environments, are threedimensional computer-generated virtual spaces that are increasingly used in attendance-based and distance education. Thanks to their unique characteristics that separate them from two-dimensional virtual learning environments, social virtual reality environments can enhance distance education efficacy when used in combination with applying instructional methodologies such as situated learning, experiential learning and game-based learning. The authors of this paper describe the design and findings of a research study on game-based learning in social virtual immersive environments. The research met…

Engineeringserious gamesMultimediabusiness.industryDistance educationEducational technologyVirtual realityvirtual immersive environmentscomputer.software_genreverkko-oppiminengame-based learningpelillistäminenhyötypelitgamificationOpen and Distance Learning (ODL)businesscomputere-learningInstructional simulationvirtuaalimaailma
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Multivides materiāli vārdu krājuma apguves veicināšanai 5 angļu valodas nodarbību veidā

2016

Multivides materiāli ir viens no svarīgākajiem jauninājumiem izglītības tehnoloģiju jomā, kas palīdz uzlabot svešvalodu mācību vadīšanas un mācību apguves procesu un rezultātus. Pateicoties informācijas un komunikācijas tehnoloģiju (IKT) attīstībai, datorizētie valodu mācību vadīšanas un apguves materiāli kļūst arvien populārāki. Daudzi pētījumi un pētnieki ir analizējuši multimediju materiālu efektivitāti no dažādiem skatupunktiem. Tomēr multivides materiālu izmantošanasefektivitāteivārdu krājuma apguvei angļu valodas nodarbībāsnav tikusi pievērsta pietiekama uzmanība. Tāpēc šis pētījums tika veikts ar mērķi izpētīt, vai multivides materiāli atvieglo vārdu krājuma apguvi 5 angļu valodas no…

English as a foreign languagePedagoģijaMultimedia materialsforeign language studiesvocabulary acquisition
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Entertainment virtual reality system for simulation of spaceflights over the surface of the planet Mars

2006

In recent years Virtual Reality technologies have enabled astronomers to recreate and explore three dimensional structures of the Universe for scientific purposes. Mars, due to its scientific interest,has been the focal point of numerous research projects using these technologies, however, none of these virtual reality tools have been developed specifically for entertainment purposes.The focus of this paper is to present MarsVR, as an entertainment research project that educates people on the topography and orography of the planet Mars from the perspective of popular science. Some projects have been designed MarsVR for entertainment purposes and include the latest advances in 3D real time a…

EntertainmentFocus (computing)MultimediaComputer scienceVirtual machineMars Exploration ProgramVirtual realityPlanet Marscomputer.software_genrePopular sciencecomputerMixed realityProceedings of the ACM symposium on Virtual reality software and technology
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An Application of Ant Colony Optimization to Decision Making on Affective Virtual Entities

2007

Learning is a never ending activity for humans; it takes place everywhere and even when we do not realize. However, current learning environments make students deal with lectures, mostly associated with low control of the situation and implicit motivation. In contrast, previous researches have shown that sports, games or hobbies are activities that make people reach optimal experiences where self-motivation, control of the situation, high level of concentration and enjoyment are present. Some current efforts to design next generation of learning environments make use of ubiquitous systems to encourage students to perform learning activities everywhere and at anytime. However, those approach…

EntertainmentUbiquitous systemsUbiquitous computingMultimediaComputer scienceAnt colony optimization algorithmsControl (management)Augmented realityUbiquitous learning environmentComputer aided instructioncomputer.software_genrecomputerNinth International Symposium on Symbolic and Numeric Algorithms for Scientific Computing (SYNASC 2007)
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Feedback adaptation in web-based learning systems

2007

Feedback provided by a learning system to its users plays an important role in web-based education. This paper presents an overview of feedback studies and then concentrates on the problem of feedback adaptation in web-based learning systems. We introduce our taxonomy of feedback concept with regard to its functions, complexity, intention, time of occurrence, way of presentation, and level and way of its adaptation. We consider what can be adapted in feedback and how to facilitate feedback adaptation in web-based learning systems.

Error-driven learningMultimediaComputer sciencemedia_common.quotation_subjectOnline learningE-learning (theory)General Engineeringcomputer.software_genreEducationPresentationWeb based learningTaxonomy (general)Information systemAdaptation (computer science)computermedia_common
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Dynamic QoS management for multimedia real-time transmission in industrial environments

2007

The use of multimedia within industrial applications has become commonplace, targetting improved process monitoring and machine vision. In both cases, the multimedia information is commonly distributed and subject to time constraints that must be met across networks while avoiding untolerable interference over typical control flows. This can be achieved with Constant Bit-Rate (CBR) channels, typically supported by real-time protocols. However, the compressors used to reduce the amount of information to transfer generate Variable Bit-Rate (VBR) patterns. Adapting a VBR source to a CBR channel requires specific care in order to avoid wasting channel bandwidth or dropping video frames. This pa…

EthernetChannel allocation schemesMultimediaComputer sciencebusiness.industryQuality of serviceFrame (networking)Real-time computingLocal area networkVariable bitratecomputer.software_genreMotion JPEGTransmission (telecommunications)businesscomputerCommunication channelComputer network2007 IEEE Conference on Emerging Technologies & Factory Automation (EFTA 2007)
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Notice of Violation of IEEE Publication Principles: Distributed Multimedia Digital Libraries on Peer-to-Peer Networks

2007

This paper presents an original approach to image sharing in large, distributed digital libraries, in which a user is able to interactively search interesting resources by means of content-based image retrieval techniques. The approach described here addresses the issues arising when the content is managed through a peer-to-peer architecture. In this case, the retrieval facilities are likely to be limited to queries based on unique identifiers or small sets of keywords, which may be quite inadequate, so we propose a novel algorithm for routing user queries that exploits compact representations of multimedia resources shared by each peer in order to dynamically adapt the network topology to …

ExploitMultimediabusiness.industryComputer scienceImage sharingPeer-to-peercomputer.software_genreDigital libraryNetwork topologyUnique identifierWorld Wide WebbusinesscomputerImage retrievalContent management14th International Conference of Image Analysis and Processing - Workshops (ICIAPW 2007)
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