Search results for "multimedia"

showing 10 items of 692 documents

Developing Online Collaborative Games for e-Learning Environments

2014

Based on our experience, we believe that games, competition and teamwork offer a pleasant and active way of learning. This is much more efficient when the learner has a smile on his face, when he is astonished and curious about next levels and finds the game sufficiently challenging and fun to try again. Our application proposal has the purpose of implementing an e-Learning platform for improving the teaching and learning process in somewhat abstract domains, such as computer architecture or object oriented programming, with the help of games. These games are time-dependent and are able to support collaboration between groups. To this date there are two learning games implemented: a crosswo…

Game mechanicsTeamworkObject-oriented programmingMultimediaComputer scienceProcess (engineering)E-learning (theory)media_common.quotation_subjectComputingMilieux_PERSONALCOMPUTINGcomputer.software_genreTurns rounds and time-keeping systems in gamesJigsawVideo game designcomputermedia_common
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Robust Light Field Watermarking by 4D Wavelet Transform

2020

Unlike common 2D images, the light field representation of a scene delivers spatial and angular description which is of paramount importance for 3D reconstruction. Despite the numerous methods proposed for 2D image watermarking, such methods do not address the angular information of the light field. Hence the exploitation of such methods may cause severe destruction of the angular information. In this paper, we propose a novel method for light field watermarking with extensive consideration of the spatial and angular information. Considering the 4D innate of the light field, the proposed method incorporates 4D wavelet for the purpose of watermarking and converts the heavily-correlated chann…

General Computer ScienceComputer scienceComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION4D waveletImage processing02 engineering and technologyGaussian noisesymbols.namesakeWaveletRobustness (computer science)Computer Science::Multimedia0202 electrical engineering electronic engineering information engineeringDiscrete cosine transformMedian filterlight fieldplenoptic imageGeneral Materials ScienceComputer visionDigital watermarkingbusiness.industry3D reconstructionGeneral EngineeringWavelet transformDCT020207 software engineeringcomputer.file_formatÒpticaGaussian noiseJPEG 2000symbolsRGB color model020201 artificial intelligence & image processingArtificial intelligenceDigital watermarkinglcsh:Electrical engineering. Electronics. Nuclear engineeringbusinesscomputerlcsh:TK1-9971Light fieldImatges Processament Tècniques digitalsIEEE Access
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Introductory Quantum Physics Courses using a LabVIEW multimedia module

2007

We present the development of a LabVIEW multimedia module for introductory Quantum Physics courses and our experience in the use of this application as an educational tool in learning methodologies. The program solves the Time Dependent Schrodinger Equation for arbitrary potentials. We describe the numerical method used for solving this equation, as well as some mathematical tools employed to reduce the calculation time and to obtain more accurate results. As an illustration, we present the evolution of a wave packet for three different potentials: the repulsive barrier potential, the repulsive step potential, and the harmonic oscillator. This application has been successfully integrated in…

General Computer ScienceMultimediaComputer scienceNumerical analysisGeneral EngineeringFinite difference methodPhysics - Physics EducationFOS: Physical sciencesPhysics::Physics Educationcomputer.software_genreEducationSchrödinger equationSolution of Schrödinger equation for a step potentialsymbols.namesakePhysics Education (physics.ed-ph)Quantum mechanicssymbolscomputerHarmonic oscillator
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Quality of Service Management on Multimedia Data Transformation into Serial Stories Using Movement Oriented Method

2011

Multimedia data transformation into serial stories or story board will help to reduce the consumption of storage media, indexing, sorting and searching system. Movement Oriented Method that is being developed changes the form of multimedia data into serial stories. Movement Oriented Method depends on the knowledge each actor who uses it. Different knowledge of each actor in the transformation process raises complex issues, such as the sequence, and the resulted story object that could become the standard. And the most fatal could be, the resulted stories does not same with the original multimedia data. To solve it, the Standard Level Knowledge (SLK) in maintaining the quality of the story c…

General Computer ScienceMultimediaProcess (engineering)Computer scienceQuality of servicemedia_common.quotation_subjectSearch engine indexingData transformationObject (computer science)computer.software_genreTransformation (function)Quality (business)computermedia_commonInternational Journal of Advanced Computer Science and Applications
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Analysing the presence of school-shooting related communities at social media sites

2010

Surprisingly cruel mass murders and attacks have been witnessed in the educational institutions of the Western world since the 1970s. These are often referred to as 'school shootings'. There have been over 300 known incidents around the world and the number is growing. Social network sites (SNSs) have enabled the perpetrators to express their views and intentions. Our result is that since about 2005, all major school shooters have had a presence in SNS and some have left traces that would have made possible to evaluate their intentions to carry out a rampage. A further hypothesis is that future school shooters will behave in a similar manner and would thus be traceable in the digital sphere…

GeographySocial media miningSocial networkbusiness.industryOntologyWestern worldSocial mediaCriminologyMultimedia data miningRelation (history of concept)businessSocial psychologyInternational Journal of Multimedia Intelligence and Security
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Ownership and Use of Commercial Physical Activity Trackers Among Finnish Adolescents: Cross-Sectional Study

2017

BackgroundMobile phone apps for monitoring and promoting physical activity (PA) are extremely popular among adults. Devices, such as heart rate monitors or sports watches (HRMs/SWs) that work with these apps are at sufficiently low costs to be available through the commercial markets. Studies have reported an increase in PA levels among adults with devices; however, it is unknown whether the phenomena are similar during early adolescence. At a time when adolescents start to develop their own sense of independence and build friendship, the ease of smartphone availability in developed countries needs to be investigated in important health promoting behaviors such as PA. ObjectiveThe objective…

Gerontology020205 medical informaticshealth promotionCross-sectional studyphysical activityPoison controlHealth InformaticsInformation technology02 engineering and technologycomputer.software_genremobile phone appsOccupational safety and healthterveyden edistäminendisabled children03 medical and health sciences0302 clinical medicineInjury prevention0202 electrical engineering electronic engineering information engineeringmobiilisovelluksetadolescentsphysical activity trackers030212 general & internal medicineSocial determinants of healthmHealthFinlandmobile phonesOriginal Papermobile phonemittaaminenMultimediaHuman factors and ergonomicsta3141T58.5-58.64Health promotionadolescentsocial determinants of healthPublic aspects of medicineRA1-1270Psychologycomputerfyysinen aktiivisuusJMIR mHealth and uHealth
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An educational multimedia campaign improves stroke knowledge and risk perception in different stroke risk groups.

2009

Background and purpose:  Stroke risk factor knowledge and individual risk perception are low in the general public. Our study aimed at identifying the educational effects of a multimedia campaign on stroke knowledge and risk perception in several subgroups at increased risk of stroke. Methods:  Telephone surveys were administered in a random sample of 500 members of the general public, before and immediately after an intense 3 months educational campaign using various mass and print media. Results:  A total of 32.7% of respondents considered themselves as being at risk of stroke before, and 41.9% (P < 0.01) after the intervention. Evaluation of stroke risk increased with number of appreciat…

GerontologyAdultMalemedicine.medical_specialtyHealth Knowledge Attitudes PracticePatient Education as TopicRisk FactorsIntervention (counseling)EpidemiologymedicineHumansStrokeAgedHealth economicsbusiness.industryPublic healthMiddle Agedmedicine.diseaseRisk perceptionStrokeHealth promotionNeurologyMultimediaPhysical therapyCeiling effectFemaleNeurology (clinical)businessEuropean journal of neurology
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Virtual reality school for children with learning difficulties

2005

This paper describes the process starting from the identification of educational needs of children with learning difficulties to the design of a fully interactive virtual school, where it is possible to learn about the physical and social world. The fundamentals of this design are the exclusive advantages that Real Time Graphics offer for developing tools in which children can learn while playing. This development has been done in the framework of a strongly-funded project by the Spanish Government. This ongoing project is in its final stage of development and will produce tools which are valid both for special and mainstream education, ready to be used and tested over final users.

GovernmentIdentification (information)Virtual schoolMultimediaProcess (engineering)Computer scienceMainstreamGraphicsVirtual realitySpecial educationcomputer.software_genrecomputerProceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
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Creativity in Amateur Multimedia : Popular Culture, Critical Theory, and HCI

2007

The last decade has witnessed the emergence and aesthetic maturation of amateur multimedia on an unprecedented scale, from video podcasts to machinima, and Flash animations to user-created metaverses. Today, especially in academic circles, this pop culture phenomenon is little recognized and even less understood. This paper explores creativity in amateur multimedia using three theorizations of creativity—those of HCI, postructuralism, and technological determinism. These theorizations frame a semiotic analysis of numerous commonly used multimedia authoring platforms, which demonstrates a deep convergence of multimedia authoring tool strategies that collectively project a conceptualization a…

HCImachinimaamateur multimediaYouTubeaestheticscreativity
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&lt;title&gt;Managing compressed multimedia data in a memory hierarchy: fundamental issues and basic solutions&lt;/title&gt;

1998

The purpose of the work is to discuss the fundamental issues and solutions in managing compressed and uncompressed multimedia data, especially voluminous continuous mediatypes (video, audio) and text in a memory hierarchy with four levels (main memory, magnetic disk, (optical or magnetic) on-line/near-line low-speed memory, and slow off-line memory, i.e. archive). We view the multimedia data in such a database to be generated, (compressed), and stored into the memory hierarchy (at the lowest non-archiving level), and subsequently retrieved, (decompressed), and presented. If unused, the data either travels down in the memory hierarchy or it is compressed and stored at the same level. We firs…

Hardware_MEMORYSTRUCTURESFlat memory modelTheoretical computer scienceMultimediaMemory hierarchyComputer scienceThrashingcomputer.software_genreMemory mapMemory managementPhysical addressVirtual memoryInterleaved memorycomputerSPIE Proceedings
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