Search results for "multimedia"

showing 10 items of 692 documents

Learning Platforms: How to Make the Right Choice

2018

Learning through online platform opportunities is one way of organizing a technology-enhanced learning process. This chapter provides an overview of the place and role of learning platforms in the pedagogical process, defines the differences between learning platforms and learning management systems and offers a toolkit for evaluating learning platforms. The toolkit includes 22 criteria divided into 43 sub-criteria, which can be evaluated at 3 levels. This tool can help teachers, school administrators and other stakeholders to make a pedagogically based choice when it comes to choosing which learning platform solutions to use to scaffold student learning in a transformed learning process th…

ScaffoldMultimediaProcess (engineering)Computer science05 social sciences050301 education050801 communication & media studiescomputer.software_genre0508 media and communicationsVirtual learning environmentLearning ManagementStudent learning0503 educationcomputer
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UCS: Ultimate course search

2016

International audience; In this system prototype demonstration we present, Ultimate Course Search (UCS), a learning tool developed to provide students ways to efficiently search electronic educational materials. UCS integrates slides, lecture videos and textbooks into a single platform. The keywords extracted from the textbooks and the slides are the basis of the indexing scheme. For the videos, UCS relies on slide transitions and metadata to establish the correspondence between slides and video segments. The video segmentation is based on the slides being presented using the meta-data provided by the video recording software and image processing techniques.

Scheme (programming language)Computer scienceComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONImage processing02 engineering and technologycomputer.software_genreCourse (navigation)[SPI]Engineering Sciences [physics]Software[ SPI.NRJ ] Engineering Sciences [physics]/Electric power[ SPI ] Engineering Sciences [physics]ComputingMilieux_COMPUTERSANDEDUCATION0202 electrical engineering electronic engineering information engineeringSegmentationcomputer.programming_languageMultimediabusiness.industry4. Education[SPI.NRJ]Engineering Sciences [physics]/Electric powerSearch engine indexing020207 software engineeringImage segmentation[ SPI.TRON ] Engineering Sciences [physics]/Electronics[SPI.TRON]Engineering Sciences [physics]/ElectronicsMetadata020201 artificial intelligence & image processingbusinesscomputer2016 14th International Workshop on Content-Based Multimedia Indexing (CBMI)
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Indexing Multimedia Learning Materials in Ultimate Course Search

2016

International audience; Multimedia is the main support for online learning materials and the size of multimedia learning materials is growing with the popularity of online programs offered by Universities. Ultimate Course Search (UCS) is a tool that aims to provide efficient search of course materials. UCS integrates slides, lecture videos and textbook content into a single platform with search capabilities. The keywords extracted from the textbook index and the power-point slides are the basis of the indexing scheme. The slides are indexed on the keywords and the videos are indexed on the slides. The correspondence between the slides and video segments is established using the meta-data pr…

Scheme (programming language)Information retrievalMultimediaComputer sciencebusiness.industrySearch engine indexing[SPI.NRJ]Engineering Sciences [physics]/Electric powerImage processing02 engineering and technologyImage segmentationcomputer.software_genreRanking (information retrieval)[ SPI.TRON ] Engineering Sciences [physics]/Electronics[SPI.TRON]Engineering Sciences [physics]/ElectronicsMetadata[SPI]Engineering Sciences [physics]SoftwareIndex (publishing)[ SPI.NRJ ] Engineering Sciences [physics]/Electric power020204 information systems0202 electrical engineering electronic engineering information engineering[ SPI ] Engineering Sciences [physics]businesscomputercomputer.programming_language
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An interdisciplinary school project using a Nintendo Wii controller for measuring car speed

2013

This is an author-created, un-copyedited version of an article published in Physics Review. IOP Publishing Ltd is not responsible for any errors or omissions in this version of the manuscript or any version derived from it. The Version of Record is available online at http://dx.doi.org/10.1088/0031-9120/48/2/184 This work examines the feasibility of employing a Nintendo Wii game controller for measuring car speed in an interdisciplinary school project. It discusses the physical characteristics of the controller and of vehicle headlights. It suggests how an experiment may be linked to topics in mathematics, statistics, physics and computer science. An algorithm for calculating speed from rep…

Science instructionMultimediaComputer scienceController (computing)Computer softwareGeneral Physics and Astronomycomputer.software_genrecomputerSimulationEducation
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Evaluation of touchscreen assistive technology for visually disabled users

2017

Touchscreen assistive technology is designed to support speech interaction between visually disabled people and mobile devices, allowing the use of a choreography of gestures to interact with a touch user interface. This paper presents the evaluation of VoiceOver, a screen reader in Apple Inc. products, made in the research project Visually impaired users touching the screen- A user evaluation of assistive technology together with six visually disabled test participants. The aim was to identify challenges related to the performance of the gestures for screen interaction and evaluate the system response to the gestures. The main results showed that most of the hand gestures were easy to perf…

Screen readerMultimediabusiness.industryComputer scienceTouch user interface020206 networking & telecommunicationsUsability02 engineering and technologycomputer.software_genrelaw.inventionVisualizationChoreography03 medical and health sciences0302 clinical medicineTouchscreenlawHuman–computer interaction030221 ophthalmology & optometry0202 electrical engineering electronic engineering information engineeringbusinesscomputerMobile deviceGesture2017 IEEE Symposium on Computers and Communications (ISCC)
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Test-driven lecturing

2012

One can easily compare the current style of teaching and lecturing to the so called waterfall model of software development. We first design the course, then execute it, and in the end we make tests to see, if everything went well. As with waterfall model, the assessment comes too late, if anything fails.Therefore, we need a lecturing model which entwines assessment into course execution. Test-driven development (TDD) is a model of software development in which the computer program is designed by writing first small tests that assure the meeting of the requirements. In test-driven lecturing, students first take tests to show how well they master the topics to be discussed. In this way both …

Self-assessmentMultimediaComputer programComputer sciencebusiness.industrySoftware developmentTest-driven developmentcomputer.software_genreTest (assessment)Formative assessmentWaterfall modelComputingMilieux_COMPUTERSANDEDUCATIONSoftware engineeringbusinesscomputerProceedings of the 12th Koli Calling International Conference on Computing Education Research
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Experiences in Digital Video Composition as Sources of Self-Efficacy Toward Technology Use

2018

As teachers’ self-efficacy has been shown to be a crucial factor in technology integration, there is a need to understand the mechanisms that may raise teachers’ self-efficacy toward technology integration. This article seeks to understand what sources of self-efficacy hands-on experiences with technology may provide to pre-service teachers. The participants were 37 students who were taking a course on digital literacies, where they composed a digital video in small groups. The data consists of students’ individually written post-course self-evaluation reports. In the analysis of the reports, the authors identified text fragments that indicated either 1) sources of self-efficacy related to …

Self-efficacyta113Multimedia05 social sciencesDigital video050301 educationvideotcomputer.software_genreopettajatomatoimisuusdigital videosHuman–computer interactiontechnology use0502 economics and businessComputingMilieux_COMPUTERSANDEDUCATIONteknologiaopetuskäyttöta516Psychology0503 educationcomputerComposition (language)self-efficacy050203 business & managementdigital video compositionInternational Journal of Smart Education and Urban Society
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Seamless Learning Environments in Higher Education with Mobile Devices and Examples

2016

The use of seamless learning environments that have the potential to support lifelong learning anytime and anywhere has become a reality. In this sense, many educational institutions have started to consider introducing seamless learning environments into their programs. The aim of this study is to analyze how various educational university programs implement the design elements for seamless learning environments with mobile devices. For that purpose, three cases involved in a Finnish teaching development project are explored by conducting semi-structured interviews with key participants. The themes of the interviews were related to the theoretical background for (mobile) seamless learning …

Semi-structured interviewseamless learning environmentsGeneral Computer ScienceHigher educationComputer scienceLifelong learningmeaningful learningsulautuva opetuscomputer.software_genreEducationWorld Wide Webmobile devicesMeaningful learningmobiililaitteetta516CurriculumWeb 2.0 tools060201 languages & linguisticspersonal learning environmentsMultimediabusiness.industry05 social sciencesEducational technology050301 education06 humanities and the artsblended learningBlended learninghigher education0602 languages and literaturebusiness0503 educationMobile devicecomputer
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The Effects of the Use of Serious Game in Eco-Driving Training

2016

International audience; Serious games present a promising approach to training and learning. The player is engaged in a virtual environment for a purpose beyond pure entertainment, all while having fun. In this paper, we investigate the effects of the use of serious game in eco-driving training. An approach has been developed in order to improve players’ practical skills in terms of eco-driving. This approach is based on the development of a driving simulation based on a serious game, integrating a multisensorial guidance system with metaphors including visual messages (information on fuel consumption, ideal speed area, gearbox management, etc.) and sounds (spatialized sounds, voice message…

Serious gamesSynthèse d'image et réalité virtuelle [Informatique]Computer Networks and CommunicationsComputer scienceDriving simulation020209 energy02 engineering and technologycomputer.software_genre7. Clean energylcsh:QA75.5-76.95eco drivingEntertainment[ INFO.INFO-HC ] Computer Science [cs]/Human-Computer Interaction [cs.HC]Artificial IntelligenceHuman–computer interactionOrder (exchange)0202 electrical engineering electronic engineering information engineering[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]MultimediaComputingMilieux_PERSONALCOMPUTING[ INFO.INFO-GR ] Computer Science [cs]/Graphics [cs.GR][INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR]Term (time)Interface homme-machine [Informatique]Work (electrical)Hardware and ArchitectureVirtual machineICTinteractive guidance metaphors.Fuel efficiencylcsh:Electronic computers. Computer scienceEco-drivingvirtual environmentGuidance systemEngineering design processcomputerInteractive guidance metaphorsSoftwareInformation SystemsFrontiers in ICT
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Involving the elderly in the content development of a health enhancing tablet-based service

2014

The aim of the present study was to specify the needs of elderly for a health-enhancing tablet-based service. An interview study was performed with voluntary elderly (N=19, female 15, male 4, aged 76.2 years (SD 8.3)). The attitudes towards improving health behaviours and technology utilisation were explored. The content illustrations were developed for the interviews, and evaluated by participants using a numerical scale (1 very poor − 5 very good) and verbal feedback. Content analysis was used in the analysis of qualitative data. Taking care of one's own well-being comprehensively was the most important incentive to maintain one's activity. Content illustrations were evaluated as high (av…

Service (business)IncentiveMultimediaContent analysisScale (social sciences)Applied psychologyVerbal feedbackQualitative propertyContent developmentcomputer.software_genrePsychologycomputerDiversity (business)Proceedings of the 4th International Conference on Wireless Mobile Communication and Healthcare - "Transforming healthcare through innovations in mobile and wireless technologies"
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