8,812 research outputs found
Designs on the Web: A case study of online learning for design students
The De Montfort University Electronic Campus initiative started in September 1999. Webâbased learning resources and support have been provided for over 3,000 students via a portfolio of thirty projects ranging across all levels of the university and within every faculty. This paper focuses on one aspect of this initiative: the development of online teaching and learning materials to support firstâyear IT modules for students of art and design. An undergraduate module has been converted from traditional, faceâtoâface, delivery to a hybrid combination of Webâbased and studioâbased work in accordance with Laurillard's conversational framework. In the first year of use all the new material has been made available on a pilot basis to a group of 440 students in parallel with conventional lectures and seminars. All the students have had access to the online resources; some students have used them, but some have not. Data on student expectations collected prior to starting on the module are compared with student feedback gathered at the end of the module and student performance data across the two mode's of presentation are compared to establish the relative effectiveness of each approach. In addition the paper reviews the resource implications of developing, delivering and supporting online learning and discusses some of the barriers to implementation that were encountered and overcome
Engineering ambient visual sensors
Visual sensors are an indispensable prerequisite for those AmI environments that require a surveillance component. One practical issue concerns maximizing the operational longevity of such sensors as the operational lifetime of an AmI environment itself is dependent on that of its constituent components. In this paper, the intelligent agent paradigm is considered as a basis for managing a camera collective such that the conflicting demands of power usage optimization and system performance are reconciled
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Multimedia delivery in the future internet
The term âNetworked Mediaâ implies that all kinds of media including text, image, 3D graphics, audio
and video are produced, distributed, shared, managed and consumed on-line through various networks,
like the Internet, Fiber, WiFi, WiMAX, GPRS, 3G and so on, in a convergent manner [1]. This white
paper is the contribution of the Media Delivery Platform (MDP) cluster and aims to cover the Networked
challenges of the Networked Media in the transition to the Future of the Internet.
Internet has evolved and changed the way we work and live. End users of the Internet have been confronted
with a bewildering range of media, services and applications and of technological innovations concerning
media formats, wireless networks, terminal types and capabilities. And there is little evidence that the pace
of this innovation is slowing. Today, over one billion of users access the Internet on regular basis, more
than 100 million users have downloaded at least one (multi)media file and over 47 millions of them do so
regularly, searching in more than 160 Exabytes1 of content. In the near future these numbers are expected
to exponentially rise. It is expected that the Internet content will be increased by at least a factor of 6, rising
to more than 990 Exabytes before 2012, fuelled mainly by the users themselves. Moreover, it is envisaged
that in a near- to mid-term future, the Internet will provide the means to share and distribute (new)
multimedia content and services with superior quality and striking flexibility, in a trusted and personalized
way, improving citizensâ quality of life, working conditions, edutainment and safety.
In this evolving environment, new transport protocols, new multimedia encoding schemes, cross-layer inthe
network adaptation, machine-to-machine communication (including RFIDs), rich 3D content as well as
community networks and the use of peer-to-peer (P2P) overlays are expected to generate new models of
interaction and cooperation, and be able to support enhanced perceived quality-of-experience (PQoE) and
innovative applications âon the moveâ, like virtual collaboration environments, personalised services/
media, virtual sport groups, on-line gaming, edutainment. In this context, the interaction with content
combined with interactive/multimedia search capabilities across distributed repositories, opportunistic P2P
networks and the dynamic adaptation to the characteristics of diverse mobile terminals are expected to
contribute towards such a vision.
Based on work that has taken place in a number of EC co-funded projects, in Framework Program 6 (FP6)
and Framework Program 7 (FP7), a group of experts and technology visionaries have voluntarily
contributed in this white paper aiming to describe the status, the state-of-the art, the challenges and the way
ahead in the area of Content Aware media delivery platforms
An Adaptive Design Methodology for Reduction of Product Development Risk
Embedded systems interaction with environment inherently complicates
understanding of requirements and their correct implementation. However,
product uncertainty is highest during early stages of development. Design
verification is an essential step in the development of any system, especially
for Embedded System. This paper introduces a novel adaptive design methodology,
which incorporates step-wise prototyping and verification. With each adaptive
step product-realization level is enhanced while decreasing the level of
product uncertainty, thereby reducing the overall costs. The back-bone of this
frame-work is the development of Domain Specific Operational (DOP) Model and
the associated Verification Instrumentation for Test and Evaluation, developed
based on the DOP model. Together they generate functionally valid test-sequence
for carrying out prototype evaluation. With the help of a case study 'Multimode
Detection Subsystem' the application of this method is sketched. The design
methodologies can be compared by defining and computing a generic performance
criterion like Average design-cycle Risk. For the case study, by computing
Average design-cycle Risk, it is shown that the adaptive method reduces the
product development risk for a small increase in the total design cycle time.Comment: 21 pages, 9 figure
Digital Image Access & Retrieval
The 33th Annual Clinic on Library Applications of Data Processing, held at the University of Illinois at Urbana-Champaign in March of 1996, addressed the theme of "Digital Image Access & Retrieval." The papers from this conference cover a wide range of topics concerning digital imaging technology for visual resource collections. Papers covered three general areas: (1) systems, planning, and implementation; (2) automatic and semi-automatic indexing; and (3) preservation with the bulk of the conference focusing on indexing and retrieval.published or submitted for publicatio
An introduction to learning technology in tertiary education in the UK.
Contents: 1. The Learning Technology Arena
2. The Learning Technology Community
3. Learning Technology Tools
4. Key issues and developments in the Learning Technology Field
5. Implementing Learning Technologies
6. Further Resource
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