34,641 research outputs found
A software engineering approach to multimedia presentation designs
[[abstract]]In this paper, we discuss a new authoring system for the stepwise refinement of multimedia presentations. The proposed system is based on data flow and control flow diagrams, with many enhanced notations especially useful for multimedia presentation designs. Presentation designers can use our system to quickly develop a prototype presentation, and refine it step by step toward a final presentation. A multimedia DFD/CFD of multiple levels is to help a presentation designer to analyze the script structure of a presentation. However, it is not powerful enough to define the precise schedule or layout of a presentation. Incorporated with an interactive multimedia Petri net diagramming mechanism, the last level of a presentation window is refined to a Petri net, which describes the temporal behavior of a presentation window. Our interactive multimedia Petri net is a variation of timed Petri net, with the addition of User Transitions and Sync Arc. Since a multimedia presentation is interactive, we introduce the above two objects for participant dependent synchronization. Using our system, a presentation designer is able to analyze his/her presentation script and design the presentation in a systematic manner.[[conferencetype]]國際[[conferencedate]]19980106~1998010
Managing evolution and change in web-based teaching and learning environments
The state of the art in information technology and educational technologies is evolving constantly.
Courses taught are subject to constant change from organisational and subject-specific reasons. Evolution
and change affect educators and developers of computer-based teaching and learning environments alike –
both often being unprepared to respond effectively. A large number of educational systems are designed
and developed without change and evolution in mind. We will present our approach to the design and
maintenance of these systems in rapidly evolving environments and illustrate the consequences of evolution
and change for these systems and for the educators and developers responsible for their implementation and
deployment. We discuss various factors of change, illustrated by a Web-based virtual course, with the
objective of raising an awareness of this issue of evolution and change in computer-supported teaching and
learning environments. This discussion leads towards the establishment of a development and management
framework for teaching and learning systems
Reusable e-learning development: Case studies, practices and issues of awareness for knowledge-based organisations
Reusable e-learning development (RED) is defined as the cloning, modification and customisation of existing files or source codes for developing another website or another web-based application. RED does not imply just copying and changing existing files or source codes but rather, it provides a practical technique for time-saving, improving efficiency and maximising utility of existing resources for creating another website or another web-based application. RED is particularly useful for a large-scale web development, where there is an extremely high degree of overlapping of information, resources and web designs. Therefore, RED has been widely adopted by many knowledge-based organisations (KBO). In order to investigate the impacts of RED on KBO, various case studies, practices and issues of awareness for KBO are presented and analysed. This paper particularly focuses on studies and recommended practices from the University of Cambridge. Results from these case studies reveal a number of outcomes
Pattern languages in HCI: A critical review
This article presents a critical review of patterns and pattern languages in human-computer interaction (HCI). In recent years, patterns and pattern languages have received considerable attention in HCI for their potential as a means for developing and communicating information and knowledge to support good design. This review examines the background to patterns and pattern languages in HCI, and seeks to locate pattern languages in relation to other approaches to interaction design. The review explores four key issues: What is a pattern? What is a pattern language? How are patterns and pattern languages used? and How are values reflected in the pattern-based approach to design? Following on from the review, a future research agenda is proposed for patterns and pattern languages in HCI
Data mining technology for the evaluation of learning content interaction
Interactivity is central for the success of learning. In e-learning and other educational multimedia environments, the evaluation of interaction and behaviour is particularly crucial. Data mining – a non-intrusive, objective analysis technology – shall be proposed as the central evaluation technology for the analysis of the usage of computer-based educational environments and in particular of the interaction with educational content. Basic mining techniques are reviewed and their application in a Web-based third-level course environment is illustrated. Analytic models capturing interaction aspects from the application domain (learning) and the software infrastructure (interactive multimedia) are required for the meaningful interpretation of mining results
Development of multiple media documents
Development of documents in multiple media involves activities in three different
fields, the technical, the discoursive and the procedural. The major development problems of
artifact complexity, cognitive processes, design basis and working context are located where these
fields overlap. Pending the emergence of a unified approach to design, any method must allow for
development at the three levels of discourse structure, media disposition and composition, and
presentation. Related work concerned with generalised discourse structures, structured
documents, production methods for existing multiple media artifacts, and hypertext design offer
some partial forms of assistance at different levels. Desirable characteristics of a multimedia
design method will include three phases of production, a variety of possible actions with media
elements, an underlying discoursive structure, and explicit comparates for review
Learning objects and learning designs: an integrated system for reusable, adaptive and shareable learning content
This paper proposes a system, the Smart Learning Design Framework, designed to support the development of pedagogically sound learning material within an integrated, platform-independent data structure. The system supports sharing, reuse and adaptation of learning material via a metadata-driven philosophy that enables the technicalities of the system to be imperceptible to the author and consumer. The system proposes the use of pedagogically focused metadata to support and guide the author and to adapt and deliver the content to the targeted consumer. A prototype of the proposed system, which provides proof of concept for the novel processes involved, has been developed. The paper describes the Smart Learning Design Framework and places it within the context of alternative learning object models and frameworks to highlight similarities, differences and advantages of the proposed system
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