918 research outputs found
Why do people subtitle movies? A survey research of the subtitler motivations and practices
In this paper we investigate the reasons why enthusiasts dedicate time and effort to create subtitles for third-party videos shared on-line. Based on results obtained from a survey research with a community of Brazilian subtitlers, we highlight basic features of these enthusiasts as well as their motivations and main objectives. Our observations suggest that this is a volunteering and collaborative activity after all.CNPq (#312148/2014-3); FAPES (#67927378/2015
3D User Interfaces for General-Purpose 3D Animation
Draft submission, Appeared as "3D User Interfaces for General-Purpose 3D Animation"Modern 3D animation systems let a growing number of people generate increasingly sophisticated animated movies, frequently for tutorials or multimedia documents. However, although these tasks are inherently three dimensional, these systems' user interfaces are still predominantly two dimensional. This makes it difficult to interactively input complex animated 3D movements. We have developed Virtual Studio, an inexpensive and easy-to-use 3D animation environment in which animators can perform all interaction directly in three dimensions. Animators can use 3D devices to specify complex 3D motions. Virtual tools are visible mediators that provide interaction metaphors to control application objects. An underlying constraint solver lets animators tightly couple application and interface objects. Users define animation by recording the effect of their manipulations on models. Virtual Studio applies data-reduction techniques to generate editable representations of each animated element that is manipulated.71-78Pubblicat
Processing Structured Hypermedia : A Matter of Style
With the introduction of the World Wide Web in the early nineties, hypermedia has become the uniform interface to the wide variety of information sources available over the Internet. The full potential of the Web, however, can only be realized by building on the strengths of its underlying research fields. This book describes the areas of hypertext, multimedia, electronic publishing and the World Wide Web and points out fundamental similarities and differences in approaches towards the processing of information. It gives an overview of the dominant models and tools developed in these fields and describes the key interrelationships and mutual incompatibilities. In addition to a formal specification of a selection of these models, the book discusses the impact of the models described on the software architectures that have been developed for processing hypermedia documents. Two example hypermedia architectures are described in more detail: the DejaVu object-oriented hypermedia framework, developed at the VU, and CWI's Berlage environment for time-based hypermedia document transformations
Investigating the collaborative process of subtitles creation and sharing for videos on the Web
In this paper we concentrate on the study of the collaborative practices of enthusiasts that create and share subtitles for third party videos. Based on preliminary results from interviews with some volunteers, we formalize the subtitles creation and sharing
process using a business process management model and compare it with other collaborative and crowdsourcing models. We expect that our initial observations can bring a new understanding of the process and, thus, help in the design of
next generation video enriching tools
Content And Multimedia Database Management Systems
A database management system is a general-purpose software system that facilitates the processes of defining, constructing, and manipulating databases for various applications. The main characteristic of the ‘database approach’ is that it increases the value of data by its emphasis on data independence. DBMSs, and in particular those based on the relational data model, have been very successful at the management of administrative data in the business domain. This thesis has investigated data management in multimedia digital libraries, and its implications on the design of database management systems. The main problem of multimedia data management is providing access to the stored objects. The content structure of administrative data is easily represented in alphanumeric values. Thus, database technology has primarily focused on handling the objects’ logical structure. In the case of multimedia data, representation of content is far from trivial though, and not supported by current database management systems
Evaluation of Evidence-Based Practices in Online Learning: A Meta-Analysis and Review of Online Learning Studies
A systematic search of the research literature from 1996 through July 2008 identified more than a thousand empirical studies of online learning. Analysts screened these studies to find those that (a) contrasted an online to a face-to-face condition, (b) measured student learning outcomes, (c) used a rigorous research design, and (d) provided adequate information to calculate an effect size. As a result of this screening, 51 independent effects were identified that could be subjected to meta-analysis. The meta-analysis found that, on average, students in online learning conditions performed better than those receiving face-to-face instruction. The difference between student outcomes for online and face-to-face classes—measured as the difference between treatment and control means, divided by the pooled standard deviation—was larger in those studies contrasting conditions that blended elements of online and face-to-face instruction with conditions taught entirely face-to-face. Analysts noted that these blended conditions often included additional learning time and instructional elements not received by students in control conditions. This finding suggests that the positive effects associated with blended learning should not be attributed to the media, per se. An unexpected finding was the small number of rigorous published studies contrasting online and face-to-face learning conditions for K–12 students. In light of this small corpus, caution is required in generalizing to the K–12 population because the results are derived for the most part from studies in other settings (e.g., medical training, higher education)
The Impact of Immersive VR verses Desktop VR Technologies on Learning Attainment and Sense of Presence
The study examined the influence of immersive technologies and sense of presence on learning outcomes while comparing different media formats (Immersive Virtual Reality and Desktop Virtual Reality). The experiment was conducted on N=68 students that experienced a biology lesson about the human cellular system and its related processes. The current literature suggests that Immersive technologies can a powerful impact to learning, but it is crucial to identify when and how these impacts emerge. The current assumption is that presence and educational outcomes stem from the amount of engagement with the material, which is suggested to depend on the level of immersion. Currently, the question is whether technological immersion elicits this psychological state of presence and whether this feeling of presence has an influence on learning or not. Much of the literature relates to qualitative measurement techniques, such as motivational and emotional questionnaires. As well as a major issue relating to the methodology, such as sample size and inconsistency between groups. The study addressed this limitation by assessing learning outcomes quantitatively, and consistency of stimulus between experimental groups. We proposed that the largest learning gains may be seen in the iVR environment, since evidence suggest that designing active and embodied lessons with meaningful interactivity and manipulation of content may continue to induce significant influence in learning interventions. These findings may provide empirical evidence to help understand the influence of these variables on learning in iVR
Video on the semantic web: experiences with media streams
In this paper, we report our experiences with the use of SemanticWeb technology for annotating digital video material.Web technology is used to transform a large, existing video ontology embedded in an annotation tool into a commonly accessible format. The recombination of existing video material is then used as an example application, in which the video metadata enables the retrieval of video footage based on both content descriptions and cinematographic concepts, such as establishing and reaction shots. The paper focuses on the practical issues of porting ontological information to the Semantic Web, the multimedia-specific issues of video annotation, and requirements for Semantic Web query and access patterns. It thereby explicitly aims at providing input to the two new W3C Semantic Web Working Groups (Best Practices and Deployment; Data Access)
Proceedings of the 1993 Conference on Intelligent Computer-Aided Training and Virtual Environment Technology, Volume 1
These proceedings are organized in the same manner as the conference's contributed sessions, with the papers grouped by topic area. These areas are as follows: VE (virtual environment) training for Space Flight, Virtual Environment Hardware, Knowledge Aquisition for ICAT (Intelligent Computer-Aided Training) & VE, Multimedia in ICAT Systems, VE in Training & Education (1 & 2), Virtual Environment Software (1 & 2), Models in ICAT systems, ICAT Commercial Applications, ICAT Architectures & Authoring Systems, ICAT Education & Medical Applications, Assessing VE for Training, VE & Human Systems (1 & 2), ICAT Theory & Natural Language, ICAT Applications in the Military, VE Applications in Engineering, Knowledge Acquisition for ICAT, and ICAT Applications in Aerospace
Training procedural tasks through the manipulation of multimedia in dynamic visual displays with computer-based technologies
EThOS - Electronic Theses Online ServiceGBUnited Kingdo
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