38,891 research outputs found

    Synote mobile HTML5 responsive design video annotation application

    No full text
    Synote Mobile has been developed as an accessible cross device and cross browser HTML5 webbased collaborative replay and annotation tool to make web-based recordings easier to access, search, manage, and exploit for learners, teachers and others. It has been developed as a new mobile HTML5 version of the award winning open source and freely available Synote which has been used since 2008 by students throughout the world to learn interactively from recordings. While most UK students now carry mobile devices capable of replaying Internet video, the majority of these devices cannot replay Synote’s accessible, searchable, annotated recordings as Synote was created in 2008 when few students had phones or tablets capable of replaying these videos

    Automatic generation of audio content for open learning resources

    Get PDF
    This paper describes how digital talking books (DTBs) with embedded functionality for learners can be generated from content structured according to the OU OpenLearn schema. It includes examples showing how a software transformation developed from open source components can be used to remix OpenLearn content, and discusses issues concerning the generation of synthesised speech for educational purposes. Factors which may affect the quality of a learner's experience with open educational audio resources are identified, and in conclusion plans for testing the effect of these factors are outlined

    The use of humor by an adolescent with autism spectrum disorder

    Full text link
    The aim of this study was to describe the humor use by an 11-year-old adolescent with ASD. Through an iterative coding process to identify a successful, unsuccessful, and neutral rating of instances of humor, we describe how does an adolescent with ASD uses humor and the functions humor serves in his interactions with a friend. We describe the personal and environmental factors that support the successful use of humor. The adolescent used two main types of humor (self-initiated and environmentally-initiated), consisting of two forms (verbal and physical). We describe 12 main behavioral indicators to identify the instances of humor. Humor appeared to sever as a means of engaging his friend and he appeared to be most successful in using humor with his friend when in a familiar environment and engaging in a familiar activity. The implications for future research are discussed

    Tech for Understanding: An Introduction to Assistive and Instructional Technology in the Classroom

    Get PDF
    This paper examines the different types of assistive and instructional technology available to students who are classified with one or more of the thirteen disabilities outlined in the Individuals with Disabilities Education Act (referred to as, IDEA). While the roles of assistive and instructional technology are different, there are many instances where their uses may overlap. Thus, while these two categories will be discussed separately, it should be noted that some information may be applied to each category and more than one piece of technology. The purpose of this paper is to provide an introduction to the world of assistive and instructional technology for those who may be new to its concepts, particularly parents who have recently learned that their child may benefit from extra assistance and future educators who are interested in learning more about the devices they will be using to reach their students. Each of the thirteen disabilities will be discussed briefly, and then each disability will be assigned several types of assistive and instructional technology that serve it well. This will by no means be an exhaustive list of all types of technology available to teachers, parents, and students. However, it will attempt to provide a varied glimpse at some of the options that are available and how they may help children who are struggling to access the curriculum

    Understanding user experience of mobile video: Framework, measurement, and optimization

    Get PDF
    Since users have become the focus of product/service design in last decade, the term User eXperience (UX) has been frequently used in the field of Human-Computer-Interaction (HCI). Research on UX facilitates a better understanding of the various aspects of the user’s interaction with the product or service. Mobile video, as a new and promising service and research field, has attracted great attention. Due to the significance of UX in the success of mobile video (Jordan, 2002), many researchers have centered on this area, examining users’ expectations, motivations, requirements, and usage context. As a result, many influencing factors have been explored (Buchinger, Kriglstein, Brandt & Hlavacs, 2011; Buchinger, Kriglstein & Hlavacs, 2009). However, a general framework for specific mobile video service is lacking for structuring such a great number of factors. To measure user experience of multimedia services such as mobile video, quality of experience (QoE) has recently become a prominent concept. In contrast to the traditionally used concept quality of service (QoS), QoE not only involves objectively measuring the delivered service but also takes into account user’s needs and desires when using the service, emphasizing the user’s overall acceptability on the service. Many QoE metrics are able to estimate the user perceived quality or acceptability of mobile video, but may be not enough accurate for the overall UX prediction due to the complexity of UX. Only a few frameworks of QoE have addressed more aspects of UX for mobile multimedia applications but need be transformed into practical measures. The challenge of optimizing UX remains adaptations to the resource constrains (e.g., network conditions, mobile device capabilities, and heterogeneous usage contexts) as well as meeting complicated user requirements (e.g., usage purposes and personal preferences). In this chapter, we investigate the existing important UX frameworks, compare their similarities and discuss some important features that fit in the mobile video service. Based on the previous research, we propose a simple UX framework for mobile video application by mapping a variety of influencing factors of UX upon a typical mobile video delivery system. Each component and its factors are explored with comprehensive literature reviews. The proposed framework may benefit in user-centred design of mobile video through taking a complete consideration of UX influences and in improvement of mobile videoservice quality by adjusting the values of certain factors to produce a positive user experience. It may also facilitate relative research in the way of locating important issues to study, clarifying research scopes, and setting up proper study procedures. We then review a great deal of research on UX measurement, including QoE metrics and QoE frameworks of mobile multimedia. Finally, we discuss how to achieve an optimal quality of user experience by focusing on the issues of various aspects of UX of mobile video. In the conclusion, we suggest some open issues for future study

    Facts, Interactivity and Videotape : Exploring the Design Space of Data in Interactive Video Storytelling

    Get PDF
    We live in a society that is increasingly data rich, with an unprecedented amount of information being captured, stored and analysed about our lives and the people we share them with. We explore the relationship between this new data and emergent forms of interactive video storytelling. In particular we ask: i) how can interactive video storytelling techniques be employed to provide accessible, informative and pleasurable ways for people to engage with data; and ii) how can data be used by the creators of interactive video stories to meet expressive goals and support new forms of experience? We present an analysis of 43 interactive videos that use data in a noteworthy fashion. This analysis reveals a design space comprising key techniques for telling engaging interactive video stories with and about data. To conclude, we discuss challenges relating to the production and consumption of such content and make recommendations for future research

    Video summarisation: A conceptual framework and survey of the state of the art

    Get PDF
    This is the post-print (final draft post-refereeing) version of the article. Copyright @ 2007 Elsevier Inc.Video summaries provide condensed and succinct representations of the content of a video stream through a combination of still images, video segments, graphical representations and textual descriptors. This paper presents a conceptual framework for video summarisation derived from the research literature and used as a means for surveying the research literature. The framework distinguishes between video summarisation techniques (the methods used to process content from a source video stream to achieve a summarisation of that stream) and video summaries (outputs of video summarisation techniques). Video summarisation techniques are considered within three broad categories: internal (analyse information sourced directly from the video stream), external (analyse information not sourced directly from the video stream) and hybrid (analyse a combination of internal and external information). Video summaries are considered as a function of the type of content they are derived from (object, event, perception or feature based) and the functionality offered to the user for their consumption (interactive or static, personalised or generic). It is argued that video summarisation would benefit from greater incorporation of external information, particularly user based information that is unobtrusively sourced, in order to overcome longstanding challenges such as the semantic gap and providing video summaries that have greater relevance to individual users
    corecore