32,332 research outputs found
BIBS: A Lecture Webcasting System
The Berkeley Internet Broadcasting System (BIBS) is a lecture webcasting system developed and operated by the Berkeley Multimedia Research Center. The system offers live remote viewing and on-demand replay of course lectures using streaming audio and video over the Internet. During the Fall 2000 semester 14 classes were webcast, including several large lower division classes, with a total enrollment of over 4,000 students. Lectures were played over 15,000 times per month during the semester. The primary use of the webcasts is to study for examinations. Students report they watch BIBS lectures because they did not understand material presented in lecture, because they wanted to review what the instructor said about selected topics, because they missed a lecture, and/or because they had difficulty understanding the speaker (e.g., non-native English speakers). Analysis of various survey data suggests that more than 50% of the students enrolled in some large classes view lectures and that as many as 75% of the lectures are played by members of the Berkeley community. Faculty attitudes vary about the virtues of lecture webcasting. Some question the use of this technology while others believe it is a valuable aid to education. Further study is required to accurately assess the pedagogical impact that lecture webcasts have on student learning
The effectiveness of the creativity trigger module in achieving higher levels of creative thinking among prospective teachers
The unoptimised level of creative thinking is seen as an issue among Semester 8 prospective teachers in Malaysian Teacher-Education Institutes (IPG). This could impede their teaching of creative thinking as one of the four components of 21st century skills in schools. In relation to this, this study sets out to investigate prior creativity levels of IPG prospective teachers and develop the Creativity Trigger Module (CTM) as a training module for enhancing their creativity. The Torrance Tests of Creative Thinking (TTCT) was used to compare the prior creativity levels of four respondent groups and test the effectiveness of the CTM on five dimensions of figural creativity, namely fluency, originality, elaboration, resistance to premature closure, abstractness of titles, and their overall creativity. A two-stage cluster sampling technique identified two IPGs with 68 respondents in the state of Johor namely, IPG-Kampus Tun Hussein Onn, Batu Pahat (IPGKTHO) as the control group site (34 respondents), and IPG- Kampus Temenggong Ibrahim, Johor Bahru (IPGKTI) as the treatment group site (34 respondents). Mathematics (MT) and Design and Technology (RBT) are the only two specialist subject combinations that provided enough sample size at both test sites. A quasi-experimental research design was used and this involved intact classes. Data analysis was carried out as follows: ANOVA, ANCOVA, and Wilcoxon Signed Rank Test analysis for TTCT scores while data analysis based on the NVivo software was used for the focus group interviews. Findings on prior creativity levels showed average or low creativity levels among all 4 test groups with IPGKTHO and RBT options having significantly higher posttest marks as compared to IPGKTI and MT option respectively. The CTM was found to improve significantly respondents’ posttest marks for the treatment group in all the five dimensions of figural creativity and, their overall creativity. Feedback from respondents revealed positive support for the CTM. In conclusion, the prior creativity of IPG prospective teachers was at an unoptimised level before treatment but the CTM has been successfully developed as an effective resource for enhancing the creative thinking levels among IPG prospective teachers
Modeling and Evaluation of Multisource Streaming Strategies in P2P VoD Systems
In recent years, multimedia content distribution has largely been moved to the Internet, inducing broadcasters, operators and service providers to upgrade with large expenses their infrastructures. In this context, streaming solutions that rely on user devices such as set-top boxes (STBs) to offload dedicated streaming servers are particularly appropriate. In these systems, contents are usually replicated and scattered over the network established by STBs placed at users' home, and the video-on-demand (VoD) service is provisioned through streaming sessions established among neighboring STBs following a Peer-to-Peer fashion. Up to now the majority of research works have focused on the design and optimization of content replicas mechanisms to minimize server costs. The optimization of replicas mechanisms has been typically performed either considering very crude system performance indicators or analyzing asymptotic behavior. In this work, instead, we propose an analytical model that complements previous works providing fairly accurate predictions of system performance (i.e., blocking probability). Our model turns out to be a highly scalable, flexible, and extensible tool that may be helpful both for designers and developers to efficiently predict the effect of system design choices in large scale STB-VoD system
Determinants in the on-line distribution of digital content: an exploratory analysis
This article shows the phases – and discusses the results – of an empirical analysis addressing the legal
business models that are adopted online to distribute digital content
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Multimedia delivery in the future internet
The term “Networked Media” 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 citizens’ 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 “on the move”, 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
Reporting an Experience on Design and Implementation of e-Health Systems on Azure Cloud
Electronic Health (e-Health) technology has brought the world with
significant transformation from traditional paper-based medical practice to
Information and Communication Technologies (ICT)-based systems for automatic
management (storage, processing, and archiving) of information. Traditionally
e-Health systems have been designed to operate within stovepipes on dedicated
networks, physical computers, and locally managed software platforms that make
it susceptible to many serious limitations including: 1) lack of on-demand
scalability during critical situations; 2) high administrative overheads and
costs; and 3) in-efficient resource utilization and energy consumption due to
lack of automation. In this paper, we present an approach to migrate the ICT
systems in the e-Health sector from traditional in-house Client/Server (C/S)
architecture to the virtualised cloud computing environment. To this end, we
developed two cloud-based e-Health applications (Medical Practice Management
System and Telemedicine Practice System) for demonstrating how cloud services
can be leveraged for developing and deploying such applications. The Windows
Azure cloud computing platform is selected as an example public cloud platform
for our study. We conducted several performance evaluation experiments to
understand the Quality Service (QoS) tradeoffs of our applications under
variable workload on Azure.Comment: Submitted to third IEEE International Conference on Cloud and Green
Computing (CGC 2013
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