53,412 research outputs found

    Modelling Reactive Multimedia: Design and Authoring

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    Multimedia document authoring is a multifaceted activity, and authoring tools tend to concentrate on a restricted set of the activities involved in the creation of a multimedia artifact. In particular, a distinction may be drawn between the design and the implementation of a multimedia artifact. This paper presents a comparison of three different authoring paradigms, based on the common case study of a simple interactive animation. We present details of its implementation using the three different authoring tools, MCF, Fran and SMIL 2.0, and we discuss the conclusions that may be drawn from our comparison of the three approaches

    Authoring multimedia authoring tools

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    Capturing devices, while continually becoming smaller and easier to use, have increased in capacity. They are also more connectable and interoperable, and their propensity to show up where they are least expected is surprising. Despite these advances, the video-capture experience is still frustrating. To achieve success, two issues need consideration. One is to determine what to capture and how, and how to handle the ensuring process required to transform the raw captured footage into a presentable multimedia artifact. Continual query on discourse theory, domain distinctives such as media aesthetics, human-computer interface issues, and multimedia data description standards is also important

    Defining adaptation in a generic multi layer model : CAM: the GRAPPLE conceptual adaptation model

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    Authoring of Adaptive Hypermedia is a difficult and time consuming task. Reference models like LAOS and AHAM separate adaptation and content in different layers. Systems like AHA! offer graphical tools based on these models to allow authors to define adaptation without knowing any adaptation language. The adaptation that can be defined using such tools is still limited. Authoring systems like MOT are more flexible, but usability of adaptation specification is low. This paper proposes a more generic model which allows the adaptation to be defined in an arbitrary number of layers, where adaptation is expressed in terms of relationships between concepts. This model allows the creation of more powerful yet easier to use graphical authoring tools. This paper presents the structure of the Conceptual Adaptation Models used in adaptive applications created within the GRAPPLE adaptive learning environment, and their representation in a graphical authoring tool

    Defining adaptation in a generic multi layer model : CAM: the GRAPPLE conceptual adaptation model

    Get PDF
    Authoring of Adaptive Hypermedia is a difficult and time consuming task. Reference models like LAOS and AHAM separate adaptation and content in different layers. Systems like AHA! offer graphical tools based on these models to allow authors to define adaptation without knowing any adaptation language. The adaptation that can be defined using such tools is still limited. Authoring systems like MOT are more flexible, but usability of adaptation specification is low. This paper proposes a more generic model which allows the adaptation to be defined in an arbitrary number of layers, where adaptation is expressed in terms of relationships between concepts. This model allows the creation of more powerful yet easier to use graphical authoring tools. This paper presents the structure of the Conceptual Adaptation Models used in adaptive applications created within the GRAPPLE adaptive learning environment, and their representation in a graphical authoring tool

    A flexible software architecture concept for the creation of accessible PDF documents

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    This paper presents a flexible software architecture concept that allows the automatic generation of fully accessible PDF documents originating from various authoring tools such as Adobe InDesign or Microsoft Word. The architecture can be extended to include any authoring tools capable of creating PDF documents. For each authoring tool, a software accessibility plug-in must be implemented which analyzes the logical structure of the document and creates an XML representation of it. This XML file is used in combination with an untagged non-accessible PDF to create an accessible PDF version of the document. The implemented accessibility plug-in prototype allows authors of documents to check for accessibility issues while creating their documents and add the additional semantic information needed to generate a fully accessible PDF document

    Heuristic Evaluation of Children’s Authoring Tool for Game Making

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    The main purpose of the study is to evaluate the heuristic inspection of children’s authoring tools to develop games. The researcher has selected 15 authoring tools for making games specifically for educational purposes. Nine students from Diploma of Game Design and Development course and four lecturers from the computing department involved in this evaluation. A set of usability heuristic checklist used as a guideline for the students and lecturers to observe and test the authoring tools selected. The study found that, there are just a few authoring tools that fulfil most of the heuristic requirement and suitable to apply to children. In this evaluation, only six out of fifteen authoring tools have passed above than five elements in the heuristic inspection checklist. The researcher identified that to develop a usable authoring tool developer has to emphasis children acceptance and interaction of the authoring tool. Furthermore, the authoring tool can be a tool to enhance their mental development especially in creativity and skill

    Invisible Intelligent Authoring Tools

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    Imagine that you, an expert in technology and in the learning sciences, have decided to help your colleagues pass on their expertise to others by helping them build intelligent tutors systems (ITSs). Your expert colleagues can be in only one place at a time, and an ITS would multiply the impact of their expertise better than an online video, since an ITS can personalize the instruction. ITSs have demonstrated significant learning gains in a variety of disciplines, after all (Anderson, 1989; Koedinger, 1997; Lesgold, Lajoie, Bunzo & Eggan, 1992; Ritter, Kulikowich, Lei, McGuire & Morgan, 2007; VanLehn, et al., 2005), so this approach makes sense

    Toward Intelligent Support of Authoring Machinima Media Content: Story and Visualization

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    The Internet and the availability of authoring tools have enabled a greater community of media content creators, including nonexperts. However, while media authoring tools often make it technically feasible to generate, edit and share digital media artifacts, they do not guarantee that the works will be valuable or meaningful to the community at large. Therefore intelligent tools that support the authoring and creative processes are especially valuable. In this paper, we describe two intelligent support tools for the authoring and production of machinima. Machinima is a technique for producing computer-animated movies through the manipulation of computer game technologies. The first system we describe, ReQUEST, is an intelligent support tool for the authoring of plots. The second system, Cambot, produces machinima from a pre-authored script by manipulating virtual avatars and a virtual camera in a 3D graphical environment

    Supporting the Mobile In-situ Authoring of Locative Media in Rural Places: Design and Expert Evaluation of the SMAT app

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    Providing users with carefully authored Locative media experiences (which can be consumed via their GPS equipped smartphones or tablets) has significant potential for fostering a strong engagement with their current surroundings. However, the availability of mobile tools to support the authoring of locative media experiences in-situ, and by non-technical users, remains scarce. In this article we present the design and field-trial expert evaluation of a mobile app developed under the SHARC project (Investigating Technology Support for the Shared Curation of Local History in a Rural Community). The app is named SMAT (SHARC Mobile Authoring Tool) and supports the authoring of Locative Media experiences with a focus on the creation of POIs (Points of Interest) and associated geo-fences which trigger the pushed delivery of media items such as photos, audio clips, etc. One important requirement of SMAT is the ability to support authoring in places where connectivity is intermittent or unavailable, e.g. many rural areas
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