572 research outputs found

    A SMIL-Based Catalog Presentation System in Electronic Commerce

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    Web-based catalog presentations play the key-enabling role in E-commerce in recent years. Existing catalog systems often acquire proprietary platforms, cannot deal with TV-like media objects, or consume network bandwidth inefficiently. With the emergence of advanced technologies of Web and multimedia, such hurdles can be removed. The Synchronized Multimedia Integration Language (SMIL), proposed by W3C allows Web designers to design complicated and vivid multimedia presentations in a declarative manner. These presentations are then rendered on a general-purpose browser by a SMIL player. Since the SMIL specification is quite new to the Internet and E-commerce societies, the functionality and applications of players is limited. In this paper, we propose a novel architecture based on Java JMF technology for tackling with such constraints. The effectiveness of the proposed system is validated through an experiment on product catalog presentations

    Text books untuk mata kuliah pemrograman web

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    .HTML.And.Web.Design.Tips.And.Techniques.Jan.2002.ISBN.0072228253.pd

    The Use of SMIL: Multimedia Research Currently Applied on a Global Scale

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    This paper describes the current use of the multimedia standard SMIL. SMIL features that relate to active areas of multimedia research are discussed. SMIL current implementation in existing browsers is described. Examples from the Web of SMIL applications representing different types of multimedia are presented. These discussions together provide an overview of how SMIL currently addresses the needs of multimedia distributed on the Web

    Steganographically Encoded Data

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    Steganography is the art of hiding information in ways that prevent its detection. Though steganography is an ancient craft, the onset of computer technology has given it new life. Computer-based steganographic techniques introduce changes to digital covers to embed information foreign to the native covers. Such information may be communicated in the form of text, binary files, or provide additional information about the cover and its owner such as digital watermarks or fingerprints. This paper explains steganography, provides a brief history and describes how steganography is applied in hiding information in images.Steganography, information hiding, digital image, digital watermarking

    Meta data to support context aware mobile applications

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    Delivery of Personalized and Adaptive Content to Mobile Devices:A Framework and Enabling Technology

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    Many innovative wireless applications that aim to provide mobile information access are emerging. Since people have different information needs and preferences, one of the challenges for mobile information systems is to take advantage of the convenience of handheld devices and provide personalized information to the right person in a preferred format. However, the unique features of wireless networks and mobile devices pose challenges to personalized mobile content delivery. This paper proposes a generic framework for delivering personalized and adaptive content to mobile users. It introduces a variety of enabling technologies and highlights important issues in this area. The framework can be applied to many applications such as mobile commerce and context-aware mobile services

    The effectiveness of the creativity trigger module in achieving higher levels of creative thinking among prospective teachers

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    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 respondentsā€™ 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

    Documenting and validating Virtual Archaeology

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    The use of Virtual Archaeology is expanding rapidly, not only in the museum and archaeology professions, but also in the broadcast media, tourism and heritage industries. Many concerns have been expressed about the lack of transparency and difficulty in validating the models and presentations used in these contexts. A case study is used to illustrate the role of metadata in addressing these problems. The paper argues that appropriate metadata documentation of projects may extend the critical apparatus that we take for granted in scientific papers into the world of distributed Virtual Archaeology. Three recently introduced XML languages for multimedia (SMIL), vector graphics (SVG) and virtual reality (X3D) applications are examined with particular reference to their metadata hosting capabilities. Finally, an outline proposal for a Virtual Archaeology Metadata Profile and Schema is presented, based on refinements of the Dublin Core and other metadata schemas
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