19,666 research outputs found

    Usability of Musical Digital Libraries: a Multimodal Analysis.

    Get PDF
    There has been substantial research on technical aspects of musical digital libraries, but comparatively little on usability aspects. We have evaluated four web-accessible music libraries, focusing particularly on features that are particular to music libraries, such as music retrieval mechanisms. Although the original focus of the work was on how modalities are combined within the interactions with such libraries, that was not where the main difficulties were found. Libraries were generally well designed for use of different modalities. The main challenges identified relate to the details of melody matching and to simplifying the choices of file format. These issues are discussed in detail. 1

    Development of a music organizer for children

    Get PDF
    Software development for children is challenging; children have their own needs, which often are not met by ‘grown up’ software. We focus on software for playing songs and managing a music collection—tasks that children take great interest in, but for which they have few or inappropriate tools. We address this situation with the design of a new music management system, created with children as design partners: the Kids Music Box

    Rapid prototyping and fast user trial of multimedia broadcast and cellular services

    Get PDF
    This paper presents the results of fast user trial of multimedia services that are enabled when a mobile terminal has access to converged services over digital broadcast and mobile telecommunications networks. It first describes the motivations behind developing this system and describes the service scenarios that benefit most from it. It then provides an overview of the service components of the test case scenario. Finally, it presents the results of fast user trials on end users of the services that were developed. This work was conducted as part of the EU-funded CISMUNDUS project

    Digital library access for illiterate users

    Get PDF
    The problems that illiteracy poses in accessing information are gaining attention from the research community. Issues currently being explored include developing an understanding of the barriers to information acquisition experienced by different groups of illiterate information seekers; creating technology, such as software interfaces, that support illiterate users effectively; and tailoring content to increase its accessibility. We have taken a formative evaluation approach to developing and evaluating a digital library interface for illiterate users. We discuss modifications to the Greenstone platform, describe user studies and outline resulting design implications

    Preview Cues: Enhancing Access to Multimedia Content

    No full text
    We describe preview cues, a lightweight mechanism to assist exploration of multimedia content. A preview cue provides a preview of the kind of content/information associated with an area (as opposed to an instance) of a domain. Preview cues associate media files and their meta data with the label of a topic in a domain. A lightweight gesture such as brushing a cursor over a label initiates playback of the preview cue file associated with that label. With these cues, users can preview the type of content associated with an area of a domain in order to decide whether or not that area is of interest for further exploration before having to select it. In this paper we describe the preview cues mechanism. We look at one case study of an implementation of preview cues in the audio domain, and we present the results of a user study of preview cue deployment. We conclude with a discussion of issues for future research

    Digital libraries for creative communities

    Get PDF
    Digital library technologies have a great deal to offer to creative, design communities. They can enable large collections of text, images, music, video and other information objects to be organised and accessed in interesting and diverse ways. Ordinary people—people not traditionally viewed as 'creators' or 'designers'—can now conceive, assemble, build, and disseminate new information collections. This paper explores the development rationale behind the Greenstone digital library technology. We also examine three examples of creative new techniques for accessing and presenting information in digital libraries and stress the importance of tailoring information access to support the requirements of the users and application area

    Delivering the Maori-language newspapers on the Internet

    Get PDF
    Although any collection of historical newspapers provides a particularly rich and valuable record of events and social and political commentary, the content tends to be difficult to access and extremely time-consuming to browse or search. The advent of digital libraries has meant that for electronically stored text, full-text searching is now a tool readily available for researchers, or indeed anyone wishing to have asscess to specific information in text. Text in this form can be readily distributed via CD-ROM or the Internet, with a significant impact on accessibility over traditional microfiche or hard-copy distribution. For the majority of text being generated de nouveau, availability in electronic form is standard, and hence the increasing use of full-text search facilities. However, for legacy text available only in printed form, the provision of these electronic search tools is dependent on the prior electronic capture of digital facsimile images of the printed text, followed by the conversion of these images to electronic text through the process of optical character recognition (OCR). This article describes a project undertaken at the University of Waikato over the period 1999 to 2001 to produce a full-text searchable version of the Niupepa or Maori- language newspaper collection for delivery over the Internet

    Tapping into effective emotional reactions via a user driven audio design tool.

    Get PDF
    A major problem when tackling any audio design problem aimed at conveying important and informative content, is the imposing of the designer’s own emotion, taste and value systems on the finished design choices, rather than reflecting those of the end user. In the past the problem has been routed in the tendency to use passive test subjects in rigid environments. Subjects react to sounds without no means of controlling what they hear. This paper suggests a system for participatory sound design that generates results by activating test subjects and giving them significant control of the sounding experience under test. The audio design tool application described here, the AWESOME (Auditory Work Environment Simulation Machine) Sound Design Tool, sets out to enable the end user to have direct influence on the design process through a simple yet innovative technical applications This web based device allows the end users to make emotive decisions about the kinds of audio signals they find most appropriate for given situations. The results can be used to both generate general knowledge about listening experiences and more importantly, as direct user input in actual sound design processes
    • 

    corecore