6,173 research outputs found

    The Chawton House Experience - Augmenting the Grounds of a Historic Manor House

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    Museum research is a burgeoning area of research where ubiquitous computing has already made an impact in enhancing user experiences. The goal of the Chawton House project is to extend this work by introducing ubicomp not to a museum as such, but a historic English manor house and its grounds. This presents a number of novel challenges relating to the kinds of visitors, the nature of visits, the specific character of the estate, the creation of a persistent and evolving system, and the process of developing it together with Chawton House staff

    Using multimedia interfaces for speech therapy

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    Multimedia Tool For Children Learning: Web Based Pop Up Book

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    Web-based multimedia pop-up book for children learning is intend to convert traditional learning process into a web using multimedia formatwhich are integrate with multiple media elements such as audio, video, graphics, text and animations. Currently the children have to pull tabs and open pages for the book to 'come to life'. So the purpose of this project is to produce web-based multimedia pop-up book for children learning. The objectives of this project are to create and design interactive multimedia learning book, to come out with user-friendly interface and interactive application and to develop multimedia book that be able to view, use and interact with the online application that providing true multimedia application. The scope of this project is to create and design multimedia web-based education book for children between 5 to 6 years old in order to help children in learning activities, reading skills and improves children computer literacy. The project will adopt methodology of 'code-and-fix' methodology. Three essential stages of development have been performed, which involved Design stage (design the page layout and design the action and animation), Implementation stage (implement by insert and modify required images and implement actions and animations), and finally Test stage (run the actions and compare with intended design). The result in designing successful multimedia web-based for children learning the relevant area are focused on content presentation and user-friendly interface design. In order to achieve the objective of this web-based multimedia tool for children learning, this project should be able facilitate the process of integrating activity into education through online application

    Multimedia Presentation Tool Using SMIL

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    In this project, the author has to develop a tool for multimedia presentation using Synchronized Multimedia Integration Language, which is XML-based declarative language. It can synchronize all the multimedia elements in the presentation as the synchronization is one of the main issues in delivery of multimedia presentation. Recently, the content of lecture materials does not integrate all the multimedia elements (such as video, audio, text and images) in it. Hence, the integration of various multimedia elements will be accomplished in this project to make the content of lecture materials more interesting and understandable. The tool requires multimedia elements from the user before it can synchronize all those elements. In this project, the author practice several modules to develop the application such as selection module, recording module, and integration module. In this paper, the instructional design is discussed as a framework to build the application to be more effective. The author believes that with the adoption of instructional design in students' learning can boost their understanding of their course content. The tool for multimedia presentation can automatically synchronize the video of a lecture with the corresponding PowerPoint slides to generate easy to use and effective presentation

    A meta-authoring tool for specifying behaviour in virtual reality environments

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    Includes bibliographical references (leaves 94-99).In this dissertation, we explore methods for empowering non-programmers with the ability to develop their own virtual environment applications. We explored some of the existing systems to determine what methodologies have already been successfully (or unsuccessfully) applied in the fields of virtual environment systems, authoring tools, and graphical user interfaces. From these methodologies we describe an ideal virtual environment authoring system with which comparisons may be drawn to evaluate existing systems. This ideal system represents a tool ideal in its ability to allow users of differing levels of skill to rapidly create virtual environment applications of any sophistication. Creating such a single, generic authoring tool for every different kind of application is, practically, an impossible task - more so if the authors are non-programmers. A more realistic solution to the problem would be to think of every environment as having a particular context such as a virtual museum or gallery. Creating authoring tools specific to these types of environment contexts greatly reduces the problem. We have therefore produced a progressive meta-authoring system that allows both novice and advanced users to create useful virtual reality applications, allowing the smooth migration of novice users to becoming more experienced. We believe that our system overcomes problems in architecture and support for novice users that can be found in many other authoring systems for virtual environments

    Exploring the Internet of "Educational Things"(IoET) in rural underprivileged areas

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    Pedagogical Analysis of Educational Digital Storytelling Environments of the Last Five Years

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    AbstractDigital storytelling, the modern and challenging successor of storytelling, emerged over the last few years as a powerful teaching and learning tool, engaging both teachers and their students. For the evaluation of Educational Digital Storytelling Environments (EDSE), pedagogical aspects of designing or using EDSE are much less frequently studied than technical ones. Thus, taking into account modern, social and constructivist views of learning, a new pedagogical evaluation model was created (Psomos & Kordaki, 2011), using sixteen pedagogical criteria-dimensions. In this paper, the aforementioned pedagogical evaluation model is used to pedagogically analyze EDSE of the last five years
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