8,224 research outputs found

    CHORUS Deliverable 2.2: Second report - identification of multi-disciplinary key issues for gap analysis toward EU multimedia search engines roadmap

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    After addressing the state-of-the-art during the first year of Chorus and establishing the existing landscape in multimedia search engines, we have identified and analyzed gaps within European research effort during our second year. In this period we focused on three directions, notably technological issues, user-centred issues and use-cases and socio- economic and legal aspects. These were assessed by two central studies: firstly, a concerted vision of functional breakdown of generic multimedia search engine, and secondly, a representative use-cases descriptions with the related discussion on requirement for technological challenges. Both studies have been carried out in cooperation and consultation with the community at large through EC concertation meetings (multimedia search engines cluster), several meetings with our Think-Tank, presentations in international conferences, and surveys addressed to EU projects coordinators as well as National initiatives coordinators. Based on the obtained feedback we identified two types of gaps, namely core technological gaps that involve research challenges, and “enablers”, which are not necessarily technical research challenges, but have impact on innovation progress. New socio-economic trends are presented as well as emerging legal challenges

    A Preliminary Study Of Implementation The Cinemagraph Technique Towards Public Service Announcement (PSA) Of Smoking Habit

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    This paper studied about the benefits of cinemagaph technique in enhancing public service announcement (PSA) on smoking habit issue. Main objective of this study is to introduce the technique of cinemagraph where it consists of two layers which photo and video that combines together where some parts to be highlighted are animated and loop seamlessly while others remain still. This would serve as the future of new communication through social media by delivering the benefits of contents through this technique. Following this, it serves as a new hybrid image technology by replacing the current poster advertisements in the production phase where the process of printing and making the poster by machines is abolished, because of the technology is replaced by the place through electronic system. Quantitative method has been picked to test the exposure of this technique among respondent, and pilot test been done. Results from the pilot test demonstrate that the self-designed measure is a very much reliable instrument, with an overall Cronbach alpha value of .93. Three factors emerge with high reliability scores of .70 and above. The correlation analysis demonstrates that the entire three dimensions are not perfectly correlated as their correlation analysis illustrates from low to moderate scores. Findings from the analysis confirm the reliability of the scale and validate the influenced results of the perception of public in predicting the existing of cinemagraph technique through the campaign. Results from the study demonstrate that the measurement used in the pilot study can serve as a potential measure in accessing the usability of cinemagraph in Public service announcement (PSA) campaign. The purpose of this paper is to study on the new technique of moving image or cinemagraph as a tool in enhancing current public service announcement (PSA) of smoking habit in Malaysia, thus can help industry of advertising to perform the campaign in order to spread the message of hazardous of smoking towards the target group in interactive way

    A QoE Model for Mulsemedia TV in a Smart Home Environment

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    The provision to the users of realistic media contents is one of the main goals of future media services. The sense of reality perceived by the user can be enhanced by adding various sensorial effects to the conventional audio-visual content, through the stimulation of the five senses stimulation (sight, hearing, touch, smell and taste), the so-called multi-sensorial media (mulsemedia). To deliver the additional effects within a smart home (SH) environment, custom devices (e.g., air conditioning, lights) providing opportune smart features, are preferred to ad-hoc devices, often deployed in a specific context such as for example in gaming consoles. In the present study, a prototype for a mulsemedia TV application, implemented in a real smart home scenario, allowed the authors to assess the user's Quality of Experience (QoE) through test measurement campaign. The impact of specific sensory effects (i.e., light, airflow, vibration) on the user experience regarding the enhancement of sense of reality, annoyance, and intensity of the effects was investigated through subjective assessment. The need for multi sensorial QoE models is an important challenge for future research in this field, considering the time and cost of subjective quality assessments. Therefore, based on the subjective assessment results, this paper instantiates and validates a parametric QoE model for multi-sensorial TV in a SH scenario which indicates the relationship between the quality of audiovisual contents and user-perceived QoE for sensory effects applications

    Advances in Teaching & Learning Day Abstracts 2006

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    Proceedings of the Advances in Teaching & Learning Day Regional Conference held at The University of Texas Health Science Center at Houston in 2006

    Semantic discovery and reuse of business process patterns

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    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse

    Reducing Frustration with Wait Times Utilizing Technology and Education: A Patient Satisfaction Improvement Model

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    Problem: Patients spend considerable amounts of valuable time waiting to be seen by physicians in outpatient clinical settings. Many consider waiting as wasted time, inactive time, or as a lost opportunity which can cause frustration. Research suggests that long clinic wait times have a major impact on patients with cancer causing a significant amount emotional distress. Context: At the hospital and thoracic oncology clinic implementation site which is located in northern California, the target time for a New Patient Visit (NPV) is less than or equal to 90 minutes, and less than or equal to 60 minutes for a Return Patient Visit (RPV). For the months of January 2018-May 2018, approximately 70% of NPV appointments were greater than 90 minutes and approximately 65% of RPV appointments were greater than 60 minutes. Intervention: A DNP student developed a project in the thoracic oncology clinic utilizing entertainment and education through technology to help address dissatisfaction with long waiting times. Measures: The ‘Entertainment Options’ portion utilized post-intervention questionnaires to evaluate if an iPad used for entertainment makes clinic wait times more tolerable. The ‘Education video’ portion used a post-intervention test to evaluate efficacy of a chemotherapy education video in patient knowledge retention. Results: Ninety-three percent of the patients who used the iPad for entertainment either ‘agreed’ or ‘strongly agreed’ that using the iPad while waiting to see a provider made the wait time more tolerable thus increasing overall satisfaction with the visit. The patients who watched the chemotherapy education video received a score of 80% or greater on the chemotherapy posttest indicating knowledge retention. Conclusion: To effectively improve patient satisfaction with waiting and improve chemotherapy medical knowledge, integration of iPad tablets used for both entertainment and education is an effective method

    Review of Learning in ICT-enabled Networks and Communities

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    This report is part of a project launched by IPTS with DG Education and Culture to study the innovations for learning, which are emerging in the new collaborative and informal settings enabled by ICT. The report gathers and analyses evidence from learning opportunities that are emerging in ICT-enabled networks and communities. In these new virtual spaces, participation is motivated by an interest to a topic, by creative production and by search for social connection. Online networks and communities emerge both within and across organisations as well as in a completely open and bottom-up manner. Accessing, following, and contributing to the communities can lead to a range of learning outcomes. New technologies afford tools and means for people to participate in communities in a personally meaningful way. However, not all individuals are necessarily equipped with skills or knowledge to benefit from these opportunities for their lifelong learning. Major challenges relate both to the initial barriers for accessing online communities with confident and critical digital competence and skills for self-regulated learning. Finding ways to identify, assess and certify relevant learning and new skills that can be obtained and practiced in these environments is a major task. The report argues that educational institutions should find ways to connect with and learn from these new learning approaches and settings in order to bring about their own transformation for the 21st century, and to support competence building for new jobs and personal development with a learner-centred and lifelong perspective.JRC.J.4-Information Societ
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