25,829 research outputs found

    Agents for Distributed Multimedia Information Management

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    This paper discusses the role of agents in a distributed multimedia information system (DMIS) engineered according to the principles of open hypermedia. It is based on the new generation of Microcosm, an open hypermedia system developed by the Multimedia Research Group at the University of Southampton. Microcosm provides a framework for supporting the three major roles of agents within open information systems: resource discovery, information integrity and navigation assistance. We present Microcosm and its agents, and discuss our current research in applying agent technology in this framework

    Recent Methodological Opportunities in Online Hypermedia – a Case Study of Photojournalism in Singapore

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    This methodological paper reviews the recent work done by photojournalists in Singapore who have leveraged on the use of multimedia to create meaning-rich narratives of the social situations they investigate. Using an online multimedia project recently launched by journalists and photojournalists in Singapore, I will show how photographers'/photojournalists' expertise, knowledge and combination of text and photographs serve to exemplify the opportunities that hypermedia affords to sociologists, and argue that hypermedia presentations are particularly useful in extending auto/biographical narratives, encouraging collaborative research, as well as interrogating the everyday social lives of our informants.Visual Sociology, Hypermedia, Online Methods, Singapore, Photojournalism, Visual Methods, Photography

    The use of hypermedia to increase the productivity of software development teams

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    Rapid progress in low-cost commercial PC-class multimedia workstation technology will potentially have a dramatic impact on the productivity of distributed work groups of 50-100 software developers. Hypermedia/multimedia involves the seamless integration in a graphical user interface (GUI) of a wide variety of data structures, including high-resolution graphics, maps, images, voice, and full-motion video. Hypermedia will normally require the manipulation of large dynamic files for which relational data base technology and SQL servers are essential. Basic machine architecture, special-purpose video boards, video equipment, optical memory, software needed for animation, network technology, and the anticipated increase in productivity that will result for the introduction of hypermedia technology are covered. It is suggested that the cost of the hardware and software to support an individual multimedia workstation will be on the order of $10,000

    Learning from multimedia and hypermedia

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    Computer-based multimedia and hypermedia resources (e.g., the world wide web) have become one of the primary sources of academic information for a majority of pupils and students. In line with this expansion in the field of education, the scientific study of learning from multimedia and hypermedia has become a very active field of research. In this chapter we provide a short overview with regard to research on learning with multimedia and hypermedia. In two review sections, we describe the educational benefits of multiple representations and of learner control, as these are the two defining characteristics of hypermedia. In a third review section we describe recent scientific trends in the field of multimedia/hypermedia learning. In all three review sections we will point to relevant European work on multimedia/hypermedia carried out within the last 5 years, and often carried out within the Kaleidoscope Network of Excellence. According to the interdisciplinary nature of the field this work might come not only from psychology, but also from technology or pedagogy. Comparing the different research activities on multimedia and hypermedia that have dominated the international scientific discourse in the last decade reveals some important differences. Most important, a gap seems to exist between researchers mainly interested in a “serious” educational use of multimedia/ hypermedia and researchers mainly interested in “serious” experimental research on learning with multimedia/hypermedia. Recent discussions about the pros and cons of “design-based research” or “use-inspired basic research” can be seen as a direct consequence of an increasing awareness of the tensions within these two different cultures of research on education

    Encapsulation and information hiding as the keys to maintainable and reusable hypermedia applications.

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    This paper presents a solution to the maintenance problem in hypermedia by applying object-oriented techniques to both the hypermedia data model and the hypermedia system's actual implementation. First, the primary concepts of the 'MESH' (Maintainable, End user friendly, Structured Hypermedia) approach are discussed briefly. These consist of a conceptual data model, a navigation paradigm and an implementation framework. Thereafter, it is shown how the object-oriented concepts of encapsulation and information hiding result in a hypermedia system consisting of self-contained, independently coded nodes. Intra node maintenance is separated entirely from inter node maintenance: the hyperbase's link structure can be updated without affecting node content, whereas an individual node's multimedia content can be reorganized without necessitating updates to links or link anchors.Applications; Information; Data; Model; Structure;

    Quo vadimus? The 21st Century and multimedia

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    The concept is related of computer driven multimedia to the NASA Scientific and Technical Information Program (STIP). Multimedia is defined here as computer integration and output of text, animation, audio, video, and graphics. Multimedia is the stage of computer based information that allows access to experience. The concepts are also drawn in of hypermedia, intermedia, interactive multimedia, hypertext, imaging, cyberspace, and virtual reality. Examples of these technology developments are given for NASA, private industry, and academia. Examples of concurrent technology developments and implementations are given to show how these technologies, along with multimedia, have put us at the threshold of the 21st century. The STI Program sees multimedia as an opportunity for revolutionizing the way STI is managed

    The object the metaphor the power and evergreen or the eighth way to make a hypermedia project fail

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    A patented software technique is described that is necessary and sufficient to keep hypermedia data bases current with the manufacturing technology. The technique proved its validity in four years of use in petrochemical plants. This technique is based on the following principles: (1) the data base must be object structured, i.e., all components must retain visible individuality; (2) the author must be seeing and experiencing the multimedia data objects as he creates; and (3) the hypermedia tools must possess power in the form of unlimited capacity

    A Case Study in Hypermedia Design: CD-ROM Encyclopedias

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    The function of a design model in a hypermedia project is to provide a formal method for specifying the multimedia data objects that are to be stored and the screens and navigational paths that are to be provided to users. This formal expression provides a way to communicate design decisions and to automatically generate and maintain hypermedia applications. The RMM approach to hypermedia and WWW design [Isakowitz et al 95] has been successfully applied in a number of real world applications over the last few years. In this paper, we extend the RMM model in two ways. First, we develop an approach to handle the "unstructured" components of the hypermedia applications such as those on the World Wide Web (WWW). Second, we show how dynamic (program) elements can be represented in the model thus facilitating its application to a wider range of multimedia and especially, to Java applications. These extensions were developed as a result of an attempt to simulate the design of a commercial multimedia encyclopedia. The resulting design is used to illustrate the new HM design concepts.Information Systems Working Papers Serie

    What is the problem to which interactive multimedia is the solution?

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    This is something of an unusual paper. It serves as both the reason for and the result of a small number of leading academics in the field, coming together to focus on the question that serves as the title to this paper: What is the problem to which interactive multimedia is the solution? Each of the authors addresses this question from their own viewpoint, offering informed insights into the development, implementation and evaluation of multimedia. The result of their collective work was also the focus of a Western Australian Institute of Educational Research seminar, convened at Edith Cowan University on 18 October, 1994. The question posed is deliberately rhetorical - it is asked to allow those represented here to consider what they think are the significant issues in the fast-growing field of multimedia. More directly, the question is also asked here because nobody else has considered it worth asking: for many multimedia is done because it is technically possible, not because it offers anything that is of value or provides the solution to a particular problem. The question, then, is answered in various ways by each of the authors involved and each, in their own way, consider a range of fundamental issues concerning the nature, place and use of multimedia - both in education and in society generally. By way of an introduction, the following provides a unifying context for the various contributions made here

    Finding the way : navigation in hypermedia

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    If navigation is recognized as a fundamental problem experienced by hypermedia users, then navigation merits further investigation. This review will identify observed navigational problems, suspected causes, and proposed solutions. To investigate the problem, it is necessary to examine methods used to sequence hypermedia components and to identify the various schemes used for navigation. Information resulting from the review of literature will serve as the basis for a project evaluating current multimedia software packages designed to develop reading skills. The findings will also provide the media specialist or professional educator with a framework for evaluation and subsequent utilization of multimedia learning materials. Additionally, the information compiled can serve as a guide to professionals endeavoring to create their own hypermedia materials
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