4,026 research outputs found

    An Export Architecture for a Multimedia Authoring Environment

    Get PDF
    In this paper, we propose an export architecture that provides a clear separation of authoring services from publication services. We illustrate this architecture with the LimSee3 authoring tool and several standard publication formats: Timesheets, SMIL, and XHTML

    A story environment for learning object annotation and collection : a thesis presented in partial fulfilment of the requirements for the degree of Master of Science in Computer Science at Massey University, Palmerston North, New Zealand

    Get PDF
    With the increase in computer power, network bandwidth and availability, e-learning is used more and more widely. In practice e-learning can be applied in a variety of ways, such as providing electronic resources to support teaching and learning, developing computer based tutoring programs or building computer supported collaborative learning environments. Nowadays e-learning becomes significantly important because it can improve the quality of learning through using interactive computers, online communications and information systems in ways that other teaching methods cannot achieve. The important advantage of e-learning is that it offers learners a large amount of sharable and reusable learning resources. The current approaches such as Internet search and learning object repository does not effectively help users to search for appropriate learning objects. The original story concept introduces a new semantic layer between collections of learning objects and learning material. The basic idea of the story concept is to add an interpretative, semantically rich layer, informally called 'Story' between learning objects and learning material that links learning objects according to specific themes and subjects (Heinrich & Andres, 2003a). One motivation behind this approach is to put a more focused, semantic layer on top of untargeted metadata that are commonly used to describe a single learning object. Speaking from an e-learning context the stories build on learning objects and become information resources for learning material. The overall aim of this project was to design and build a story environment to realize the above story concept. The development of the story environment includes story metadata, story environment components, the story browsing and authoring processes, and tools involved in story browsing and authoring. The story concept suggests different types of metadata should be used in a story. This project developed those different metadata specifications to support story environment. Two prototypes of tools have been designed and implemented in this project to allow users to evaluate the story concept and story environment. The story browser helps story readers to read the story narrative and look at a story from different perspectives. The story authoring tool is used by the story authors to author a story. The future work of this project has been identified in the area of adding features of current tools, user testing and further implementation of the story environment

    Learning objects and learning designs: an integrated system for reusable, adaptive and shareable learning content

    Get PDF
    This paper proposes a system, the Smart Learning Design Framework, designed to support the development of pedagogically sound learning material within an integrated, platform-independent data structure. The system supports sharing, reuse and adaptation of learning material via a metadata-driven philosophy that enables the technicalities of the system to be imperceptible to the author and consumer. The system proposes the use of pedagogically focused metadata to support and guide the author and to adapt and deliver the content to the targeted consumer. A prototype of the proposed system, which provides proof of concept for the novel processes involved, has been developed. The paper describes the Smart Learning Design Framework and places it within the context of alternative learning object models and frameworks to highlight similarities, differences and advantages of the proposed system

    Encoding models for scholarly literature

    Get PDF
    We examine the issue of digital formats for document encoding, archiving and publishing, through the specific example of "born-digital" scholarly journal articles. We will begin by looking at the traditional workflow of journal editing and publication, and how these practices have made the transition into the online domain. We will examine the range of different file formats in which electronic articles are currently stored and published. We will argue strongly that, despite the prevalence of binary and proprietary formats such as PDF and MS Word, XML is a far superior encoding choice for journal articles. Next, we look at the range of XML document structures (DTDs, Schemas) which are in common use for encoding journal articles, and consider some of their strengths and weaknesses. We will suggest that, despite the existence of specialized schemas intended specifically for journal articles (such as NLM), and more broadly-used publication-oriented schemas such as DocBook, there are strong arguments in favour of developing a subset or customization of the Text Encoding Initiative (TEI) schema for the purpose of journal-article encoding; TEI is already in use in a number of journal publication projects, and the scale and precision of the TEI tagset makes it particularly appropriate for encoding scholarly articles. We will outline the document structure of a TEI-encoded journal article, and look in detail at suggested markup patterns for specific features of journal articles

    Modelling Reactive Multimedia: Design and Authoring

    Get PDF
    Multimedia document authoring is a multifaceted activity, and authoring tools tend to concentrate on a restricted set of the activities involved in the creation of a multimedia artifact. In particular, a distinction may be drawn between the design and the implementation of a multimedia artifact. This paper presents a comparison of three different authoring paradigms, based on the common case study of a simple interactive animation. We present details of its implementation using the three different authoring tools, MCF, Fran and SMIL 2.0, and we discuss the conclusions that may be drawn from our comparison of the three approaches
    • …
    corecore