73,585 research outputs found

    Studi Kompetensi Guru Dalam Pelaksanaan Pembelajaran Berbasis Multimedia Di SDIT Insan Kamil Karanganyar Tahun Ajaran 2017/2018

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    This research aims to (1) describe the implementation of the competency of teachers in multimedia-based implementation in the SDIT Insan Kamil Karanganyar 2016/2017 academic year, (2) teachers ' Barriers in the implementation of multimedia-based learning.(3) solution on teachers in the implementation of multimedia-based learning. This research is qualitative research with a descriptive qualitative approach.The technique of data collection techniques interviews, observation and documentation. An examination of the validity of the data using the triangulation methods and sources.Data analysis techniques using interactive analysis techniques consist of the reduction of data, exposure data and conclusions verification and withdrawal.Based on the results of the research can be drawn the conclusion that (1) the competence of teachers in the use of multimedia in learning's been good with the limitations of the tool/multimedia devices.(2) Obstacles in multimedia-based learning ranging from electricity to die, the limitations of the tool, it requires preparation, slow internet or network disconnects, and the level of brightness of the output.(3) solution in the face of these constraints is to use diesel power, but for SDIT Insan Kamil don't have manual, learning, study offline, prepare as early as possible, and maximize the use of the tool/multimedia devices

    Initial results on fuzzy floating point computation for multimedia processors

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    During the recent years, the market of mid/low-end portable systems such as PDAs or mobile digital phones have experimented a revolution in both selling volume and features as handheld devices incorporate Multimedia applications. This fact brings to an increase in the computational demands of the devices, while still having the limitation of power (and energy) consumption. Instruction memoization is a promising technique to help alleviate the problem of power consumption of expensive functional units such as the floating-point one. Unfortunately, this technique could be energy-inefficient for low-end systems due to the additional power consumption of the relatively big tables required. In this paper we present a novel way of understanding multimedia floating point operations based on the fuzzy computation paradigm: losses in the computation precision may exchange performance for negligible errors in the output. Exploiting the implicit characteristics of media FP computation, we propose a new technique called fuzzy memoization. Fuzzy memoization expands the capabilities of classic memoization by attaching entries with similar inputs to the same output. We present a case of study for a SH4 like processor and report good performance and power-delay improvements with feasible hardware requirements.Peer ReviewedPostprint (published version

    The Octopus switch

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    This chapter1 discusses the interconnection architecture of the Mobile Digital Companion. The approach to build a low-power handheld multimedia computer presented here is to have autonomous, reconfigurable modules such as network, video and audio devices, interconnected by a switch rather than by a bus, and to offload as much as work as possible from the CPU to programmable modules placed in the data streams. Thus, communication between components is not broadcast over a bus but delivered exactly where it is needed, work is carried out where the data passes through, bypassing the memory. The amount of buffering is minimised, and if it is required at all, it is placed right on the data path, where it is needed. A reconfigurable internal communication network switch called Octopus exploits locality of reference and eliminates wasteful data copies. The switch is implemented as a simplified ATM switch and provides Quality of Service guarantees and enough bandwidth for multimedia applications. We have built a testbed of the architecture, of which we will present performance and energy consumption characteristics

    An Architectural Framework for Collaboration of Heterogeneous Communication Devices Using WAP and Mobile Device Augmented(MDA)Gateway Integration

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    Within the last couple of years, the challenge of displaying collaborative multimedia information has become very important with the large diversity of communication devices such as Personal Computers, laptops, notebooks and handheld devices. The shared data and information may be presented with different views depending on the communication device used by a particular collaborator. The use of various web tools (HTML, WML etc) offers some solutions to the problem but if the target application requires more complex features such as rich multimedia data than is manageable using HTML or WML format, something else need to be done. In this paper, we propose a framework that integrates WAP and MDA Gateway to support collaboration among virtual teams and nomadic workers using heterogeneous communication devices. We then discuss an approach for augmenting mobile device small screen capabilities with surrounding large screen display device

    Octopus - an energy-efficient architecture for wireless multimedia systems

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    Multimedia computing and mobile computing are two trends that will lead to a new application domain in the near future. However, the technological challenges to establishing this paradigm of computing are non-trivial. Personal mobile computing offers a vision of the future with a much richer and more exciting set of architecture research challenges than extrapolations of the current desktop architectures. In particular, these devices will have limited battery resources, will handle diverse data types, and will operate in environments that are insecure, dynamic and which vary significantly in time and location. The approach we made to achieve such a system is to use autonomous, adaptable modules, interconnected by a switch rather than by a bus, and to offload as much as work as possible from the CPU to programmable modules that is placed in the data streams. A reconfigurable internal communication network switch called Octopus exploits locality of reference and eliminates wasteful data copies

    Augmenting conversations through context-aware multimedia retrieval based on speech recognition

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    Future’s environments will be sensitive and responsive to the presence of people to support them carrying out their everyday life activities, tasks and rituals, in an easy and natural way. Such interactive spaces will use the information and communication technologies to bring the computation into the physical world, in order to enhance ordinary activities of their users. This paper describes a speech-based spoken multimedia retrieval system that can be used to present relevant video-podcast (vodcast) footage, in response to spontaneous speech and conversations during daily life activities. The proposed system allows users to search the spoken content of multimedia files rather than their associated meta-information and let them navigate to the right portion where queried words are spoken by facilitating within-medium searches of multimedia content through a bag-of-words approach. Finally, we have studied the proposed system on different scenarios by using vodcasts in English from various categories, as the targeted multimedia, and discussed how it would enhance people’s everyday life activities by different scenarios including education, entertainment, marketing, news and workplace

    Pervasive and standalone computing: The perceptual effects of variable multimedia quality.

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    The introduction of multimedia on pervasive and mobile communication devices raises a number of perceptual quality issues, however, limited work has been done examining the 3-way interaction between use of equipment, quality of perception and quality of service. Our work measures levels of informational transfer (objective) and user satisfaction (subjective)when users are presented with multimedia video clips at three different frame rates, using four different display devices, simulating variation in participant mobility. Our results will show that variation in frame-rate does not impact a user’s level of information assimilation, however, does impact a users’ perception of multimedia video ‘quality’. Additionally, increased visual immersion can be used to increase transfer of video information, but can negatively affect the users’ perception of ‘quality’. Finally, we illustrate the significant affect of clip-content on the transfer of video, audio and textual information, placing into doubt the use of purely objective quality definitions when considering multimedia presentations

    Locally-Stable Macromodels of Integrated Digital Devices for Multimedia Applications

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    This paper addresses the development of accurate and efficient behavioral models of digital integrated circuits for the assessment of high-speed systems. Device models are based on suitable parametric expressions estimated from port transient responses and are effective at system level, where the quality of functional signals and the impact of supply noise need to be simulated. A potential limitation of some state-of-the-art modeling techniques resides in hidden instabilities manifesting themselves in the use of models, without being evident in the building phase of the same models. This contribution compares three recently-proposed model structures, and selects the local-linear state-space modeling technique as an optimal candidate for the signal integrity assessment of data links. In fact, this technique combines a simple verification of the local stability of models with a limited model size and an easy implementation in commercial simulation tools. An application of the proposed methodology to a real problem involving commercial devices and a data-link of a wireless device demonstrates the validity of this approac
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