100,557 research outputs found

    Designing intelligent computer‐based simulations: A pragmatic approach

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    This paper examines the design of intelligent multimedia simulations. A case study is presented which uses an approach based in part on intelligent tutoring system design to integrate formative assessment into the learning of clinical decision‐making skills for nursing students. The approach advocated uses a modular design with an integrated intelligent agent within a multimedia simulation. The application was created using an object‐orientated programming language for the multimedia interface (Delphi) and a logic‐based interpreted language (Prolog) to create an expert assessment system. Domain knowledge is also encoded in a Windows help file reducing some of the complexity of the expert system. This approach offers a method for simplifying the production of an intelligent simulation system. The problems developing intelligent tutoring systems are examined and an argument is made for a practical approach to developing intelligent multimedia simulation systems

    Sensing and mapping for interactive performance

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    This paper describes a trans-domain mapping (TDM) framework for translating meaningful activities from one creative domain onto another. The multi-disciplinary framework is designed to facilitate an intuitive and non-intrusive interactive multimedia performance interface that offers the users or performers real-time control of multimedia events using their physical movements. It is intended to be a highly dynamic real-time performance tool, sensing and tracking activities and changes, in order to provide interactive multimedia performances. From a straightforward definition of the TDM framework, this paper reports several implementations and multi-disciplinary collaborative projects using the proposed framework, including a motion and colour-sensitive system, a sensor-based system for triggering musical events, and a distributed multimedia server for audio mapping of a real-time face tracker, and discusses different aspects of mapping strategies in their context. Plausible future directions, developments and exploration with the proposed framework, including stage augmenta tion, virtual and augmented reality, which involve sensing and mapping of physical and non-physical changes onto multimedia control events, are discussed

    Peripatetic electronic teachers in higher education

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    This paper explores the idea of information and communications technology providing a medium enabling higher education teachers to act as freelance agents. The notion of a ‘Peripatetic Electronic Teacher’ (PET) is introduced to encapsulate this idea. PETs would exist as multiple telepresences (pedagogical, professional, managerial and commercial) in PET‐worlds; global networked environments which support advanced multimedia features. The central defining rationale of a pedagogical presence is described in detail and some implications for the adoption of the PET‐world paradigm are discussed. The ideas described in this paper were developed by the author during a recently completed Short‐Term British Telecom Research Fellowship, based at the BT Adastral Park

    Online interactivity: best practice based on two case studies

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    The purpose of this paper is to identify and explore best practice in the effective support of online interactivity. Five key issues related to best practice are delineated, based on the experience derived from two case studies. The first case study involved online, collaborative work carried out by twenty-six conversion M.Sc. students following a module on‘Interactive Multimedia Systems'. The online group work was structured around the production of essay-style critiques and the development of prototype multimedia resources. The discussions were structured using the bulletin board facility in WebCT. The second study involved sixty-four second-year undergraduate students following a module on‘Communication via Multimedia’. These students were involved in assessed online discussion groups that aimed to foster a community in enquiry and provide an opportunity for vicarious learning. The assessed discussion groups were based on Netscape Collabra. A comparison of the experience of these two case studies led to the identification of a set of five key issues relating to best practice in the effective support of online interactivity. The first four issues concern the design and implementation of the online learning experiences. The fifth issue involves reflection and improvement on the interventions mad

    Usage, attitudes and workload implications for a Web-based learning environment

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    At the University of Twente, a locally developed Web-based learning environment called the TeleTOP system is being implemented throughout the university after being first developed and used in the Faculty of Educational Science and Technology, followed by use in the Department of Telematics. Studying the usage choices of instructors with regard to tools offered by the system, as well as the instructors' workload implications and attitudes, is valuable not only for the implementation activities in the rest of the university, but more generally for those studying the impact on educational practice of Web-based learning environments containing course-management tools. This paper reports on a study of thirty-three TeleTOP using instructors from the two faculties at the end of the 1999–2000 academic year. The results show that instructors feel that a major benefit of using the system is that it is a catalyst for a re-evaluation of one's own teaching; many instructors do not make use of the tailoring options; decisions about use of the system and the provision of feedback are based on the current instructional practices of the instructor; and instructors perceive increases in their workload to be a problem (whenin fact the actual amounts of time spent vary considerably and include instructors with minimal investments)

    Towards an All-Purpose Content-Based Multimedia Information Retrieval System

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    The growth of multimedia collections - in terms of size, heterogeneity, and variety of media types - necessitates systems that are able to conjointly deal with several forms of media, especially when it comes to searching for particular objects. However, existing retrieval systems are organized in silos and treat different media types separately. As a consequence, retrieval across media types is either not supported at all or subject to major limitations. In this paper, we present vitrivr, a content-based multimedia information retrieval stack. As opposed to the keyword search approach implemented by most media management systems, vitrivr makes direct use of the object's content to facilitate different types of similarity search, such as Query-by-Example or Query-by-Sketch, for and, most importantly, across different media types - namely, images, audio, videos, and 3D models. Furthermore, we introduce a new web-based user interface that enables easy-to-use, multimodal retrieval from and browsing in mixed media collections. The effectiveness of vitrivr is shown on the basis of a user study that involves different query and media types. To the best of our knowledge, the full vitrivr stack is unique in that it is the first multimedia retrieval system that seamlessly integrates support for four different types of media. As such, it paves the way towards an all-purpose, content-based multimedia information retrieval system
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