147,143 research outputs found

    A conceptual architecture for interactive educational multimedia

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    Learning is more than knowledge acquisition; it often involves the active participation of the learner in a variety of knowledge- and skills-based learning and training activities. Interactive multimedia technology can support the variety of interaction channels and languages required to facilitate interactive learning and teaching. A conceptual architecture for interactive educational multimedia can support the development of such multimedia systems. Such an architecture needs to embed multimedia technology into a coherent educational context. A framework based on an integrated interaction model is needed to capture learning and training activities in an online setting from an educational perspective, to describe them in the human-computer context, and to integrate them with mechanisms and principles of multimedia interaction

    Human-computer interaction : Guidelines for web animation

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    Human-computer interaction in the large is an interdisciplinary area which attracts researchers, educators, and practioners from many differenf fields. Human-computer interaction studies a human and a machine in communication, it draws from supporting knowledge on both the machine and the human side. This paper is related to the human side of human-computer interaction and focuses on animations. The growing use of animation in Web pages testifies to the increasing ease with which such multimedia features can be created. This trend shows a commitment to animation that is often unmatched by the skill of the implementers. The paper presents a set of guidelines and tips to help designers prepare better and more effective Web sites. These guidelines are drawn from an extensive literature survey

    A taxonomy for interactive educational multimedia

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    Learning is more than knowledge acquisition; it often involves the active participation of the learner in a variety of knowledge- and skills-based learning and training activities. Interactive multimedia technology can support the variety of interaction channels and languages required to facilitate interactive learning and teaching. We will present a taxonomy for interactive educational multimedia that supports the classification, description and development of such systems. Such a taxonomy needs to embed multimedia technology into a coherent educational context. A conceptual framework based on an integrated interaction model is needed to capture learning and training activities in an online setting from an educational perspective, describe them in the human-computer context, and integrate them with mechanisms and principles of multimedia interaction

    Interaction Issues in Computer Aided Semantic\ud Annotation of Multimedia

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    The CASAM project aims to provide a tool for more efficient and effective annotation of multimedia documents through collaboration between a user and a system performing an automated analysis of the media content. A critical part of the project is to develop a user interface which best supports both the user and the system through optimal human-computer interaction. In this paper we discuss the work undertaken, the proposed user interface and underlying interaction issues which drove its development

    Integrating Revised Bloom Taxonomy in Multimedia and HCI with a Case Study of Food Dishes

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    Teaching multimedia and human computer interaction is an interesting task to the students in sultanate of Oman who are having innovative skills in multimedia design using tools. Designing a multimedia project with all advanced graphics techniques is a highly complex and complicated procedure in class room. Teaching activities are aligned to the improved bloom taxonomy to achieve self learning and critical thinking in students. The practice has been developed through practical implementations and considered as Project Based Learning (PBL). Students have developed the project starting from scratch, proceeding to the design and then implementation. A gradual approach allows students to recognize by the design the different concepts of graphics and human computer interaction(HCI) techniques that were introduced during the lectures. All the practical and tutorials are based on the instinctive realization of graphics techniques and then integrating to make the final project. The results were high positive and each student have made their own creativity. The levels of project has been covered all phases of improved bloom taxonomy in order to attain quality teaching and learning. An outline for multimedia and human interaction course and integration of revised bloom taxonomy is presented in this paper

    Designing novel applications for multimedia

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    Current R&D in Multimedia technology is advancing in a fierce rate and will sure to become part of our important regular items in a 'conventional' technology inventory in near future. While the R&D nature of this technology means its accuracy, reliability and robustness are not sufficient enough to be used in real world yet, we want to envision NOW the near-future where this technology will have matured and used in real applications in order to explore and start shaping many possible new ways this novel technology could be utilised. In this talk, some of this effort in designing novel applications that incorporate Multimedia technology as their backend will be presented. Looking at possible future applications of the outcomes of the Multimedia research will be useful for us in re-visiting our own initial ideas and visions when such technologies were first conceived. In addition, with some representative examples of such novel applications the problems and issues will be raised in interaction design research for novel applications and how somewhat different Human-Computer Interaction approach is required in practice

    A survey of comics research in computer science

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    Graphical novels such as comics and mangas are well known all over the world. The digital transition started to change the way people are reading comics, more and more on smartphones and tablets and less and less on paper. In the recent years, a wide variety of research about comics has been proposed and might change the way comics are created, distributed and read in future years. Early work focuses on low level document image analysis: indeed comic books are complex, they contains text, drawings, balloon, panels, onomatopoeia, etc. Different fields of computer science covered research about user interaction and content generation such as multimedia, artificial intelligence, human-computer interaction, etc. with different sets of values. We propose in this paper to review the previous research about comics in computer science, to state what have been done and to give some insights about the main outlooks

    Human-computer interaction : Guidelines for web animation

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    Human-computer interaction in the large is an interdisciplinary area which attracts researchers, educators, and practioners from many differenf fields. Human-computer interaction studies a human and a machine in communication, it draws from supporting knowledge on both the machine and the human side. This paper is related to the human side of human-computer interaction and focuses on animations. The growing use of animation in Web pages testifies to the increasing ease with which such multimedia features can be created. This trend shows a commitment to animation that is often unmatched by the skill of the implementers. The paper presents a set of guidelines and tips to help designers prepare better and more effective Web sites. These guidelines are drawn from an extensive literature survey

    A multimodal dataset for authoring and editing multimedia content:the MAMEM project

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    We present a dataset that combines multimodal biosignals and eye tracking information gathered under a human-computer interaction framework. The dataset was developed in the vein of the MAMEM project that aims to endow people with motor disabilities with the ability to edit and author multimedia content through mental commands and gaze activity. The dataset includes EEG, eye-tracking, and physiological (GSR and Heart rate) signals collected from 34 individuals (18 able-bodied and 16 motor-impaired). Data were collected during the interaction with specifically designed interface for web browsing and multimedia content manipulation and during imaginary movement tasks. The presented dataset will contribute towards the development and evaluation of modern human-computer interaction systems that would foster the integration of people with severe motor impairments back into society.</p
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