3,453 research outputs found

    A Pedagogy for Original Synners

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    Part of the Volume on Digital Young, Innovation, and the UnexpectedThis essay begins by speculating about the learning environment of the class of 2020. It takes place entirely in a virtual world, populated by simulated avatars, managed through the pedagogy of gaming. Based on this projected version of a future-now-in-formation, the authors consider the implications of the current paradigm shift that is happening at the edges of institutions of higher education. From the development of programs in multimedia literacy to the focus on the creation of hybrid learning spaces (that combine the use of virtual worlds, social networking applications, and classroom activities), the scene of learning as well as the subjects of education are changing. The figure of the Original Synner is a projection of the student-of-the-future whose foundational literacy is grounded in their ability to synthesize information from multiple information streams

    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

    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

    MADE: a multimedia application development environment

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    Learning morphological phenomena of Modern Greek an exploratory approach

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    This paper presents a computational model for the description of concatenative morphological phenomena of modern Greek (such as inflection, derivation and compounding) to allow learners, trainers and developers to explore linguistic processes through their own constructions in an interactive open‐ended multimedia environment. The proposed model introduces a new language metaphor, the ‘puzzle‐metaphor’ (similar to the existing ‘turtle‐metaphor’ for concepts from mathematics and physics), based on a visualized unification‐like mechanism for pattern matching. The computational implementation of the model can be used for creating environments for learning through design and learning by teaching

    Collaborative immersive authoring tool for real-time creation of multisensory VR experiences

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    With the appearance of innovative virtual reality (VR) technologies, the need to create immersive content arose. Although there are already some non-immersive solutions to address immersive audio-visual content, there are no solutions that allow the creation of immersive multisensory content. This work proposes a novel architecture for a collaborative immersive tool that allows the creation of multisensory VR experiences in real-time, thus promoting the expeditious development, adoption, and use of immersive systems and enabling the building of custom-solutions that can be used in an intuitive manner to support organizations’ business initiatives. To validate the presented proposal, two approaches for the authoring tools (Desktop interface and Immersive interface) were subjected to a set of tests and evaluations consisting of a usability study that demonstrated not only the participants’ acceptance of the authoring tool but also the importance of using immersive interfaces for the creation of such VR experiences.info:eu-repo/semantics/publishedVersio

    Using multimedia interfaces for speech therapy

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