3,903 research outputs found
Prerequisites and Selection Criteria of Multimedia Authoring Tools (MAT)
The integration of audio, video, graphics and text on the
desktop promises to fundamentally challenge the centuries old
printed document as the basis of information exchange. Before
this potential can be realized, however, systems must be
devised that enable the production and presentation of
complex, inter-related media objects. These systems are
generically called multimedia-authoring tools. This article will
discuss about different aspects of Multimedia Authoring Tools
(MAT), its categorization, most common features and
prerequisites. A special attention has been given to discuss the
most common features of MAT and the best possible evaluation
criteria of authoring packages. Lastly, three most popular MAT
with their brief features are presented
A Pedagogy for Original Synners
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
Reviews
Europe In the Round CDâROM, Guildford, Vocational Technologies, 1994
Agents for Distributed Multimedia Information Management
This paper discusses the role of agents in a distributed multimedia information system (DMIS) engineered according to the principles of open hypermedia. It is based on the new generation of Microcosm, an open hypermedia system developed by the Multimedia Research Group at the University of Southampton. Microcosm provides a framework for supporting the three major roles of agents within open information systems: resource discovery, information integrity and navigation assistance. We present Microcosm and its agents, and discuss our current research in applying agent technology in this framework
An integrated approach to preparing, publishing, presenting and preserving theses
[Abstract]: This paper describes progress on a project funded by the Australian government to create Free
software; the Integrated Content Environment for research and scholarship (ICE-RS). ICE-RS is a
multi-faceted project which will add value to finished theses by making them available in both
HTML and PDF, as well as providing a mechanism for packaging multimedia theses. The project
will also concentrate on providing services for thesis production, with version control, automated
backup and collaboration services.
The paper begins with the established content management system that is the basis for the
project, ICE-RS , originally developed to create courseware packages. ICE includes distributed, version
controlled collaboration, using word processing software and works on multiple platforms, with
standard document formats. We survey other approaches to content authoring and publishing for
ETDs.
We showcase exploratory work on integration of the thesis writing process with Institutional
Repository software including publishing theses in both PDF and HTML with preservation and
descriptive metadata. The presentation will include demonstrations of thesis production at all stages
of development from proposal to completion.
In a more speculative vein, we will discuss opportunities for institutions to provide new levels of
support for candidates via automated thesis âdashboardâ progress reports, supervisor and examiner
annotation and comment and support for copyright considerations as early as possible in the
process
The Anatomy of an adaptive multimedia presentation system
The use of multimedia presentations within learning environments is described and guidelines for the design of good E-Learning systems are identified. It is argued that a linear sequential presentation of knowledge segments is effective, but that the user is provided with optional links to relevant segments during the presentation. The synchronisation of multiple media is considered and the design of a prototype E-Learning system is discussed. The segmentation of material is then discussed and how the information can be stored in a data repository consider with respect to the requirement of accessing linked segments. Finally, the nature of adaptivity is discussed leading to a discussion of the salient parts of an adaptive multimedia presentation system
Learning objects and learning designs: an integrated system for reusable, adaptive and shareable learning content
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
Reviews
Brian Clegg, Mining The Internet â Information Gathering and Research on the Net, Kogan Page: London, 1999. ISBN: 0â7494â3025â7. Paperback, 147 pages, ÂŁ9.99
Education vs. Entertainment: A Cultural History of Children's Software
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning This chapter draws on ethnographic material to consider the cultural politics and recent history of children's software and reflects on how this past can inform our current efforts to mobilize games for learning. The analysis uses a concept of genre as a way of making linkages across the distributed but interconnected circuit of everyday play, software content, and industry context. Organized through three genres in children's software -- academic, entertainment, and construction -- the body of the chapter describes how these genres play out within a production and advertising context, in the design of particular software titles, and at sites of play in after-school computer centers where the fieldwork was conducted
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