53,722 research outputs found

    An Interactive Zoo Guide: A Case Study of Collaborative Learning

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    Real Industry Projects and team work can have a great impact on student learning but providing these activities requires significant commitment from academics. It requires several years planning implementing to create a collaborative learning environment that mimics the real world ICT (Information and Communication Technology) industry workplace. In this project, staff from all the three faculties, namely the Faculty of Health, Engineering and Science, Faculty of Arts, Education and Human Development, and Faculty of Business and Law in higher education work together to establish a detailed project management plan and to develop the unit guidelines for participating students. The proposed project brings together students from business, multimedia and computer science degrees studying their three project-based units within each faculty to work on a relatively large IT project with our industry partner, Melbourne Zoo. This paper presents one multimedia software project accomplished by one of the multi-discipline student project teams. The project was called 'Interactive ZooOz Guide' and developed on a GPS-enabled PDA device in 2007. The developed program allows its users to navigate through the Zoo via an interactive map and provides multimedia information of animals on hotspots at the 'Big Cats' section of the Zoo so that it enriches user experience at the Zoo. A recent development in zoo applications is also reviewed. This paper is also intended to encourage academia to break boundaries to enhance students' learning beyond classroom.Comment: 11 Page

    On the writing, reading and publishing of digital stories

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    Purpose ā€“ The purpose of this paper is to describe a study set up to investigate and map the landscape of digital writing today. A holistic perspective has been adopted involving writers, readers and publishers alike. Design/methodology/approach ā€“ The research uses a qualitative approach and combines interviews and direct observations. In in-depth interviews 13 participants (four writers, four publishers, three readers and two on-line readers) were questioned for their opinions on issues related to writing, publishing and reading digital fiction. The three readers were also observed while interacting, for the first time, with three digital stories. Findings ā€“ Results show that the area is still unsettled though much excitement surrounds experimentations and freedom of publishing online. Readers seem uneasy with the role of co-creators that writers want to assign them and prefer linear stories to more deconstructed ones. Writers like to experiment and combine multiple media and readers like to interact with multimedia stories; this seems to open interesting perspectives over interactive narrative. Publishers are not yet involved in digital writing and this is seen simultaneously as a blessing (unfiltering of innovative ideas) and a curse (lack of economical support, lack of quality selection). Despite disagreement and ambiguity all interviewees agree that digital fiction will come, likely prompted by new reading technology. Originality/value ā€“ This paper is the first attempt to understand the phenomena of digital writing taking into consideration the perspectives of writers, readers and publishers simultaneously and comparing their different views

    SMIL State: an architecture and implementation for adaptive time-based web applications

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    In this paper we examine adaptive time-based web applications (or presentations). These are interactive presentations where time dictates which parts of the application are presented (providing the major structuring paradigm), and that require interactivity and other dynamic adaptation. We investigate the current technologies available to create such presentations and their shortcomings, and suggest a mechanism for addressing these shortcomings. This mechanism, SMIL State, can be used to add user-defined state to declarative time-based languages such as SMIL or SVG animation, thereby enabling the author to create control flows that are difficult to realize within the temporal containment model of the host languages. In addition, SMIL State can be used as a bridging mechanism between languages, enabling easy integration of external components into the web application. Finally, SMIL State enables richer expressions for content control. This paper defines SMIL State in terms of an introductory example, followed by a detailed specification of the State model. Next, the implementation of this model is discussed. We conclude with a set of potential use cases, including dynamic content adaptation and delayed insertion of custom content such as advertisements. Ā© 2009 Springer Science+Business Media, LLC

    Learning style and learning strategies in a multimedia environment

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    There is a growing realization that it may be expeditious to combine elements from different theories of learning when trying to derive a coherent and usable policy towards computerā€mediated learning. Consideration of the subtle distinction between Computerā€Aided Learning (CAL) and Computerā€Aided Instruction (CAI) conform the basis of a possible classification of computerā€mediated learning, and hence of multimedia tools. This classification enables the development of a continuum upon which to place various strategies for computerā€mediated learning, and hence a means of broadly classifying multimedia learning tools

    Engaging with books you cannot touch: interactive multimedia to explore library treasures

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    Interactivity has proved a successful way to engage visitors of science museums. However it is not a common practice when the objects to exhibit are artefacts or, as in the case of this paper, books. A study was set up to investigate the driving criteria for the ā€œThe Life and Work of William Butler Yeatsā€ exhibition at the National Library of Ireland and compare those with the visitorsā€™ opinion. Books, notebooks and personal belongings of the poet have been digitized and used to create a rich and varied exhibition that used both interactivity and multimedia. The result of visitorsā€™ survey showed that the variety was a key factor for the success of the exhibition: different people engaged with different contents and different medium to different degrees. The design of the ambience is critical: dim lights and the use of audio as a medium have to be carefully planned to avoid annoying instead of engaging

    Cooperation of a museum institution and students in creating virtual exhibitions using the MOVIO tool

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    MOVIO is one of the creative tools from AthenaPlus network. Its purpose is to facilitate the creation of virtual exhibitions. MOVIO is very similar to other content management systems (CMS) but it focuses more on creating interactive multimedia page contents, such as digital photo galleries and exhibitions, games, interactive timelines, and digital storytellers. MOVIO tool provides and also shows how its different options can be easily and efficiently used by users who do not have any specific IT knowledge such as advanced programming or web design techniques, to create and show different types of virtual exhibitions. Virtual exhibition ā€œFor Better or Worseā€¦ / Wedding Fashion from 1865 till Presentā€ is a virtual extension of a physical exhibition held in the Museum of Arts and Crafts in Zagreb. Virtual exhibition catalogue was developed using the Timeline tool as a page type which proved to be very effective in presenting the exhibition conceptualized chronologically. The Timeline allows easy browsing through virtual objects within the timeframe we have previously determined. The other virtual exhibition, ā€œHerman BollĆ© ā€“ Builder of the Croatian Capitalā€ is also a virtual extension of the real exhibition held in the Museum of Arts and Crafts. Using the MOVIO tool and information from the catalogue of the real exhibition, the virtual exhibition was made making the most MOVIO options. The FFZG team used the following page types Home Page, Page, Google Map, Storyteller and Timeline. Furthermore, Bolleā€™s virtual exhibition has a unique content as compared to other exhibitions. It is an interactive game (among few simple puzzle and memory games) made in the Unity game engine which allows players to try to place many of BollĆ©ā€™s architecture designs and buildings on the appropriate location on the map. Tools like MOVIO show that technology has evolved and has become simplified for end users so that they can easily create virtual exhibitions production of which was complex or costly several years ago

    Service Platform for Converged Interactive Broadband Broadcast and Cellular Wireless

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    A converged broadcast and telecommunication service platform is presented that is able to create, deliver, and manage interactive, multimedia content and services for consumption on three different terminal types. The motivations of service providers for designing converged interactive multimedia services, which are crafted for their individual requirements, are investigated. The overall design of the system is presented with particular emphasis placed on the operational features of each of the sub-systems, the flows of media and metadata through the sub-systems and the formats and protocols required for inter-communication between them. The key features of tools required for creating converged interactive multimedia content for a range of different end-user terminal types are examined. Finally possible enhancements to this system are discussed. This study is of particular interest to those organizations currently conducting trials and commercial launches of DVB-H services because it provides them with an insight of the various additional functions required in the service provisioning platforms to provide fully interactive services to a range of different mobile terminal types

    Multimedia Use in Small News Organizations

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    Distributed Learning System Design: A New Approach and an Agenda for Future Research

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    This article presents a theoretical framework designed to guide distributed learning design, with the goal of enhancing the effectiveness of distributed learning systems. The authors begin with a review of the extant research on distributed learning design, and themes embedded in this literature are extracted and discussed to identify critical gaps that should be addressed by future work in this area. A conceptual framework that integrates instructional objectives, targeted competencies, instructional design considerations, and technological features is then developed to address the most pressing gaps in current research and practice. The rationale and logic underlying this framework is explicated. The framework is designed to help guide trainers and instructional designers through critical stages of the distributed learning system design process. In addition, it is intended to help researchers identify critical issues that should serve as the focus of future research efforts. Recommendations and future research directions are presented and discussed

    What is the problem to which interactive multimedia is the solution?

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    This is something of an unusual paper. It serves as both the reason for and the result of a small number of leading academics in the field, coming together to focus on the question that serves as the title to this paper: What is the problem to which interactive multimedia is the solution? Each of the authors addresses this question from their own viewpoint, offering informed insights into the development, implementation and evaluation of multimedia. The result of their collective work was also the focus of a Western Australian Institute of Educational Research seminar, convened at Edith Cowan University on 18 October, 1994. The question posed is deliberately rhetorical - it is asked to allow those represented here to consider what they think are the significant issues in the fast-growing field of multimedia. More directly, the question is also asked here because nobody else has considered it worth asking: for many multimedia is done because it is technically possible, not because it offers anything that is of value or provides the solution to a particular problem. The question, then, is answered in various ways by each of the authors involved and each, in their own way, consider a range of fundamental issues concerning the nature, place and use of multimedia - both in education and in society generally. By way of an introduction, the following provides a unifying context for the various contributions made here
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