920 research outputs found

    Relating the primitive hierarchy of the PREMO standard to the standard reference model for intelligent multimedia presentation systems

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    The need for a suitable classification of media types arises for several reasons when building or comparing multimedia systems. Within an Intelligent Multimedia Presentation Systems (IMMPS) it is necessary to formulate and encode design knowledge for decision making on the appropriate medium in which to present information and for the generation of the presentation. It is also required in order to specify interfaces to and between system components which will be employed to run a generated presentation before the user's eyes. This task is reflected in the SRM (Standard Reference Model, see this volume) for IMMPS by the Presentation Display Layer. However, the SRM does not instantiate this layer in detail, but instead refers to the PREMO ISO/IEC standard which provides a reference model for a presentation runtime environment for multimedia. PREMO already contains a set of basic structures, the so-called PREMO Primitive Hierarchy, to describe different media types. Thus the question arises, as to how far the PREMO Primitive Hierarchy could serve as a media classification for the SRM in general. In particular, this would support consistency between the design and presentation layers of the SRM if PREMO were used to instantiate the Presentation Layer. In the report, we first point to a number of typical problems with generating classifications of media types. We then provide a brief introduction to PREMO and its Primitive Hierarchy. Finally, the benefits and costs of using the PREMO primitive hierarchy for the SRM are discussed

    Relating the primitive hierarchy of the PREMO standard to the standard reference model for intelligent multimedia presentation systems

    Get PDF
    The need for a suitable classification of media types arises for several reasons when building or comparing multimedia systems. Within an Intelligent Multimedia Presentation Systems (IMMPS) it is necessary to formulate and encode design knowledge for decision making on the appropriate medium in which to present information and for the generation of the presentation. It is also required in order to specify interfaces to and between system components which will be employed to run a generated presentation before the user's eyes. This task is reflected in the SRM (Standard Reference Model, see this volume) for IMMPS by the Presentation Display Layer. However, the SRM does not instantiate this layer in detail, but instead refers to the PREMO ISO/IEC standard which provides a reference model for a presentation runtime environment for multimedia. PREMO already contains a set of basic structures, the so-called PREMO Primitive Hierarchy, to describe different media types. Thus the question arises, as to how far the PREMO Primitive Hierarchy could serve as a media classification for the SRM in general. In particular, this would support consistency between the design and presentation layers of the SRM if PREMO were used to instantiate the Presentation Layer. In the report, we first point to a number of typical problems with generating classifications of media types. We then provide a brief introduction to PREMO and its Primitive Hierarchy. Finally, the benefits and costs of using the PREMO primitive hierarchy for the SRM are discussed

    PREMO : an emerging standard for multimedia presentation

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    ISO/IEC JTC1/SC24 are developing a standard for the presentation of multimedia objects, called PREMO (Presentation Environments for Multimedia Objects). PREMO is aimed at application developers who want to include multimedia effects into the applications, but do not want to restrict themselves to model of multimedia documents, which is prevalent in multimedia applications today. This report gives an overview of the current status of PREMO

    So You Think You Can Model? A Guide to Building and Evaluating Archaeological Simulation Models of Dispersals

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    With the current surge of simulation studies in archaeology there is a growing concern for the lack of engagement and feedback between modellers and domain specialists. To facilitate this dialogue I present a compact guide to the simulation modelling process applied to a common research topic and the focus of this special issue of Human Biology—human dispersals. The process of developing a simulation is divided into nine steps grouped in three phases. The conceptual phase consists of identifying research questions (step 1) and finding the most suitable method (step 2), designing the general framework and the resolution of the simulation (step 3) and then by filling in that framework with the modelled entities and the rules of interactions (step 4). This is followed by the technical phase of coding and testing (step 5), parameterising the simulation (step 6) and running it (step 7). In the final phase the results of the simulation are analysed and re-contextualised (step 8) and the findings of the model are disseminated in publications and code repositories (step 9). Each step will be defined and characterised and then illustrated with examples of published human dispersals simulation studies. While not aiming to be a comprehensive textbookstyle guide to simulation, this overview of the process of modelling human dispersals should arm any non-modeller with enough understanding to evaluate the quality, strengths and weaknesses of any particular archaeological simulation and provide a starting point for further exploration of this common scientific tool

    The use and importance of emotional design in contemporary design practice

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    Thesis (Master)--Izmir Institute of Technology, Industrial Design, Izmir, 2006Includes bibliographical references (leaves: 83-89)Text in English; Abstract: Turkish and Englishx, 89 leavesThis thesis investigated emotional design concept. Products evoke emotions in people. This thesis suggests that emotions are at a basic importance for the success of a product since they influence product evaluation, purchase decision and product experience of users significantly. It is also claimed that, by the means of emotions, a higher user satisfaction, product longevity and a better product performance can be achieved, which will result in an enriched life.To provide an insight to emotional design concept, thesis investigated how products evoke emotions in people. Two recent design projects based on the traditions in emotion research were investigated in depth. Learning to Talk with Your Body project that is based on Jamesian tradition revealed that products could be designed to elicit predefined emotional responses in users. Emotionally Intelligent Alarm Clock project that is based on the cognitive tradition showed that it is possible to reach a higher user experience . thus an enriched life . through emotions. Aesthetics was considered as the most appropriate term encompassing the emotional attributes of products. Recent studies showed that, besides being appealing,aesthetic (attractive) products are perceived to perform better. Aesthetics generates a positive motivation for the user by contributing to the meaningfulness of the product.Thus aesthetics was accepted as a part of function. Roles of form, material and color in evoking emotions were investigated.Detailed observations about the emotional experiences of users with products and environment are fundamental necessities. Observing a user in a holistic structure, within a framework of a relational environment instead of evaluating user.s isolated performances in isolated activities will give a better understanding of user emotions

    Native Artists: Livelihoods, Resources, Space, Gifts

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    Examines the experiences of Ojibwe artists in Minnesota, including access to training, funding, space, paying markets, and institutional support; discrimination and isolation; and relationships with communities. Profiles artists and makes recommendations

    Spatial agent-based modelling

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    Archaeologists were among some of the earliest users of agent-based modelling, but recent years have undoubtedly seen a surge of interest in the use of this technique to infer past behaviour or help develop new theories and methods. Although ABM software is much easier to use than it was even 20 years ago and sufficiently powerful computers are more readily available, the success of a modelling project is still largely determined by decisions made about the purpose and design of the model, and the subsequent experimental regime. This chapter guides the reader through those key issues. It covers epistemological topics such as the role of the model in a wider project, the trade-off between realism and generality, the idea of generative modelling and the importance of adequate experimentation. It also discusses technical issues such as options for the integration of ABM and GIS, and even the dangers inherent in poor design decisions about the scheduling of agent behaviour

    Promise Unfulfilled: Law, Culture, and Women\u27s Inheritance Rights in Ghana

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    This Report presents the findings of a Fordham delegation. It consists of three parts. Part I sets out Ghana\u27s obligations under international law as they relate to issues of women\u27s equality generally and inheritance rights specifically. Part II describes the sources of Ghanaian law relevant to the issue. Part II begins with a very general description of the Ghanaian family. It then proceeds to analyze in some detail customary law governing marriage and property, including the customary law of intestate succession, which governed estates prior to 1985. Part II then describes both constitutional and statutory law relevant to intestate succession, particularly Law 111 which created for the first time a right for spouses to inherit from the estate. Finally, Part III presents the delegation\u27s findings with respect to a range of problems women face in claiming their rights under the statutory regime. Part III describes and documents the problems and then offers recommendations designed to address them
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