384 research outputs found

    Reducing Info-Exclusion of Mental Health Service Users Through Online Content Using Synchronised Multimedia Integration Language

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    This paper describes how the multimedia mark-up languages SMIL and HTML+TIME were used to publish three types of online presentations of multi-modal artwork by mental health service users. This technology has the potential to bring the work of artists working with mental health services to a wider audience, at low cost, with fuller participation and also offers a number of new creative possibilities. The presentations included artwork, biography and audio transcripts in static files with the aim of reducing the info-exclusion of multimedia service user artists. The potential of server-side scripting integrating MySQL database contents dynamically into SMIL templates was investigated for its capacity to generate random or topical art displays 'on the fly'. In two prototype server-side applications, PHP scripts used user input to activate multimedia file pointers contained in the database. The feasibility of server-side scripting in terms of browser/player support and other issues is discussed

    Creation and evaluation of AnswersIn, a novel computer based teaching framework in gastroenterology

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    Background: There is currently little evidence of a theoretical base for the development and delivery of multimedia teaching in medicine. In this thesis I have; (1) reviewed the principles of adult learning and Instructional Design (ID) (2) proposed an evidence based model for a novel multimedia learning framework (3) developed the model (4) delivered the program to medical students who evaluated its functionality and content and (5) identified learning points for future investigators. Method: Interview style scripts were authored, recorded and integrated to produce “AnswersIn Gastroenterology”. A focus group based pilot study tested the robustness of the program and need for modification. Following a survey of medical student access to multimedia computers, AnswersIn was made available on the university server. The technical challenges of web-delivery were documented and the program made available to four consecutive student groups during their gastroenterology blocks. At the end of each block, students formatively evaluated the resource via a questionnaire. Additionally, the variety of data available using a web-tracker was examined as well as the effect upon usage of a series of advertising emails. Results: 8.5 hours of content were developed. The focus group recommended modifications which were implemented. The survey demonstrated that medical students have high levels of access to multimedia computers. Despite problems encountered during the implementation phase, a total of 178 students had access over four blocks. 21 percent considered AnswersIn as an alternative to lectures and 33 percent indicated that they would use AnswersIn as their main learning resource. Students gave reasons why they continued to favour traditional teaching methods but almost all stated that they would like to see AnswersIn extended to other subjects. Web tracking demonstrated that advertising increased usage. Conclusion: AnswersIn is a novel framework formulated using principles of adult learning and Instructional Design. Formative assessments indicate that students respond favourably to its introduction and its usage can be influenced by advertising

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Integrated Web Accessibility Guidelines for Users on the Autism Spectrum - from Specification to Implementation

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    This research presented a compendium of web interface design guidelines and their implementation on a transport-planning website based on the needs and preferences of users on the autism spectrum. Results highlighted the importance of having simple navigation and meaningful headings, icons, labels and text to facilitate understanding and readability; these findings offer guidelines for the design of web user interfaces to continue improving the web experience of autistic users, and therefore of the whole community

    Better e-Learning for innovation in education

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    This book is an output from the ERASMUS+ project number 2015-1-TR01-KA204-021954 under the name 'Better e-Learning for All' (Project acronym: Better-E)This book - "Better e-Learning for Innovation in Education" - intends to provide an overview of the most important issues that relate Education through e-Learning and Pedagogical Innovation.Acknowledgements: The research leading to these results has received funding from the European Community's ERASMUS+ PROGRAMME under grant agreement no. 2015-1-TR01-KA204-021954 “Better e-Learning for All”.info:eu-repo/semantics/publishedVersio

    Semantic discovery and reuse of business process patterns

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    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse

    Med-e-Tel 2013

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    Communicating in virtual worlds through an accessible Web 2.0 solution

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