739 research outputs found

    Multimedia repositories in learning and teaching – lessons from the MIDESS Project

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    The MIDESS project brought together 4 UK universities to explore the management of digitised content through the development of a digital repository infrastructure. The project focused on multimedia materials in particular and looked at how support can be provided for their use in a learning and research context and how resources can be shared both within and between institutions. Three repositories were implemented, using Fedora, DSpace and Digitool respectively. Material suitable for ingest was identified and the dialogue with academic partners in each institution helped clarify not only the complexity of the interactions required but also the value of the repository in supporting learning, teaching and research. Having established a repository platform within each institution, the project then explored how multimedia content could be exchanged and shared between the repositories, using OAI-PMH and METS as transport mechanisms. This paper will summarise the project’s main findings. In particular, it will address how a multimedia repository might fit into the information architecture of the university, the likely requirements for integration into an inter-institutional or national framework and some of the obstacles which can impede such integration. Scenarios will be presented illustrating how student learning can benefit from such a repository within a research-intensive university and the relationship between the repository and the VLE will be discussed

    Integrating serious games in adaptive hypermedia applications for personalised learning experiences

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    Game-based approaches to learning are increasingly recognized for their potential to stimulate intrinsic motivation amongst learners. While a range of examples of effective serious games exist, creating high-fidelity content with which to populate games is resource-intensive task. To reduce this resource requirement, research is increasingly exploring means to reuse and repurpose existing games. Education has proven a popular application area for Adaptive Hypermedia (AH), as adaptation can offer enriched learning experiences. Whilst content has mainly been in the form of rich text, various efforts have been made to integrate serious games into AH. However, there is little in the way of effective integrated authoring and user modeling support. This paper explores avenues for effectively integrating serious games into AH. In particular, we consider authoring and user modeling aspects in addition to integration into run-time adaptation engines, thereby enabling authors to create AH that includes an adaptive game, thus going beyond mere selection of a suitable game and towards an approach with the capability to adapt and respond to the needs of learners and educators

    Invest to Save: Report and Recommendations of the NSF-DELOS Working Group on Digital Archiving and Preservation

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    Digital archiving and preservation are important areas for research and development, but there is no agreed upon set of priorities or coherent plan for research in this area. Research projects in this area tend to be small and driven by particular institutional problems or concerns. As a consequence, proposed solutions from experimental projects and prototypes tend not to scale to millions of digital objects, nor do the results from disparate projects readily build on each other. It is also unclear whether it is worthwhile to seek general solutions or whether different strategies are needed for different types of digital objects and collections. The lack of coordination in both research and development means that there are some areas where researchers are reinventing the wheel while other areas are neglected. Digital archiving and preservation is an area that will benefit from an exercise in analysis, priority setting, and planning for future research. The WG aims to survey current research activities, identify gaps, and develop a white paper proposing future research directions in the area of digital preservation. Some of the potential areas for research include repository architectures and inter-operability among digital archives; automated tools for capture, ingest, and normalization of digital objects; and harmonization of preservation formats and metadata. There can also be opportunities for development of commercial products in the areas of mass storage systems, repositories and repository management systems, and data management software and tools.

    Scenario-based serious games repurposing

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    Serious games are very content-rich forms of educational media, often combining high fidelity visual and audio content with diverse pedagogic approaches. This paper introduces scenario-based serious games repurposing and demonstrates repurposing a serious game into new learning objects. The process uses the scenario editor called "mEditor". Two case studies based on the Happy Night Club serious game are presented. The article describes exploratory work which continues the work that started within the mEducator project regarding repurposing serious games in order to enable their use and reuse in the same or different educational contexts

    Optimising metadata workflows in a distributed information environment

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    The different purposes present within a distributed information environment create the potential for repositories to enhance their metadata by capitalising on the diversity of metadata available for any given object. This paper presents three conceptual reference models required to achieve this optimisation of metadata workflow: the ecology of repositories, the object lifecycle model, and the metadata lifecycle model. It suggests a methodology for developing the metadata lifecycle model, and illustrates how it might be used to enhance metadata within a network of repositories and services

    Video Description Schemes in Broadcasting

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    The large amount of information in audiovisual archives makes it quite difficult to efficiently locate a resource for re-use or re-purposing. In response to the needs of industries and users to solve this problem, different organisations have recently initiated active work in the definition of interoperable frameworks and representation for metadata. This paper presents recommendations given by user and standardisation organisations and addresses some of the main metadata initiatives that are relevant to broadcasting. It also presents some proposals to enable the interoperability between the different solutions.info:eu-repo/semantics/publishedVersio

    OPEN EDUCATIONAL RESOURCES MANAGEMENT (OERM)

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    Network communication and Internet have expanded the way in which education can be delivered to the learners of today. Today's networking technologies provide a valuable opportunity to the practice of learning techniques. Educators are discovering that computer networks and multibased educational tools are facilitating learning and enhancing social interaction. Network based telecommunications can offer enormous instructional opportunities, and the educators will need to adapt current lesson plan to incorporate this new medium into all their classes.management, educational resources

    Managing multimedia content databases

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    The Internet provides an effective means of dissemination of information in the Humanities, and so in many cases the Internet is becoming the primary or even only form for dissemination of information. In this context, the effective management of published resources becomes essential. Management of published multimedia content on the internet must deal with not only the Content Management but issues of technological obsolescence, effective management and reuse of the digital assets, and version control of information. Sites must address the established disciplines of effective description, classification and preservation to be more than just transient sources of information. Content Management systems on their own address only one part of the problem: the workflow management of publication and separation of content from presentation. The theory toward a Content Management System design that incorporates elements of digital asset management and version control will be described and a working system that implements these principles through internal XML definition of content structures and use of relational database techniques to provide database content management.Hosted by the Scholarly Text and Imaging Service (SETIS), the University of Sydney Library, and the Research Institute for Humanities and Social Sciences (RIHSS), the University of Sydney
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