14 research outputs found

    Dynamic multimedia adaptation and updating of media streams with MPEG-21

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    The paper discusses media streaming using dynamic resource adaptation and update as a means of facilitating universal multimedia access (UMA): the concept of accessing multimedia content through a variety of possible schemes (Bormans, J. et al., IEEE Sig. Process. Magazine, 2003). As background, the paper summarizes the most common content negotiation approaches and addresses their facets and problems. MPEG-21, the multimedia framework and its relationship to UMA are then explained. Our primary focus is an end-to-end approach to content adaptation which takes advantage of MPEG-21 to facilitate the UMA concept in a media streaming environment. The concept is validated using a media streaming test-bed which provides for wide adaptation according to broad usage descriptions

    Mobile Adaptation with Multiple Representation Approach as Educational Pedagogy

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    Educational mobile game design for children learning mathematics

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    Children can learn while playing computer educational games. Therefore, it is important that educational games for children are well designed and usable. This study proposes an educational mobile game design for children to learn mathematics. Based on the design, a low fidelity and high fidelity prototypes called PreMath Operations were designed and developed. A usability evaluation was conducted on the prototypes by observing children playing with the games. The result of the evaluation suggested that PreMath Operations prototypes is usable and can help children to learn math while playing. This study provides a design strategy of mathematic educational game for children to learn in a fun and interestin

    An XML-based Multimedia Middleware for Mobile Online Auctions

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    Pervasive Internet services today promise to provide users with a quick and convenient access to a variety of commercial applications. However, due to unsuitable architectures and poor performance user acceptance is still low. To be a major success mobile services have to provide device-adapted content and advanced value-added Web services. Innovative enabling technologies like XML and wireless communication may for the first time provide a facility to interact with online applications anytime anywhere. We present a prototype implementing an efficient multimedia middleware approach towards ubiquitous value-added services using an auction house as a sample application. Advanced multi-feature retrieval technologies are combined with enhanced content delivery to show the impact of modern enterprise information systems on today’s e-commerce applications

    Structural equation modelling approach in multiplatform e-learning system evaluation

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    A multiplatform e-learning system is an e-learning system that can deliver learning content to different accessing devices such as PCs, PDAs and mobile phones. The main objective of this paper is to present an evaluation of such a system from the end user (learner) perspective. The evaluation investigates the relationships among the dimensions that influence learner satisfaction while engaged in a multiplatform e-learning system. A total of 36 participants took part in a comparative evaluation. A structural equation model (SEM) was constructed to fit the data. This model indicated that there was a good fit for the resulting model. The SEM identified two groups of factors. Primary factors dominated in the non adaptive e-learning system while secondary factors emerged from the multiplatform e-learning system. The SEM also revealed a suppressor within the system that could possibly negate the contributions from other dimensions

    Multimedia document summarization based on a semantic adaptation framework

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    Qualitative representation and reasoning ; SMIL documentsInternational audienceThe multiplication of presentation contexts (such as mobile phones, PDAs) for multimedia documents requires the adaptation of document specifications. In an earlier work, a semantic framework for multimedia document adaptation was proposed. This framework deals with the semantics of the document composition by transforming the relations between multimedia objects. However, it was lacking the capability of suppressing multimedia objects. In this paper, we extend the proposed adaptation with this capability. Thanks to this extension, we present a method for summarizing multimedia documents. Moreover, when multimedia objects are removed, the resulted document satisfies some properties such as presentation contiguity. To validate our framework, we adapt standard multimedia documents such as SMIL documents

    Mobile Game-Based Learning (mGBL) Engineering Model

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    Mobile game-based learning (mGBL) is a game played on any handheld devices such as mobile phones. It is among the most recent growing research areas whereby its main aim is to use game play to enhance motivation in learning, engage in knowledge acquisition, and improve the effectiveness of learning activities through mobile environment. To fully utilize the potential of mGBL, researchers suggest looking at the most important part, which is the development methodology of mGBL. In relation to this, various game development methodologies have been introduced for different types of game genres and platforms. These methodologies propose different numbers of steps and activities; some focusing only on the learning design; some concentrating on the mobile technologies; and others on the complete life cycle. Although many game methodologies have been introduced, studies show that customized phases and steps to develop games for learning in mobile environment are substantially required. Therefore, the study discussed in this thesis addresses this gap by proposing an mGBL Engineering Model based on a number of games and learning theoretical and developmental foundations. In particular, the study identified the key steps of development methodology to be considered in developing mGBL applications which consist of phases, components, steps, and deliverables. In accomplishing this aim, a design science research methodology was adopted, comprising of five phases; (i) awareness of problem, (ii) suggestion, (iii) development, (iv) evaluation, and (v) conclusion. Subsequently, eight mGBL evaluation dimensions were put forward: visibility, complexity, compatibility, flexibility, clarity, effectiveness, manageability, and evolutionary. Model evaluation was conducted in three phases, namely; expert review, prototype development with heuristics evaluation, and experimental study. Generally, the proposed mGBL Engineering Model was well accepted by the experts contacted in this study. The model was also employed by a game company while developing an mGBL prototype. Here, the findings have implied that the model is useful to follow and it provides an easy guideline for fellow developers. In the experimental study phase, four learning or game methodologies; Analysis-Design-Development-Implementation- Evaluation, Input-Process-Output, Game Life Cycle, and mGBL Engineering Model; were studied and compared by 70 respondents. The findings have indicated that the proposed mGBL Engineering Model scored mean above 7.0 (out of 10) of all dimensions compared to the other three models (scored less than 7.0). The ANOVA results show that there are significant differences between all groups in six dimensions except complexity and compatibility. Although complexity and compatibility dimensions are not significantly different, the scores for the mGBL Engineering Model are higher than the other three models. All these results have demonstrated that the proposed mGBL Engineering Model exhibits useful development indicators for mGBL applications and is indeed a theoretical and practical contribution of the study. In addition, the other significant contributions are the eight evaluation dimensions together with the validated instrument. Furthermore, the artefact produced, which is the mGBL prototype is also a functional contribution

    Function-based object model towards website adaptation

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    Multimedia content description framework

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    A framework is provided for describing multimedia content and a system in which a plurality of multimedia storage devices employing the content description methods of the present invention can interoperate. In accordance with one form of the present invention, the content description framework is a description scheme (DS) for describing streams or aggregations of multimedia objects, which may comprise audio, images, video, text, time series, and various other modalities. This description scheme can accommodate an essentially limitless number of descriptors in terms of features, semantics or metadata, and facilitate content-based search, index, and retrieval, among other capabilities, for both streamed or aggregated multimedia objects

    NAC, une architecture pour l'adaptation multimédia sur le web

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    National audienceThe Web is evolving towards richer contents and diverse media that are accessed with different devices through multiple kinds of network. This heterogeneous, mobile and changing environment requires that multimedia information delivered by servers be adapted to the actual conditions of use. For that purpose, a number of methods, languages, formats and protocols are developed, especially by W3C. The NAC architecture presented in this article was designed and implemented based on these technologies, focusing on adaptation processing, on environment description models, on negotiation protocols, and on content transformations
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