2,192 research outputs found
Hypermedia Learning Objects System - On the Way to a Semantic Educational Web
While eLearning systems become more and more popular in daily education,
available applications lack opportunities to structure, annotate and manage
their contents in a high-level fashion. General efforts to improve these
deficits are taken by initiatives to define rich meta data sets and a
semanticWeb layer. In the present paper we introduce Hylos, an online learning
system. Hylos is based on a cellular eLearning Object (ELO) information model
encapsulating meta data conforming to the LOM standard. Content management is
provisioned on this semantic meta data level and allows for variable,
dynamically adaptable access structures. Context aware multifunctional links
permit a systematic navigation depending on the learners and didactic needs,
thereby exploring the capabilities of the semantic web. Hylos is built upon the
more general Multimedia Information Repository (MIR) and the MIR adaptive
context linking environment (MIRaCLE), its linking extension. MIR is an open
system supporting the standards XML, Corba and JNDI. Hylos benefits from
manageable information structures, sophisticated access logic and high-level
authoring tools like the ELO editor responsible for the semi-manual creation of
meta data and WYSIWYG like content editing.Comment: 11 pages, 7 figure
Development of multiple media documents
Development of documents in multiple media involves activities in three different
fields, the technical, the discoursive and the procedural. The major development problems of
artifact complexity, cognitive processes, design basis and working context are located where these
fields overlap. Pending the emergence of a unified approach to design, any method must allow for
development at the three levels of discourse structure, media disposition and composition, and
presentation. Related work concerned with generalised discourse structures, structured
documents, production methods for existing multiple media artifacts, and hypertext design offer
some partial forms of assistance at different levels. Desirable characteristics of a multimedia
design method will include three phases of production, a variety of possible actions with media
elements, an underlying discoursive structure, and explicit comparates for review
A Typographic Dilemma: Reconciling the old with the new using a new cross-disciplinary typographic framework
Current theory and vocabulary used to describe typographic practice and scholarship are based on a historically print-derived framework. As yet, no new paradigm has emerged to address the divergent path that screen-based typography is taking from its traditional print medium. Screen-based typography is becoming as common and widely used as its print counterpart. It is now timely to re-evaluate current typographic references and practices under these environments, which introduces a new visual language and form.
This paper will attempt to present an alternate typographic framework to address these growing changes by appropriating concepts and knowledge from different disciplines. This alternate typographic framework has been informed through a study conducted as part of a research Doctorate in the School of Design at Northumbria University, UK. This paper posits that the current typographic framework derived from the print medium is no longer sufficient to address the growing differences between the print and screen media. In its place, an alternate cross-disciplinary typographic framework should be adopted for the successful integration and application of typography in screen-based interactive media. The development of this framework will focus mainly on three key characteristics of screen-based interactive media ¬¬– hypertext, interactivity and time-based motion – and will draw influences from disciplines such as film, computer gaming, interactive digital arts and hypertext fictions
Developing key concepts for the design of hypertext for printed books
In the modern world, computers and interactivity are becoming an ever-increasing phenomenon, but this means that the tactile appeal of the printed book is giving way to the increasing popularity of digital interactivity. This research explores how one of the integral concepts of computer interaction, hypertext, can be applied to the medium of print and the advantages that this can bring to the reading environment. The interaction used to read a printed book is different to that of reading material in an electronic form. Books are linear, moving forward, whereas electronic material is laterally associative. However, reading material in an electronic form, such as hypertext, allows the readers to customise and reorder knowledge for their own needs. In comparison, navigation of paper documents is aided by the information being fixed, and readers can easily refer to several documents simultaneously. The considerations that need to be made when combining the benefits of two such contrasting media needs careful attention. Six key design concepts applying hypertext methods to books are discussed to assist the production of effective reading media
Collaboration in the Semantic Grid: a Basis for e-Learning
The CoAKTinG project aims to advance the state of the art in collaborative mediated spaces for the Semantic Grid. This paper presents an overview of the hypertext and knowledge based tools which have been deployed to augment existing collaborative environments, and the ontology which is used to exchange structure, promote enhanced process tracking, and aid navigation of resources before, after, and while a collaboration occurs. While the primary focus of the project has been supporting e-Science, this paper also explores the similarities and application of CoAKTinG technologies as part of a human-centred design approach to e-Learning
Reviews
Successful Instructional Diagrams by Ric Lowe, London, Kogan Page, 1993. ISBN: 0–7494–0711–5
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