2,816 research outputs found

    Towards the architecture of an instructional multimedia database

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    The applicability of multimedia databases in education may be extended if they can serve multiple target groups, leading to affordable costs per unit for the user. In this contribution, an approach is described to build generic multimedia databases to serve that purpose. This approach is elaborated within the ODB Project ('Instructional Design of an Optical DataBase'); the term optical refers to the use of optical storage media to hold the audiovisual components. The project aims at developing a database in which a hypermedia encyclopedia is combined with instructional multimedia applications for different target groups at different educational levels. The architecture of the Optical Database will allow for switching between application types while working (for instance from tutorial instruction via the encyclopedia to a simulation and back). For instruction, the content of the database is thereby organized around so-called standard instruction routes: one route per target group. In the project, the teacher is regarded as the manager of instruction.\ud \ud From that perspective, the database is primarily organized as a teaching facility. Central to the research is the condition that the architecture of the Optical Database has to enable teachers to select and tailor instruction routes to their needs in a way that is perceived as logical and easy to use

    User-centred design of flexible hypermedia for a mobile guide: Reflections on the hyperaudio experience

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    A user-centred design approach involves end-users from the very beginning. Considering users at the early stages compels designers to think in terms of utility and usability and helps develop the system on what is actually needed. This paper discusses the case of HyperAudio, a context-sensitive adaptive and mobile guide to museums developed in the late 90s. User requirements were collected via a survey to understand visitors’ profiles and visit styles in Natural Science museums. The knowledge acquired supported the specification of system requirements, helping defining user model, data structure and adaptive behaviour of the system. User requirements guided the design decisions on what could be implemented by using simple adaptable triggers and what instead needed more sophisticated adaptive techniques, a fundamental choice when all the computation must be done on a PDA. Graphical and interactive environments for developing and testing complex adaptive systems are discussed as a further step towards an iterative design that considers the user interaction a central point. The paper discusses how such an environment allows designers and developers to experiment with different system’s behaviours and to widely test it under realistic conditions by simulation of the actual context evolving over time. The understanding gained in HyperAudio is then considered in the perspective of the developments that followed that first experience: our findings seem still valid despite the passed time

    METHODOLOGIES FOR DESIGNING AND DEVELOPING HYPERMEDIA APPLICATIONS

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    Hypermedia design, as any other design activity, may be observed according to two points of view: methods which suggest milestones to guide the designer's work and process which concerns the actual detailed behavior of the designer at work. Cognitive studies assess that mental processes involved in any design process show widely shared human characteristics regardless to the used design method. Thereby, they provide general keys to help designers. Thus, a hypertext design environment should equally consider the two dimensions of a hypertext design activity, in particular it should support the natural design process specificities, mainly the incremental and opportunist aspects. The paper focuses on the hypertext design as a computer supported human activity. It examines what is general both in the design methods and in the design process of hypertexts in order to determine which general features are helpful to designers. This analysis has raised from the observation of the behavior of MacWeb users during design tasks. It is related to sound and well known results in cognitive science. The paper also describes how the proposed features are implemented in the MacWeb system.Information Systems Working Papers Serie

    Quo vadimus? The 21st Century and multimedia

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    The concept is related of computer driven multimedia to the NASA Scientific and Technical Information Program (STIP). Multimedia is defined here as computer integration and output of text, animation, audio, video, and graphics. Multimedia is the stage of computer based information that allows access to experience. The concepts are also drawn in of hypermedia, intermedia, interactive multimedia, hypertext, imaging, cyberspace, and virtual reality. Examples of these technology developments are given for NASA, private industry, and academia. Examples of concurrent technology developments and implementations are given to show how these technologies, along with multimedia, have put us at the threshold of the 21st century. The STI Program sees multimedia as an opportunity for revolutionizing the way STI is managed

    Semantic adaptation of multimedia documents

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    laborie2011aInternational audienceMultimedia documents have to be played on multiple device types. Hence, usage and platform diversity requires document adaptation according to execution contexts, not generally predictable at design time. In an earlier work, a semantic framework for multimedia document adaptation was proposed. In this framework, a multimedia document is interpreted as a set of potential executions corresponding to the author specification. To each target device corresponds a set of possible executions complying with the device constraints. In this context, adapting requires to select an execution that satisfies the target device constraints and which is as close as possible from the initial composition. This theoretical adaptation framework does not specifically consider the main multimedia document dimensions, i.e., temporal, spatial and hypermedia. In this paper, we propose a concrete application of this framework on standard multimedia documents. For that purpose, we first define an abstract structure that captures the spatio-temporal and hypermedia dimensions of multimedia documents, and we develop an adaptation algorithm which transforms in a minimal way such a structure according to device constraints. Then, we show how this can be used for adapting concrete multimedia documents in SMIL through converting the documents in the abstract structure, using the adaptation algorithm, and converting it back in SMIL. This can be used for other document formats without modifying the adaptation algorithm

    Considerations for a design and operations knowledge support system for Space Station Freedom

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    Engineering and operations of modern engineered systems depend critically upon detailed design and operations knowledge that is accurate and authoritative. A design and operations knowledge support system (DOKSS) is a modern computer-based information system providing knowledge about the creation, evolution, and growth of an engineered system. The purpose of a DOKSS is to provide convenient and effective access to this multifaceted information. The complexity of Space Station Freedom's (SSF's) systems, elements, interfaces, and organizations makes convenient access to design knowledge especially important, when compared to simpler systems. The life cycle length, being 30 or more years, adds a new dimension to space operations, maintenance, and evolution. Provided here is a review and discussion of design knowledge support systems to be delivered and operated as a critical part of the engineered system. A concept of a DOKSS for Space Station Freedom (SSF) is presented. This is followed by a detailed discussion of a DOKSS for the Lyndon B. Johnson Space Center and Work Package-2 portions of SSF

    Virtual reality in theatre education and design practice - new developments and applications

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    The global use of Information and Communication Technologies (ICTs) has already established new approaches to theatre education and research, shifting traditional methods of knowledge delivery towards a more visually enhanced experience, which is especially important for teaching scenography. In this paper, I examine the role of multimedia within the field of theatre studies, with particular focus on the theory and practice of theatre design and education. I discuss various IT applications that have transformed the way we experience, learn and co-create our cultural heritage. I explore a suite of rapidly developing communication and computer-visualization techniques that enable reciprocal exchange between students, theatre performances and artefacts. Eventually, I analyse novel technology-mediated teaching techniques that attempt to provide a new media platform for visually enhanced information transfer. My findings indicate that the recent developments in the personalization of knowledge delivery, and also in student-centred study and e-learning, necessitate the transformation of the learners from passive consumers of digital products to active and creative participants in the learning experience

    A learning design toolkit to create pedagogically effective learning activities

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    Despite the plethora of Information and Communication Technologies (ICT) tools and resources available, practitioners are still not making effective use of e-learning to enrich the student experience. This article describes a learning design toolkit which guides practitioners through the process of creating pedagogically informed learning activities which make effective use of appropriate tools and resources. This work is part of a digital libraries project in which teaching staff at two universities in the UK and two in the USA are collaborating to share e-learning resources in the subject domains of Physical, Environmental and Human Geography. Finding, or creating, suitable e-learning resources and embedding them in well designed learning activities can be both challenging and time consuming. Sharing and adapting effective designs and solutions is both a stimulant and a time saver. This article describes the background to the specification of a learning activities design toolkit to support teachers as they create or adapt e-learning activities. This uses a model of pedagogical approaches as a basis for developing effective learning design plans and illustrates its use. The authors share their definition of a learning activity and taxonomies for the constituent elements. Real examples are discussed to illustrate their approach
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