29,943 research outputs found

    Narrative music: towards an understanding of musical narrative functions in multimedia

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    As the computer screen is replacing the book as the dominant medium for communication (Kress, 2003), questions about how meaning is constituted by the multimodal interaction of different media (including music) is becoming increasingly important in contemporary research of pedagogy, sociology and media studies. The overall aim with this licentiate thesis is to explore musical narrative functions as they appear in multimedia such as film and computer games. The thesis is based on three publications. Publication 1 proposes a classification of musical narrative functions, with 6 narrative classes(the Emotive, Informative, Descriptive, Guiding, Temporal and Rhetorical classes) and 11 categories. The relational interplay of music with contextual factors is emphasized. Publication 2 describes the design of a software tool, REMUPP (Relations Between Musical Parameters and Perceived Properties), to be used for experimental studies of musical expression. REMUPP is used for real time alteration of musical expression, by the manipulation of musical parameters such as tempo, harmony, rhythm, articulation, etc. Publication 3 describes a quasi-experiment using REMUPP, where a group of young participants (12-13 years old) were given the task of adapting musical expression – by manipulating 7 parameters – to make it fit 3 visual scenes shown on a computer screen. They also answered a questionnaire asking about their musical backgrounds and habits of listening to music, watching movies and playing computer games. Numerical data from the manipulations were analyzed statistically with regards to the preferred values of the musical parameters in relation to the different visual scenes. The results indicated awareness and knowledge about codes and conventions of musical narrative functions, and were to some degree affected by the participants’ gender, musical backgrounds and media habits

    Minutes of the CD-ROM Workshop

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    The workshop described in this document had two goals: (1) to establish guidelines for the CD-ROM as a tool to distribute datasets; and (2) to evaluate current scientific CD-ROM projects as an archive. Workshop attendees were urged to coordinate with European groups to develop CD-ROM, which is already available at low cost in the U.S., as a distribution medium for astronomical datasets. It was noted that NASA has made the CD Publisher at the National Space Science Data Center (NSSDC) available to the scientific community when the Publisher is not needed for NASA work. NSSDC's goal is to provide the Publisher's user with the hardware and software tools needed to design a user's dataset for distribution. This includes producing a master CD and copies. The prerequisite premastering process is described, as well as guidelines for CD-ROM construction. The production of discs was evaluated. CD-ROM projects, guidelines, and problems of the technology were discussed

    Evaluating Visual/Verbal Online Finance Students

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    This study attempted to determine to what extent audio, video, or some combination of audio/video portions of lecture presentations were helpful in addressing issues related to anxiety, mastering the material presented, and making the class more personal. For several different finance courses, course content with both text and audiovisual material was loaded onto a server using the Adobe Breeze and Adobe Captivate 2 Screen Capture programs on a BLACKBOARD platform. Results based on multiple regression models showed that the new visual and audio portions of the lectures allowed respondents to master the material more effectively, which lead to lower levels of anxiety. Results also showed that making the class more personal through the visual and audio material improved students’ sense that they were mastering the material

    Requirements for an Adaptive Multimedia Presentation System with Contextual Supplemental Support Media

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    Investigations into the requirements for a practical adaptive multimedia presentation system have led the writers to propose the use of a video segmentation process that provides contextual supplementary updates produced by users. Supplements consisting of tailored segments are dynamically inserted into previously stored material in response to questions from users. A proposal for the use of this technique is presented in the context of personalisation within a Virtual Learning Environment. During the investigation, a brief survey of advanced adaptive approaches revealed that adaptation may be enhanced by use of manually generated metadata, automated or semi-automated use of metadata by stored context dependent ontology hierarchies that describe the semantics of the learning domain. The use of neural networks or fuzzy logic filtering is a technique for future investigation. A prototype demonstrator is under construction

    HoME: a Household Multimodal Environment

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    We introduce HoME: a Household Multimodal Environment for artificial agents to learn from vision, audio, semantics, physics, and interaction with objects and other agents, all within a realistic context. HoME integrates over 45,000 diverse 3D house layouts based on the SUNCG dataset, a scale which may facilitate learning, generalization, and transfer. HoME is an open-source, OpenAI Gym-compatible platform extensible to tasks in reinforcement learning, language grounding, sound-based navigation, robotics, multi-agent learning, and more. We hope HoME better enables artificial agents to learn as humans do: in an interactive, multimodal, and richly contextualized setting.Comment: Presented at NIPS 2017's Visually-Grounded Interaction and Language Worksho

    Empowering the Marginal Student: An Innovative Skills-Based Extra Credit Assignment

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    A simple extra-credit assignment explicitly rewarded marginal or failing students for improving their learning and study strategies. The instructor approached individual students who were at risk for failing the course following the midterm exam and gave them the option of earning extra-credit points for regularly documenting a variety of effective learning and study skills. In contrast to control groups of matched marginal students and of nonfailing students, those attempting the extra-credit assignment improved their test performance from midterm to final exam. They were more likely to earn at least a grade of C and less likely to drop out of the course than the matched control group. They also evaluated the experience quite positively

    An active learning and training environment for database programming

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    Active learning facilitated through interactive, self-controlled learning environments differs substantially from traditional instructor-oriented, classroom-based teaching. We present a tool for database programming that integrates knowledge learning and skills training. How these tools are used most effectively is still an open question. Therefore, we discuss analysis and evaluation of these Web-based environments focusing on different aspects of learning behaviour and tool usage. Motivation, acceptance of the learning approach, learning organisation and actual tool usage are aspects of behaviour that require different techniques to be used

    Education Unleashed: Participatory Culture, Education, and Innovation in Second Life

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    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningWhile virtual worlds share common technologies and audiences with games, they possess many unique characteristics. Particularly when compared to massively multiplayer online role-playing games, virtual worlds create very different learning and teaching opportunities through markets, creation, and connections to the real world, and lack of overt game goals. This chapter aims to expose a wide audience to the breadth and depth of learning occurring within Second Life (SL). From in-world classes in the scripting language to mixed-reality conferences about the future of broadcasting, a tremendous variety of both amateurs and experts are leveraging SL as a platform for education. In one sense, this isn't new since every technology is co-opted by communities for communication, but SL is different because every aspect of it was designed to encourage this co-opting, this remixing of the virtual and the real
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