12 research outputs found

    Pengembangan multimedia pembelajaran interaktif materi pokok sistem tata surya untuk siswa Kelas VI SD

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    Tujuan dari penelitian dan pengembangan yaitu untuk menghasilkan suatu produk multimedia pembelajaran interaktif yang valid sehingga dapat digunakan sebagai sumber belajar yang efektif dan menarik untuk materi pokok sistem tata surya kelas VI SD. Model penelitian dan pengembangan yang digunakan diadaptasi dari model pengembangan multimedia Lee dan Owens. Pengembangan Multimedia pembelajaran interaktif divalidasi oleh 1 orang ahli media, 1 orang ahli materi serta pada ujicoba perorangan sebanyak 2 orang, kemudian sebanyak 4 orang untuk uji coba kelompok kecil dan 10 orang untuk uji lapangan. Setelah dilakukan metode analisis, hasil validasi multimedia pembelajaran interaktif ini dinyatakan valid dengan menyimpulkan hasil perhitungan ahli media, ahli materi dan siswa

    PENGEMBANGAN MODUL INTERAKTIF BERBASIS MACROMEDIA FLASH 8 PADA MATERI OPTIK GEOMETRI

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    ABSTRAKTeknologi yang berkembang semakin pesat menuntut adanya inovasi dalam dunia pendidikan demi terwujudnya pendidikan yang bermutu. Modul interaktif menjadi salah satu solusi dalam penyampaian materi di setiap pembelajaran. Hal ini dikarenakan tampilan modul yang menarik dan jelas. Tujuan penelitian ini ialah untuk mendeskripsikan respon mahasiswa terhadap pengembangan modul interaktif berbasis macromedia flash 8 pada materi optik geometri. Penelitian ini merupakan penelitian pengembangan dengan menggunakan model pengembangan ADDIE. Modul ini dilengkapi dengan animasi pendukung materi serta soal-soal latihan agar mahasiswa mampu mengasah kemampuannya setelah mempelajari modul tersebut. Subyek penelitian ini ialah mahasiswa mata kuliah Fisika Dasar III di Program Studi Pendidikan Fisika Universitas Jember dengan teknik pengumpulan data menggunakan angket respon. Hasil yang diperoleh dari penyebaran angket respon yakni 79,8% dengan kategori baik. Sehingga dapat disimpulkan bahwa modul interaktif ini diterima dengan baik oleh mahasiswa dan dapat membantu mahasiswa dalam proses pembelajaran pada materi optik geometri. Kata Kunci : macromedia flash 8; modul interaktif; optik geometri. ABSTRACTTechnology that is growing rapidly demands innovation in the world of education for the sake of a quality education. The interactive module is one of the solutions in delivering material in each lesson. This is due to the attractive and clear appearance of the module. The purpose of this study was to describe the student's response to the development of an interactive module based on macromedia flash 8 on geometric optics. This research is a development research using the ADDIE development model. This module is equipped with animation supporting material and practice questions so that students are able to hone their skills after studying the module. The subjects of this study were students of the Basic Physics subject III in the Physics Education Study Program of the University of Jember. The data collection technique used a response questionnaire to collect data. The results obtained from the distribution of response questionnaires were 79,8% with good categories. So it can be concluded that this interactive module is well received by students and can help students in the learning process on geometric optical material. Keywords : macromedia flash 8; an interactive module; optical geometr

    사용자 생성 콘텐츠 웹 사이트의 동영상 확산-Bilibili기반으로 실증 분석

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    학위논문(석사)--서울대학교 대학원 :공과대학 협동과정 기술경영·경제·정책전공,2019. 8. 황준석.User-generated content emphasis user value, and based on the development of Web 2.0, it takes an important position whatever in information diffusion and market management part. Therefore, it is necessary to identify which factors would give influence to information diffusion in UGC. This thesis based on a video UGC website – Bilibili, try to find influential factors during the video diffusion process. Different from previous research which mainly focuses on the social network, this thesis mainly used video characteristic data to explore effective factors to video diffusion. First, after the draw the number of views increase trend within one month, views trend in Bilibili indicates that video diffusion showed a different diffusion curve. Then through careful analysis of each different diffusion periods, this thesis found the influential factors are different during different diffusion periods. The analysis result showed that higher interactive among users and contents could attract more people to watch the video which improves video diffusion rate, and also showed the impacts of general comment below the video and sharing activity, video quality to video diffusion. Based on this thesis, some marginal implications also introduced such as it could provide some basis for web designers, people who use UGC as a marketing tool and users who want to be a UGC content producer.사용자 생성 콘텐츠 (UGC) 사용자의 가치를 강조하며 Web 2.0의 개발을 기반으로 정보 확산 및 시장 관리에 중요한 역할을 가지고있다. 따라서 UGC웹 사이트에서 어떤 요소가 정보 확산에 영향을 미칠 것인지를 식별하는 것이 필요하다. 이 논문은 Bilibili웹 사이트 기반으로, 비디오 확산 과정에서 영향력있는 요인을 찾아 보려고한다. 주로 소셜 네트워크에 초점을 맞춘 선행 문헌와는 달리, 이 논문에서는 주로 비디오 특성 데이터를 사용하여 비디오 확산에 효과적인 요소를 탐구했다. 첫째, 1 개월 이내에 비디오 조회수 증가 추세 파악했고 비디오 확산에는 세 가지 단계가 있다. 둘째, 각 단계에서 비디오 확산에 미치는 요인이 무엇인지 분석했다. 분석결과 보면 사용자와 콘텐츠의 상호 작용이 높을수록 더 많은 사람들이 동영상을 볼 수 있어 동영상 확산 속도가 향상 될 수 있음을 보여주었다. 이 논문을 바탕으로 웹 디자이너, UGC를 마케팅 도구로 사용하는 사람들 및 UGC 콘텐츠 제작자가되기를 원하는 사용자에게 기본적인 근거를 제공 할 수 있다는 점과 같은 몇 가지 중요한 함의가 소개되었다.Table of content: 1. Introduction 1 2. Literature review 4 2.1 UGC and Bilibili. 4 2.2 Video diffusion in UGC 6 2.3 Hypotheses 9 3 Data and Methodology. 12 3.1 Data 12 3.2 Methodology. 16 4. Analysis results and Conclusion. 19 4.1 Analysis result. 19 4.2 Conclusion 21 4.2.1 Conclusion of daily views. 21 4.2.2 Conclusion of video attributes. 22 5. Implications and limitations 26 5.1 Implications 26 5.2 Limitations. 28 Reference: 29 Appendix: 37 국문초록 43Maste

    Videoannotationen auf dem Prüfstand – Evaluation, Bewertung und Erweiterung von YouTube Videoanmerkungen

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    YouTube-Videos bringen eine enorme Fülle weiterer Nutzerinhalte hervor: Bewertungen, Favoriten, Kommentare und auch Videoanmerkungen sind mittlerweile essentieller Bestandteil von YouTube. Im Fokus dieser Arbeit steht das Thema Videoanmerkungen. Wie nutzen YouTuber Videoanmerkungen, wie werden diese von der Community akzeptiert und welchen Mehrwert sehen Nutzer in diesem Feature? Zur Beantwortung dieser Fragen wurde im Zeitraum 10.06. bis 31.08.2011 eine Onlinebefragung durchgeführt. Das Nutzerverhalten sowie eine erste Ursachenanalyse werden eingehend erläutert. Im Anschluss daran werden Maßnahmen zur Akzeptanzverbesserung von Videoanmerkungen erörtert, die sich un-mittelbar aus den Ergebnissen der Umfrage ableiten

    Mobile video annotations: a case study on supporting rehabilitation exercises

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    Annotations enable us to highlight key points or add information to content presented, for instance, on paper or digital media. Even though smartphones and tablets facilitate video capturing, currently only few applications allow limited video annotations using the mobile device itself. Given that video annotations can assist many tasks that depend or can be enhanced by video capturing, in previous work we have contributed with a tool for allowing multimodal video annotation using mobile devices. Upon experimenting with the tool, we identified that reviewing rehabilitation exercise videos can be especially enhanced with video annotations. Professionals in the field of physiotherapy and occupational therapy can add relevant annotations for their patients to improve performance of their exercises. After an evaluation with a specialist in occupational therapy, we identified new requirements associated with the monitoring of patients. We then identified the opportunity to develop a monitoring system with the collaboration of two rehabilitation specialists. Since these two specialists work with mirror therapy, we defined requirements that are relevant for this type of therapy. The system was developed to support the monitoring of exercises combined with video recording and annotation capabilities. The system aims to support rehabilitation therapy by distance: therapists can monitor patients as they record videos that are sent for evaluation. We identified requirements that may be applied in many scenarios, however mirror therapy demanded many specific requirements related to the recording of videos.Coordination for the Improvement of Higher Education Personnel (CAPES)São Paulo Research Foundation (FAPESP, grant #2011/17040-0)National Council for Scientific and Technological Development (CNPq

    Watch-and-Comment as a Paradigm toward Ubiquitous Interactive Video Editing

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    The literature reports research efforts allowing the editing of interactive TV multimedia documents by end-users. In this article we propose complementary contributions relative to end-user generated interactive video, video tagging, and collaboration. In earlier work we proposed the watch-and-comment (WaC) paradigm as the seamless capture of an individual`s comments so that corresponding annotated interactive videos be automatically generated. As a proof of concept, we implemented a prototype application, the WACTOOL, that supports the capture of digital ink and voice comments over individual frames and segments of the video, producing a declarative document that specifies both: different media stream structure and synchronization. In this article, we extend the WaC paradigm in two ways. First, user-video interactions are associated with edit commands and digital ink operations. Second, focusing on collaboration and distribution issues, we employ annotations as simple containers for context information by using them as tags in order to organize, store and distribute information in a P2P-based multimedia capture platform. We highlight the design principles of the watch-and-comment paradigm, and demonstrate related results including the current version of the WACTOOL and its architecture. We also illustrate how an interactive video produced by the WACTOOL can be rendered in an interactive video environment, the Ginga-NCL player, and include results from a preliminary evaluation.FINEPFAPESP[03/13930-4]CAPESCNP

    Ambiente de produção para televisão digital interativa

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    Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro Tecnológico, Programa de Pós-Graduação em Ciência da Computação, Florianópolis, 2010Esta dissertação apresenta um conjunto de ferramental desenvolvido para a inserção de interatividade em Televisão Digital para conteúdos jornalísticos. Para isso é apresentado um levantamento bibliográfico realizado sobre os assuntos decorrentes, bem como o conjunto de ferramentas implementadas. O conjunto proposto e desenvolvido consiste em uma ferramenta de autoria, aliada a templates permite a criação de projetos baseados em linha de tempo para televisão digital interativa. Junto é apresentado um servidor capaz de armazenar os projetos gerados com a ferramenta de autoria bem como receber, através do canal de retorno, informações geradas por aplicativos interativos. Para colher resultados da implementação foram realizados três projetos, com grupos distintos, utilizando as ferramentas e relatado a experiência de cada grupo

    Socially-Aware Multimedia Authoring

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    Bulterman, D.C.A. [Promotor]Cesar, P.S. [Copromotor

    Interaction design for situated media production teams

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    PhD ThesisMedia production teams are the backbone of many media industries including television, sport gatherings and live music events. These domains are characterised by a key set of situational factors which significantly impact on the collaborative production workflow, such as temporality, professional concerns and mission criticality. The availability of new interaction technologies presents an opportunity to design systems to support these teams in these complex environments, leveraging the affordances of interaction technologies in response to the situated factors that impact specifically on these types of domains. StoryCrate and ProductionCrate, two large-scale real-world prototype systems for supporting situated media production teams were designed and deployed to explore the interaction design considerations that could support these teams in specific scenarios. Through an extensive analysis of these deployments, key design considerations, interaction techniques and modalities are presented that can be developed in response to the situational factors found in collaborative media production environments
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