42 research outputs found

    SMIL State: an architecture and implementation for adaptive time-based web applications

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    In this paper we examine adaptive time-based web applications (or presentations). These are interactive presentations where time dictates which parts of the application are presented (providing the major structuring paradigm), and that require interactivity and other dynamic adaptation. We investigate the current technologies available to create such presentations and their shortcomings, and suggest a mechanism for addressing these shortcomings. This mechanism, SMIL State, can be used to add user-defined state to declarative time-based languages such as SMIL or SVG animation, thereby enabling the author to create control flows that are difficult to realize within the temporal containment model of the host languages. In addition, SMIL State can be used as a bridging mechanism between languages, enabling easy integration of external components into the web application. Finally, SMIL State enables richer expressions for content control. This paper defines SMIL State in terms of an introductory example, followed by a detailed specification of the State model. Next, the implementation of this model is discussed. We conclude with a set of potential use cases, including dynamic content adaptation and delayed insertion of custom content such as advertisements. © 2009 Springer Science+Business Media, LLC

    Document Model Issues for Hypermedia

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    INTRODUCTION Although hypermedia is often thought of as something innovative, it has been developed to make explicit already existing, but implicit, relations among pieces of information. A hypermedia model can be used to describe interactive aspects of familiar communication media. A television news program, for example, can be described in terms of a hypermedia presentation---initially there is an introduction by a newscaster; this leads into a film clip, normally accompanied by some commentary, on a particular news story; then we see the newscaster again. In this case the user is not making any choice, but the action of "jumping" to a new scene is present. By extending this example only slightly, a hypermedia presentation can be made by playing the same introduction, then giving the user the choice of which film clips to see, then returning to the newscaster for a further selection. A more static example of interaction is a book, or paper, where a reader can take notes. Se

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