92 research outputs found

    The Design of Flexible Video-Based Crossmedia Informal Learning Contexts Beyond iTV

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    Enhancing learner: centred design of hypermedia artefacts through cognitive and affective indicators

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    This paper discusses some issues and research findings of the project we call UNIBASE. In order to improve the learning processes through hypermedia technology, we investigated the role of cognitive mapping and the application of certain cognitive ambiguities and breakdowns. The addition of clear learning goals, explicitly expressed through cognitive mapping tools, allowed students to acquire the right knowledge and helped them adopt a productive strategy. Complementary to this elicitation process, video information embedded in hypermedia learning environments was used to increase the levels of attention and motivation, using devices such as movement, novelty and appeal. Our aims were to explore and develop the application of innovative hypermedia artefacts.info:eu-repo/semantics/publishedVersio

    Accessing movies' emotional information

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    Emotional information is being used in several systems as a way to understand users while interacting with computers or as a way to explore content classification. Movies are a medium emotionally empowered and technological developments and trends for media convergence are turning video into a dominant and pervasive medium, and online video is becoming a growing entertainment activity on the web. In this paper we present a user interface for movies' emotion exploration based on a previous usability study. Felt - is an application for movie and users' emotions exploration as a way to access movies by its emotional properties or as a way of recommending movies by the analysis of users emotional profiles. In this paper we also propose novel interactive mechanisms for movie's emotions exploration.info:eu-repo/semantics/publishedVersio

    Sharing Video Emotional Information in the Web

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    Video growth over the Internet changed the way users search, browse and view video content. Watching movies over the Internet is increasing and becoming a pastime. The possibility of streaming Internet content to TV, advances in video compression techniques and video streaming have turned this recent modality of watching movies easy and doable. Web portals as a worldwide mean of multimedia data access need to have their contents properly classified in order to meet users’ needs and expectations. The authors propose a set of semantic descriptors based on both user physiological signals, captured while watching videos, and on video low-level features extraction. These XML based descriptors contribute to the creation of automatic affective meta-information that will not only enhance a web-based video recommendation system based in emotional information, but also enhance search and retrieval of videos affective content from both users’ personal classifications and content classifications in the context of a web portal.info:eu-repo/semantics/publishedVersio

    Metodologia para avaliação de soluções crossmedia geradoras de ambientes personalizados de aprendizagem informal a partir de vídeo.

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    Trabalho apresentado em Seminário "Entre a teoria e o conhecimento: Investigar práticas em contexto", 30 de outubro de 2014, Setúbal, PortugalN/

    Learning with Video in Hypermedia

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    The potential for education of the motion picture was early recognized by many, but technological and use constraints have limited, or perhaps just postponed, the fulfilment of this vision. Significant technological advances and the new tendencies for media convergence and integration are transforming video into a dominant medium, suggesting new ways to support learning activities. The purpose of this paper is to contribute to the understanding of the effective use of video in education, in particular by discussing the role of hypervideo in learning environments. Our approach is based on human cognition concepts, the way media relates to learning, and hypervideo characteristics. These concepts and ideas are being developed and experimented in the context of the Unibase project on interactive and multimedia distance learnin

    Actas da 2ª Conferência Nacional em Interacção Pessoa-Máquina

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    Actas da 2ª Conferência Nacional em Interacção Pessoa-Máquina, Braga, 16-18 Outubro de 2006Depois do sucesso da primeira edição, organizada em Julho de 2004 na Faculdade de Ciências da Universidade de Lisboa, organizou-se em 2006 a Interacç˜ão 2006 – 2a. Conferência Nacional em Interacç˜ao Pessoa-Máquina – numa iniciativa conjunta do Grupo Português de Computação Gráfica e do Departamento de Informática/Centro de Ciências da Computação da Universidade do Minho. Tal como na sua primeira edição˜ a Interacção 2006 visou promover um ponto de encontro da comunidade interessada na Interacção Pessoa-Máquina em Portugal. Reunindo investigadores, docentes e profissionais, permitiu a divulgação de trabalhos e a troca de experiências entre as comunidades académica e industrial

    ImTV: Towards an Immersive TV experience

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    3rd International Workshop on Future Television: Making Television Integrated and Interactive, Adjunct Proceeding of EuroiTVThe media marketplace has witnessed an increase in the amount and types of viewing devices available to consumers. Moreover, a lot of these are portable, and offer tremendous personalization opportunities. Technology, distribution, reception and content developments all influence new 'television' viewing/using habits. In this paper, we report results and findings of a transnational three year research project on the Future of TV. Our main contributions are organized into three main dimensions: (1) a user survey concerning behaviors associated with media engagement; (2) technologies driving the social and personalized TV of the 21st century, e.g. crowdsourcing and recommendation systems; and (3) technologies enabling interactions and visualizations that are more natural, e.g. gestures and 360º video.info:eu-repo/semantics/publishedVersio
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