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Despite the increasing consumption and popularity of audio-visual materials and non-textual information, recommendation-based information retrieval research regarding these materials remains limited. To provide robust recommendation services to users, it is critical to understand how users describe their needs when they seek audio- visual materials. We conducted a content analysis of 396 recommendation...
The narrative messages of digital media are delivered to the audience through “video,” “voice,” “text,” and other materials. In this article, two issues for the three materials-“video,” “voice,” and “text”- are explored by two experimental methods respectively; two experimental data can also be mutually compared to clarify experimental results. In the first part, the strength comparison of narrative...
The purpose of this study was aimed to fabricate the computer instruction package on the silkscreen print design and to evaluate the efficiency of the package on the silkscreen print design, learning effectiveness, and learners' satisfaction towards the package. The research instrument used includes 1) the Computer Instruction Package on The Silkscreen Print Design, 2) an achievement test, 3) the...
Learning is human activities as the necessities of life that will add insight, knowledge, change behavior, and leads man to maturation. Therefore, humans known as homo educandum or educated man. The learning process requires media as a tool to understand the science that is being studied, for example in Natural Science subject, especially in the world of plants that teaches human to interact directly...
How can animation curriculum be successfully integrated into exhibits in primary school? In this study, we seek the position of animation education on multimedia learning, introduce the exhibit mode of animation curriculum and summarize our program of the research. There were K3 students who were never given animation lessons participating in the experiment. We adopted pre-experimental design as our...
This paper describes using EVS clicker technology for engaging students with assignment criteria on a first year Multimedia course. This is done through in-class evaluations of items of previous cohorts' work as well as through an online web application where students can compare previously submitted work side by side and establish a ranking of assignment quality. Finally, we report the opinions of...
The paper presents new Microformat and Microdata schemas for creating descriptions of interactive 3D web content. Microformats and Microdata are increasingly popular solutions for creating lightweight attribute-based built-in semantic metadata of web content. However, although Microformats and Microdata enable basic description of media objects, they have not been intended for 3D content. Describing...
The authors describe the use of Electronic Voting Systems for peer assessment of multimedia artifacts in order that students internalize the criteria for good visual design, usability, robustness and information architecture. Students present their artifacts, and mark each other's and previous cohorts' artifacts. We argue that the “live” nature of such peer evaluation causes a profound level of reflection...
By cycling test, we made researches on how media combination effects English lessons with the method of circular experiments. Subjects are eighth-grade students, the combinations of media are video & text, audio & text .It shows that there is no significant difference between video & text media composition and audio & text media composition through maintaining tests. However, it shows...
Computer-based digital flashcards is one of the most popular self-study tools for memorization of Chinese new words by American college students who are learning Chinese as a foreign language. However, studies on the effects of this learning tool were scarce. Introducing a new concept — “referential stimuli” into the Dual Coding Theory (DCT hence forth) framework, the study acknowledged the existence...
The major purpose of this paper is to establish a Sports E-learning Platform in order to provide athletic related teaching materials, such as physical motions and exercise rules. The platform can integrate the Multimedia teaching materials which include video and 2D animation. Multimedia contents of teaching material not only increase the learning efficient but also the interesting of learning, especially...
In the future, utilization of dual display tends to be more popular. Optimizing the use of this feature, and designing a specific control panel user interface (UI), provide a possibility to develop an application that is able to unify the behavior of PC based multimedia player and presentation system. Since the view of the control panel and its output display occupied a different monitor, it is possible...
With the development of information technology, the infusion of multimedia into education has altered considerably the instructional strategy in education institutions and changed the way teachers teach and students learn. So aiming at multimedia technology applied for modern teaching and learning, the relevant concepts and unique characteristics was firstly explored, and then the multimedia design...
Regarding to the fast growth of computer, Internet, and virtual learning in our country (Iran) and need computer-based learning systems and multimedia tools as an essential part of such education, designing and implementing such systems would help teach different field. This paper describes the basic principle of multimedia. At the end, with a description of learning driving system to learner, the...
This study examined the combinations of audio, text, and graphics that 96 paid adult volunteers selected when they followed an online demonstration of setting an alarm on a virtual cellphone on a touch-screen. The volunteers either had English as their first language (E1st) or not (E2nd), or were adults who were native English speakers but considered themselves poor readers (PR). The demonstration...
Rich media is a new media concept, it is different from traditional media such as audio, video etc. It is composed of text, graphic, image, animation, audio, video and other media objects in the time and space to provide a rich form of expression and interaction. Expanding SVG Tiny 1.2 standard is the most potential method in the field of embedded rich media application development. But SVG Tiny 1...
Rich media is different from traditional media, it is composed of text, graphic, image, animation, audio, video and other media objects in the time and space to provide a rich form of expression and interaction. SVG Tiny 1.2 is W3C the latest release of scalable vector graphics standard for embedded devices. Expanding SVG Tiny 1.2 is the most potential method in the field of embedded rich media technology...
The development of an open architecture for multimedia data integration and visualization in template based distributed applications is a challenge for the scientific researches. Because of characteristics of multimedia data, their management and querying techniques are unlike than those of traditional data. We can increase the potential use of multimedia data across various applications by storing...
Thanks to the attractions of the multimedia, namely interactivity and multimodality, it seems that web sites and CD-ROMs have the capacity to transmit heritage information to the public. But ultimately they miss real cognitive or educational purposes. Consequently, this article suggests enriching the conception of educational products, combining the potential of video games with the methods of representation...
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