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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Affective information design

Lin, Fang Suey January 2005 (has links)
No description available.
2

An experimental study to develop an engaging multimedia design model for children

Said, Normahdiah S. January 2004 (has links)
Multimedia has enormous potential but there is still much to learn about what works and what does not work for children. The aim of this research was to develop a model for multimedia design that gives user engagement for children . . " A preliminary scoping study showed that children did realise the potential of multimedia but did not like the design of the applications given to them. A search was made for a multimedia application that fitted the 'wish lists' of the children in the scoping study in order to identify a vehicle for. these investigations. The Sims, a popular game about Life Management, where players play a major role in the management of everyday family life (providing a place to stay, managing finance, basic needs, moods and desires), fitted this description and was selected for this purpose. Five experiments were conducted with children (9 to 14 years old) varying the use of The Sims to test what really engaged them. An Engagement Scale was created as a rating scale to measure engagement at five-minute intervals. Other data to establish the degree of engagement was gathered through video recordings and interviews. The experiments obtained high levels of engagement for some conditions, for example, simulation and construct conditions. From this the factors contributing to engagement were identified. As a result a 6-component theory of engagement was formulated as 'An Engaging Multimedia Design Model for Children'. The model proposes that children need to be able to interact with the multimedia at several levels to be engaged to it. The lowest level of interaction needs to give immediate feedback as a result of the child's actions to support physical or motor skills. The higher levels of inte,r action, however, need to support mental model skills and goal achievement. In some cases goals set by the designer are effective. In others the children need to set their own goals and levels of aspirations. If the design features in the multimedia conform to these principles the multimedia application will be engaging for children.
3

Training procedural tasks through the manipulation of multimedia in dynamic visual displays with computer-based technologies

Kelly, James January 2004 (has links)
This thesis set out to determine the optimum method of presenting multimedia instructional materials for learning a procedural task using a head-mounted display component of a wearable computer. There were four initial research questions; the first compared head-mounted display technology to traditional methods for following procedural task instructions. The second compared subtypes of head-mounted display for following task instructions and a third investigated possible differences between using an opaque and see-through head-mounted display for the task. A fourth research question was to involve exploratory experiments into the optimum configuration of text and vocal instructions on a video demonstration of the type used on a headmounted display. The research programme comprised of two phases, the first phase investigated the first three questions. Results from the first phase indicated no significant difference in performing a procedural task on a head-mounted display in the conditions that investigated first and third research questions. Due to technological differences between the head-mounted displays the second research question could not be addressed since comparisons between these displays were not feasible. This inability to make comparisons between subtypes resulted in second phase of experiments concentrating on the fourth research question; the investigation of the optimum presentation of multimedia learning materials on a video demonstration. The research in the second phase tested whether present guidelines for demonstrations for learning factual knowledge were applicable for creating multimedia demonstrations for learning procedural tasks. Results from the second phase of experiments challenge the use of the above guidelines for producing video demonstrations for learning a procedural task.
4

Distributed multimedia quality : the user perspective

Gulliver, Stephen Richard January 2004 (has links)
Distributed multimedia supports a symbiotic infotainment duality, i.e. the ability to transfer information to the user, yet also provide the user with a level of satisfaction. As multimedia is ultimately produced for the education and / or enjoyment of viewers, the user’s-perspective concerning the presentation quality is surely of equal importance as objective Quality of Service (QoS) technical parameters, to defining distributed multimedia quality. In order to extensively measure the user-perspective of multimedia video quality, we introduce an extended model of distributed multimedia quality that segregates quality into three discrete levels: the network-level, the media-level and content-level, using two distinct quality perspectives: the user-perspective and the technical-perspective. Since experimental questionnaires do not provide continuous monitoring of user attention, eye tracking was used in our study in order to provide a better understanding of the role that the human element plays in the reception, analysis and synthesis of multimedia data. Results showed that video content adaptation, results in disparity in user video eye-paths when: i) no single / obvious point of focus exists; or ii) when the point of attention changes dramatically. Accordingly, appropriate technical- and user-perspective parameter adaptation is implemented, for all quality abstractions of our model, i.e. network-level (via simulated delay and jitter), media-level (via a technical- and user-perspective manipulated region-of-interest attentive display) and content-level (via display-type and video clip-type). Our work has shown that user perception of distributed multimedia quality cannot be achieved by means of purely technical-perspective QoS parameter adaptation.

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