Spelling suggestions: "subject:"authoring tool"" "subject:"authoring pool""
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The Implementation of an Authoring Tool for e-Learning PlatformChen, Chih-Chia 30 August 2004 (has links)
On e-Learning platform, it used to make use of teaching materials with static media (Html, Word, PowerPoint, PDF) traditionally. With Increases in computing power recently, dynamic teaching materials like multi-media have been used progressively on e-Learning platform. Media like audio and video, nevertheless, need more and more computing ability, even employed with the last compression technology (MPEG-4, WMV9, H.264, AAC) to enhance compression ratio. At the same time, they neglect to integrate existing static teaching materials in addition. Hence, ¡§are video media necessary?¡¨ which is a good idea we reflect upon.
An authoring tool fit the standard teaching materials bears the characteristics of teaching materials re-use and exchanging. As a result of this, our system integrates each material to transform ones into an appropriate media for a variety of education environments. For instance, compatible with traditional static media, simple films, transforming them into streaming to delivering via networks, even our synchronized learning methods, as can be achieved with demands from students.
The synchronizations of materials our system provides can integrate voice and power-point slides into an on-line presentation with the feature of dynamic exposition to impart knowledge to students more effectively. Of course, it also can be played back, recording in real time, and showing presentations in full screen like ordinary PowerPoint. Further, we can do authoring after recorded. In this feature, we can set time stamp on each slide arbitrarily to achieve the best purpose of presentation.
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A Mobile Deaf to hearing Communication Aid for MedMutemwa, Muyowa January 2011 (has links)
No description available.
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A Mobile Deaf to hearing Communication Aid for MedMutemwa, Muyowa January 2011 (has links)
No description available.
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Design of an interactive authoringtool for creating branchedvideo : Design av ett interaktivt författarverktyg för att skapa grenadevideorSchmidt, Simon, Nils, Tyrén January 2019 (has links)
With the release of ”Bandersnatch” in 2018, an interactive movie where the viewermakes choices that affects the outcome of the story, we know that successful interactivemovies are possible and appreciated. Although this technology already exists the possibilitiesare seemingly limitless. Perhaps in the future, movies could take certain paths basedon a predetermined profile of a viewer or by scanning facial expressions during the filmto determine what path that best suits the viewer. Interactive films and videos allows theviewer to interact with the storyline of the video. This technique is interesting from boththe user and developer perspective and introduces new challenges. To be able to have anoverview of the different possible branches of the video is helpful and needed in developmentof the media player and the branched video. When different possibles paths of thevideo emerges it can be difficult to keep track of all the different story lines. In this thesis,we make significant improvements to an existing authoring tool for a branched videoplayer. The authoring tool is to be used along side with a media player in order to facilitatethe development of a non-linear branched video. We will also be exploring what featuresof the authoring tool offer the most value to the user.
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An authoring tool of photo-realistic virtual objects for augmented realityde Sousa Moura, Guilherme 31 January 2010 (has links)
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Previous issue date: 2010 / Conselho Nacional de Desenvolvimento Científico e Tecnológico / Esta dissertação de mestrado apresenta uma ferramenta de autoria para
auxiliar a criação de aplicações de Realidade Aumentada que fazem uso de
renderização fotorrealística. A ferramenta, denominada RPR-SORS Editor, utiliza uma
API de fotorrealismo (RPR-SORS) e tem como foco a criação e edição de objetos
virtuais. A ferramenta desenvolvida é capaz de manipular de forma interativa os
parâmetros de materiais do RPR-SORS e do motor de renderização utilizado (OGRE),
com a opção de visualizar os objetos fotorrealistícos em Realidade Aumentada. O
resultado final da edição pode ser exportado para uma outra aplicação que utilize
a API de fotorrealismo e o motor de renderização citados. Um estudo de caso
referente a uma aplicação de Realidade Aumentada para arquitetura foi realizado
de forma a avaliar a ferramenta desenvolvida
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Augmented conversation and cognitive apprenticeship metamodel based intelligent learning activity builder systemAdenowo, Adetokunbo January 2012 (has links)
This research focused on a formal (theory based) approach to designing Intelligent Tutoring System (ITS) authoring tool involving two specific conventional pedagogical theories—Conversation Theory (CT) and Cognitive Apprenticeship (CA). The research conceptualised an Augmented Conversation and Cognitive Apprenticeship Metamodel (ACCAM) based on apriori theoretical knowledge and assumptions of its underlying theories. ACCAM was implemented in an Intelligent Learning Activity Builder System (ILABS)—an ITS authoring tool. ACCAM’s implementation aims to facilitate formally designed tutoring systems, hence, ILABS―the practical implementation of ACCAM― constructs metamodels for Intelligent Learning Activity Tools (ILATs) in a numerical problem-solving context (focusing on the construction of procedural knowledge in applied numerical disciplines). Also, an Intelligent Learning Activity Management System (ILAMS), although not the focus of this research, was developed as a launchpad for ILATs constructed and to administer learning activities. Hence, ACCAM and ILABS constitute the conceptual and practical contributions that respectively flow from this research. ACCAM’s implementation was tested through the evaluation of ILABS and ILATs within an applied numerical domain―the accounting domain. The evaluation focused on the key constructs of ACCAM―cognitive visibility and conversation, implemented through a tutoring strategy employing Process Monitoring (PM). PM augments conversation within a cognitive apprenticeship framework; it aims to improve the visibility of the cognitive process of a learner and infers intelligence in tutoring systems. PM was implemented via an interface that attempts to bring learner’s thought process to the surface. This approach contrasted with previous studies that adopted standard Artificial Intelligence (AI) based inference techniques. The interface-based PM extends the existing CT and CA work. The strategy (i.e. interface-based PM) makes available a new tutoring approach that aimed fine-grain (or step-wise) feedbacks, unlike the goal-oriented feedbacks of model-tracing. The impact of PM—as a preventive strategy (or intervention) and to aid diagnosis of learners’ cognitive process—was investigated in relation to other constructs from the literature (such as detection of misconception, feedback generation and perceived learning effectiveness). Thus, the conceptualisation and implementation of PM via an interface also contributes to knowledge and practice. The evaluation of the ACCAM-based design approach and investigation of the above mentioned constructs were undertaken through users’ reaction/perception to ILABS and ILAT. This involved, principally, quantitative approach. However, a qualitative approach was also utilised to gain deeper insight. Findings from the evaluation supports the formal (theory based) design approach—the design of ILABS through interaction with ACCAM. Empirical data revealed the presence of conversation and cognitive visibility constructs in ILATs, which were determined through its behaviour during the learning process. This research identified some other theoretical elements (e.g. motivation, reflection, remediation, evaluation, etc.) that possibly play out in a learning process. This clarifies key conceptual variables that should be considered when constructing tutoring systems for applied numerical disciplines (e.g. accounting, engineering). Also, the research revealed that PM enhances the detection of a learner’s misconception and feedback generation. Nevertheless, qualitative data revealed that frequent feedbacks due to the implementation of PM could be obstructive to thought process at advance stage of learning. Thus, PM implementations should also include delayed diagnosis, especially for advance learners who prefer to have it on request. Despite that, current implementation allows users to turn PM off, thereby using alternative learning route. Overall, the research revealed that the implementation of interface-based PM (i.e. conversation and cognitive visibility) improved the visibility of learner’s cognitive process, and this in turn enhanced learning—as perceived.
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A Computational Approach to the Analysis and Generation of Emotion in TextKeshtkar, Fazel 09 August 2011 (has links)
Sentiment analysis is a field of computational linguistics involving identification,
extraction, and classification of opinions, sentiments, and emotions expressed in
natural language. Sentiment classification algorithms aim to identify whether the author of a text has a positive or a negative opinion about a topic. One of the main indicators which help to detect the opinion are the words used in the texts. Needless to say, the sentiments expressed in the texts also depend on the syntactic structure and the discourse context. Supervised machine learning approaches to sentiment classification were shown to achieve good results. Classifying texts by emotions requires finer-grained analysis than sentiment classification. In this thesis, we explore the task of emotion and mood classification for blog postings. We propose a
novel approach that uses the hierarchy of possible moods to achieve better results than
a standard flat classification approach. We also show that using sentiment orientation features improves the performance of classification. We used the LiveJournal blog corpus as a dataset to train and evaluate our method.
Another contribution of this work is extracting paraphrases for emotion terms based on the six basics emotions proposed by Ekman (\textit{happiness, anger, sadness, disgust, surprise, fear}). Paraphrases are different ways to express the same information. Algorithms to extract and automatically identify paraphrases are of interest from both linguistic and practical points of view. Our paraphrase extraction method is based on a bootstrapping algorithms that starts with seed words. Unlike in previous work, our algorithm does not need a parallel corpus.
In Natural Language Generation (NLG), paraphrasing is employed to create more varied and natural text. In our research, we extract paraphrases for emotions, with the goal of using them to automatically generate emotional texts (such as friendly or hostile texts) for conversations between intelligent agents and characters in educational games.
Nowadays, online services are popular in many disciplines such as: e-learning, interactive games, educational games, stock market, chat rooms and so on. NLG methods can be used in order to generate more interesting and normal texts for such applications. Generating text with emotions is one of the contributions of our work.
In the last part of this thesis, we give an overview of NLG from an applied
system's points of view. We discuss when NLG techniques can be used; we explained the requirements analysis and specification of NLG systems. We also, describe the main NLG tasks of content determination, discourse planning, sentence aggregation, lexicalization, referring expression generation, and linguistic realisation. Moreover, we describe our Authoring Tool that we developed in order to allow writers without programming skills to automatically generate texts for educational games.
We develop an NLG system that can generate text with different emotions. To do this, we introduce our pattern-based model for generation. We show our model starts with initial patterns, then constructs extended patterns from which we choose ``final'' patterns that are suitable for generating emotion sentences. A user can generate sentences to express the desired emotions by using our patterns. Alternatively, the user can use our Authoring Tool to generate sentences with emotions. Our acquired paraphrases will be employed by the tool in order to generate more varied outputs.
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A Computational Approach to the Analysis and Generation of Emotion in TextKeshtkar, Fazel 09 August 2011 (has links)
Sentiment analysis is a field of computational linguistics involving identification,
extraction, and classification of opinions, sentiments, and emotions expressed in
natural language. Sentiment classification algorithms aim to identify whether the author of a text has a positive or a negative opinion about a topic. One of the main indicators which help to detect the opinion are the words used in the texts. Needless to say, the sentiments expressed in the texts also depend on the syntactic structure and the discourse context. Supervised machine learning approaches to sentiment classification were shown to achieve good results. Classifying texts by emotions requires finer-grained analysis than sentiment classification. In this thesis, we explore the task of emotion and mood classification for blog postings. We propose a
novel approach that uses the hierarchy of possible moods to achieve better results than
a standard flat classification approach. We also show that using sentiment orientation features improves the performance of classification. We used the LiveJournal blog corpus as a dataset to train and evaluate our method.
Another contribution of this work is extracting paraphrases for emotion terms based on the six basics emotions proposed by Ekman (\textit{happiness, anger, sadness, disgust, surprise, fear}). Paraphrases are different ways to express the same information. Algorithms to extract and automatically identify paraphrases are of interest from both linguistic and practical points of view. Our paraphrase extraction method is based on a bootstrapping algorithms that starts with seed words. Unlike in previous work, our algorithm does not need a parallel corpus.
In Natural Language Generation (NLG), paraphrasing is employed to create more varied and natural text. In our research, we extract paraphrases for emotions, with the goal of using them to automatically generate emotional texts (such as friendly or hostile texts) for conversations between intelligent agents and characters in educational games.
Nowadays, online services are popular in many disciplines such as: e-learning, interactive games, educational games, stock market, chat rooms and so on. NLG methods can be used in order to generate more interesting and normal texts for such applications. Generating text with emotions is one of the contributions of our work.
In the last part of this thesis, we give an overview of NLG from an applied
system's points of view. We discuss when NLG techniques can be used; we explained the requirements analysis and specification of NLG systems. We also, describe the main NLG tasks of content determination, discourse planning, sentence aggregation, lexicalization, referring expression generation, and linguistic realisation. Moreover, we describe our Authoring Tool that we developed in order to allow writers without programming skills to automatically generate texts for educational games.
We develop an NLG system that can generate text with different emotions. To do this, we introduce our pattern-based model for generation. We show our model starts with initial patterns, then constructs extended patterns from which we choose ``final'' patterns that are suitable for generating emotion sentences. A user can generate sentences to express the desired emotions by using our patterns. Alternatively, the user can use our Authoring Tool to generate sentences with emotions. Our acquired paraphrases will be employed by the tool in order to generate more varied outputs.
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A Computational Approach to the Analysis and Generation of Emotion in TextKeshtkar, Fazel 09 August 2011 (has links)
Sentiment analysis is a field of computational linguistics involving identification,
extraction, and classification of opinions, sentiments, and emotions expressed in
natural language. Sentiment classification algorithms aim to identify whether the author of a text has a positive or a negative opinion about a topic. One of the main indicators which help to detect the opinion are the words used in the texts. Needless to say, the sentiments expressed in the texts also depend on the syntactic structure and the discourse context. Supervised machine learning approaches to sentiment classification were shown to achieve good results. Classifying texts by emotions requires finer-grained analysis than sentiment classification. In this thesis, we explore the task of emotion and mood classification for blog postings. We propose a
novel approach that uses the hierarchy of possible moods to achieve better results than
a standard flat classification approach. We also show that using sentiment orientation features improves the performance of classification. We used the LiveJournal blog corpus as a dataset to train and evaluate our method.
Another contribution of this work is extracting paraphrases for emotion terms based on the six basics emotions proposed by Ekman (\textit{happiness, anger, sadness, disgust, surprise, fear}). Paraphrases are different ways to express the same information. Algorithms to extract and automatically identify paraphrases are of interest from both linguistic and practical points of view. Our paraphrase extraction method is based on a bootstrapping algorithms that starts with seed words. Unlike in previous work, our algorithm does not need a parallel corpus.
In Natural Language Generation (NLG), paraphrasing is employed to create more varied and natural text. In our research, we extract paraphrases for emotions, with the goal of using them to automatically generate emotional texts (such as friendly or hostile texts) for conversations between intelligent agents and characters in educational games.
Nowadays, online services are popular in many disciplines such as: e-learning, interactive games, educational games, stock market, chat rooms and so on. NLG methods can be used in order to generate more interesting and normal texts for such applications. Generating text with emotions is one of the contributions of our work.
In the last part of this thesis, we give an overview of NLG from an applied
system's points of view. We discuss when NLG techniques can be used; we explained the requirements analysis and specification of NLG systems. We also, describe the main NLG tasks of content determination, discourse planning, sentence aggregation, lexicalization, referring expression generation, and linguistic realisation. Moreover, we describe our Authoring Tool that we developed in order to allow writers without programming skills to automatically generate texts for educational games.
We develop an NLG system that can generate text with different emotions. To do this, we introduce our pattern-based model for generation. We show our model starts with initial patterns, then constructs extended patterns from which we choose ``final'' patterns that are suitable for generating emotion sentences. A user can generate sentences to express the desired emotions by using our patterns. Alternatively, the user can use our Authoring Tool to generate sentences with emotions. Our acquired paraphrases will be employed by the tool in order to generate more varied outputs.
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MPEG-V Based Web Haptic Authoring ToolGao, Yu 31 March 2014 (has links)
Nowadays the World Wide Web increasingly provides rich multimedia contents to its
users.In order to further enhance the experience of web-users, researchers have sought
solutions to integrate yet another modality into the web experience by augmenting web
content with haptic properties. In those applications, users are able to interact with
web virtual environments (such as games and e-learning systems) enriched with haptic
contents. However, it is not easy for designers without pro cient web programming
background and basic knowledge regarding haptics, to develop a web application with
haptic content enabled. Additionally, there is currently no standard to describe and reuse
a well-described haptic application which can be played in web browsers. In this thesis,
I present an MPEG-V based authoring tool for facilitating the development procedure
of haptics-enabled web applications. The system provides an interface for users to create
their own application, add custom 3D models, and modify their graphic and haptic
properties. Haptic properties include the speci cation of collision detection mechanism
and object surface properties which in turn directly a ect the force simulations. Finally,
the user is able to export a haptic-enabled 3D scene in a standard MPEG-V format
which can be reconstructed in a web haptic player. A detailed experiment is conducted
to evaluate the force simulations, application development process and design of user
interface. The results not only verify my proposed methodology, but also show the high
acceptance level by users with all levels of programming knowledge of the system.
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