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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.
31

The Design of an IVDS World Wide Web Browser Architecture

Hawes, Aaron George 09 December 1997 (has links)
An IVDS (Interactive Video Data Service) uses an interactive television system to transmit data to and from subscribers' homes. IVDS allows the viewer to interact with content provided on the television using a remote control. A typical IVDS application would be ordering an advertised product or playing along with a quiz show. The Virginia Tech Center for Wireless Telecommunications (CWT), under a contract with Interactive Return Service, Inc., is developing an IVDS system in which content is provided through the television cable system in the form of audio codes. A special remote control can detected these audio codes and query the user for input. The return path for this system is a wireless channel. The remote control contains a spread spectrum transmitter that transmits packets to a Repeater unit residing within a quarter mile of the user's home. With the popularity of the World Wide Web soaring, many companies are announcing internet appliances that will bring the content of the web to the user at a fraction of the cost of a standard personal computer. CWT has been contracted to extend the core IVDS system to provide a web browsing capability, allowing the user to browse the web with only the remote control. This thesis outlines the requirements of the IVDS Web Browser System. The different hardware design concepts are documented. The final Browser System specification is presented, as well as a board-level description of the Decoder Unit that is part of this final Browser System. Finally, a detailed description, current status, and simulation results are presented for the FPGA (Field Programmable Gate Array) that serves as the controller for the Decoder Unit. / Master of Science
32

Transforming the Learner's Environment: Blending Interactive and Multimedia [Poster presentation].

Ong, Felicia Li Chin January 2010 (has links)
yes
33

The Effects of Embedded Question Type and Locus of Control on Processing Depth, Knowledge Gain, and Attitude Change in a Computer-Based Interactive Video Environment

Mitchell, Michael W. 24 April 1997 (has links)
The differential effectiveness of two types of adjunct embedded questions in facilitating deep processing, increased knowledge gain, and increased positive attitude change was examined in this two-session laboratory study. In session one, subjects completed a measure of locus of control (LOC) orientation, as well as measures of pretest knowledge and attitudes regarding drinking. Two weeks later, stratified assignment was used to place 33 subjects (ages 12 to 15) in one of the three levels of question condition (no questions, factual questions, and inference questions) to study a computer-based instructional program about alcohol education during the second session. Subjects assigned to either of the two embedded question conditions were asked to answer ten questions embedded between segments of interactive video. Depending on question condition, subjects were asked to provide factual information or draw inferences and conclusions regarding the previous video segment. After each question, subjects were asked to rate the amount of effort required to answer the preceding question. Control group subjects viewed interactive video without embedded questions or effort rating scales. Reaction-time trials were distributed throughout the multimedia program and were received by all subjects to establish a baseline reaction-time measure. Immediately following the instructional program, subjects completed posttest measures of knowledge and attitudes regarding alcohol. Results provided limited support for the hypothesis that embedded questions would facilitate positive attitude change; however, embedded questions did not appear to facilitate knowledge gain. Results also provided support for the hypothesis that subjects with internal LOC orientations would be associated with greater positive changes in knowledge gain. Other hypotheses related to depth of processing were not supported by the results of this study. No differences were observed between embedded question types on the reaction-time and mental effort rating measures of depth of processing. Furthermore, no differences were observed across LOC orientation on either of the depth of processing measures. A number of methodological issues are thought to have contributed to this limited support of the hypotheses in this study. These issues, and their potential impact and solutions are discussed with respect to future research. / Ph. D.
34

Concept of Interactive Video in Job Application : A qualitative research that tests the concept of interactive video and job seekers’ ability creating interactive video resumes.

Karlsson, Viktor January 2019 (has links)
Interactive video seems to currently be an unpopular field of research. Video resumes however is an increasing trend when applying for jobs and sending out resumes. During this thesis, employers finds interactive video as a new, fun and exciting way of interacting with a resume that simplifies the recruitment process. Also, job seekers find creating interactive video as resumes as an extra nudge in to a company and a better way of marketing themselves for employers. However, conflict occurs between employers and job seekers regarding an interactive video resume. As it simplifies the recruitment process, job seekers have to put down more work when creating an interactive video resume while applying for a job. It is shown in this thesis that there are factors that should be investigated, for instance a platform aimed at interactive video resumes seems not have been developed yet as well as what interactive features an interactive video resume should contain. Job seekers find it difficult if creating such resumes took too long, being unaware of how to display interactive visual elements and which aspects to talk about while recording themselves. This thesis explores the possibility of employers and former recruitment personnel using an interactive video resume as well as job seekers’ ability of creating an interactive video. The main aims of this thesis are to find guidelines of what an interactive video resume mainly should contain and what job seekers thinks of creating and using an interactive video when applying for jobs.
35

Desenvolvimento e análise de impacto de uma aplicação colaborativa voltada para o aprendizado utilizando interação pen-based / Development and assessment of a pen-based learning tool

Almeida, Pedro Henrique Borges de 16 August 2018 (has links)
Orientador: Rodolfo Jardim de Azevedo / Dissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Computação / Made available in DSpace on 2018-08-16T23:19:55Z (GMT). No. of bitstreams: 1 Almeida_PedroHenriqueBorgesde_M.pdf: 31023421 bytes, checksum: 6a29b56f1ac5f9218da2c948d203cfa4 (MD5) Previous issue date: 2010 / Resumo: A introdução de dispositivos computacionais no âmbito educacional não consiste apenas da inserção de hardware e software na sala de aula. Para que se obtenham resultados positivos, é necessário identificar as expectativas dos envolvidos procurando adequá-las _as práticas de ensino. Nesse aspecto, acredita-se que muito se tem a ganhar com a introdução de dispositivos computacionais no ensino, mas que é necessária uma avaliação do impacto nos alunos para identificar se essas práticas resultam numa melhor experiência de aprendizado, ainda mais que as expectativas podem variar muito em função do tópico e alunos em questão. Os principais dispositivos de entrada dos computadores, mouse e teclado, foram projetados tendo-se a produtividade em mente, limitando assim o escopo de seu uso no ensino, principalmente em aulas que requeiram o desenho de símbolos, fórmulas e diagramas. É justamente daí que surge a importância de dispositivos como o Tablet PC, com sua interface baseada em interação pen-based. A caneta permite o desenho de símbolos, fórmulas e esquemas de maneira mais natural e eficaz do que com dispositivos como mouse e teclado. Essa dissertação estuda a utilização de Tablet PCs na sala de aula na montagem de ambiente de ensino ativo e na gravação de vídeos das aulas. Os resultados mostram que os alunos consideram que o uso do Tablet PC melhora sua experiência de aprendizado, aumentando sua participação, acesso ao docente para esclarecimento de dúvidas e permitindo que haja uma maior integração entre o docente e os estudantes. O uso do Tablet PC torna muito fácil e barato o processo de gravação das aulas. Necessitando de poucos recursos de suporte, basta que o docente grave a tela do Tablet PC juntamente com o _áudio da aula para a produção dos vídeos. Esse tipo de material, como foi constatado, tem grande valor didático para os alunos, que o utilizam para revisar trechos das aulas em que tiveram dúvidas. Um dos empecilhos para a ampla adoção desse modelo de aula, como toda inovação, é o alto custo dos equipamentos. Talvez, com o barateamento das tecnologias de implementa ação do hardware do Tablet, esse modelo de ensino tenha grandes chances de ser adotado por diversas instituições de ensino, a exemplo do que já ocorre em algumas pioneiras em países desenvolvidos / Abstract: Introducing new computational devices in an educational environment isn't only giving hardware and software to the peers. It's needed to identify the peers' expectations and adequate them to the teaching methodology. The usage of computing in education can bring a great improvement in the students' learning experience, but it's necessary to access these methodologies to verify if they indeed result in a better learning experience, since the peers' expectations can vary given different subjects and students. The main input devices used in computers nowdays, mice and keyboard, were projected towards productivity. The usage of these devices in classroom activities, especially those that includes diagram, formulas and symbols drawing are limited. Thus, the importance of pen-based interface devices like the Tablet PC. The pen, different from mice and keyboard, allow students to draw simbols, formulas and schemes in a more natural way than with these devices. This thesis studies the Tablet PC usage in active learning environments and in the recording of screencasts. The results show that students found that the Tablet PC usage in these cenarios enhances the students' learning experience, rasing their participation, access to the teacher for clearing doubts and supporting a better integration between students and instructors. Tablet PC makes the lecture recording very easy and cheap. By recording only the Tablet PC screen its possible to avoid the necessity of a large recording crew. This videos, as the research concluded, have great value for the students, whom use it for review parts of the recorded lectures. The biggest challenge for the ample adoption of this lecture methodology, as any inovation, is the equipment high cost. As soon as the technology price drops, this lecture methodology has high chances of being adopted by several Universities, as it already is in some pioneers institutions in developed countries / Mestrado / Informática na Educação / Mestre em Ciência da Computação
36

TV interativa baseada na inclusão de informações hipermidia em videos no padrão MPEG / Interactive television based on insertion of hypermedia information on MPEG standard video

Gradvohl, André Leon Sampaio, 1973- 18 March 2005 (has links)
Orientador : Yuzo Iano / Tese (doutorado) - Universidade Estadual de Campinas, Faculdade de Engenharia Eletrica e de Computação / Made available in DSpace on 2018-08-04T02:42:44Z (GMT). No. of bitstreams: 1 Gradvohl_AndreLeonSampaio_D.pdf: 1191476 bytes, checksum: 1ef2c770091e9d75fbe8dba3361aaa1d (MD5) Previous issue date: 2005 / Resumo: TV interativa é uma das grandes promessas no campo dos aparelhos eletrônicos para o consumidor. Entretanto, ainda não há um padrão definitivo para implementar esse novo tipo de dispositivo. Por isso, pesquisas são conduzidas para desenvolver um padrão barato, simples e, ao mesmo tempo, o mais funcional possível. Seguindo essa linha de raciocínio, este trabalho propõe um modelo para a inserção de informações hipermídia em vídeos em um padrão amplamente conhecido e já implementado nos televisores digitais atuais: o padrão MPEG. O modelo proposto é baseado na elaboração de um conceito próprio de hipervídeo, no qual são embutidas referências a informações complementares ao conteúdo sendo exibido. Tais referências e as coordenadas dos objetos em cena, que atuam como âncoras para as informações complementares, formam o que se define como informações hipermídia. Além da concepção do modelo, este trabalho também apresenta uma prova de conceito para demonstrar a viabilidade das ideias aqui descritas / Abstract: The interactive TV is one of the great promises on Consumer Electronics field. However, there is no definitive standard to implement this new kind of device. For this reason, researches are conducted to develop a standard cheap, simple, and also the most functional as possible. Tracing this reasoning, this work proposes a model to insert hypermedia information on videos in a widely known and already implemented standard in current digital television sets: the MPEG standard. The proposed model is based on the creation of a particular concept of hypervideo, which references to complementary information are embedded on the content being presented. Such references and the coordinates of the objects in scene, which act as anchors to complementary information, both form what is defined as hypermedia information. Beyond the conception of the model, this work also presents a concept proof to demonstrate the viability of the ideas here depicted. / Doutorado / Telecomunicações e Telemática / Doutor em Engenharia Elétrica
37

A Study of the Effectiveness of Annotations in Improving the Listening Comprehension of Intermediate ESL Learners

Rocque, Ryan K. 19 April 2008 (has links) (PDF)
This study seeks to answer the age old question of what kind of input is best for ESL learners, but it approaches the question with a new perspective. There are many options when it comes to a choice of curriculum, both in terms of the method that is used and the materials that are available. Feature film is one important resource that has received increased attention in recent years. Curriculum specialists and teachers are incorporating various film clips into instruction to enhance a grammar point, to teach culture, or as a way to motivate learners. Yet adequate research does not yet exist that demonstrates how film can be used effectively. One possible solution to this problem that was explored in this study was the use of feature films in a self-study environment. Can using annotations of feature films, in this case definitions and pictures, improve a student's listening comprehension when students interact with them independent of a teacher? So few studies look at how annotations are used in this way. Overall, this study found that intermediate English for second language learners participating in this study did show significant gains in their test scores as compared with the control group, which did not view the film. In the present study, however, in comparing the three groups, the scores for students using annotations and not using annotations were not significantly different, perhaps the result of a small sample size. Nevertheless, this study does provide many insights into the current research and can provide important guidance for future research in this area of interest. Listening comprehension is a vital subject for research, and film is an excellent tool to enhance that research.
38

Promotion through Interaction : An investigation on the use of interactive video to promote physical activity / Främjande genom interaktion : En utredning om användandet av interaktiva videos för att främja fysisk aktivitet

Tegelmo, Linus January 2022 (has links)
Several studies have been conducted on the importance of physical activity, especially at a younger age. Participating in physical activity at a younger age often facilitates an active lifestyle in adulthood. Various ways of promoting physical activity have been researched. However, the use of interactive documentaries (i-docs) to promote physical activity has not been investigated. This paper addresses the filming, editing and evaluation of three documentaries relating to the concept of Street Football, a concept created by Svenska Fotbollförbundet (SvFF). The three documentaries contain similar content but are different in level of interactivity. The documentaries were tested in a user study with two test groups of children and young adults between the ages of 11 and 20. The findings show that all the levels of interactivity in the documentaries tested in this project can successfully promote physical activity. The ability to interact and choose what content to see next was especially appreciated by the participants. Further research is required to draw more significant conclusions. / Flera studier har utförts på vikten av fysisk aktivitet, speciellt i en yngre ålder. Deltagande i fysisk aktivitet i en yngre ålder innebär en större sannolikhet för en aktiv livsstil i vuxen ålder. Olika sätt att uppmuntra fysisk aktivitet har undersökts i andra rapporter. Men användningen av interaktiva dokumentärer (i-docs) för att uppmuntra fysisk aktivitet har inte undersökts. Den här rapporten adresserar filmandet, redigerandet och utvärderandet av tre dokumentärer relaterat till konceptet Street Fotboll, ett koncept framtaget av Svenska Fotbollförbundet (SvFF). De tre dokumentärerna innehåller liknande material men skiljer sig i nivån av interaktivitet. Dokumentärerna testades i en användarstudie med två testgrupper som bestod av barn och unga vuxna mellan åldern 11 och 20 år gammal. Upptäckterna visade att alla nivåer av interaktivitet i dokumentärerna som testades i det här projektet kunde framgångsrikt uppmuntra fysisk aktivitet. Förmågan att kunna interagera och välja vad man ville se var speciellt uppskattat av deltagarna. Ytterligare forskning krävs för att dra mer signifikanta slutsatser.
39

How College Students' Conceptions of Newton's Second and Third Laws Change Through Watching Interactive Video Vignettes: A Mixed Methods Study

Engelman, Jonathan January 2016 (has links)
No description available.
40

Bodies in cyberspace : language learning in a simulated environment

Murray, Garold Linwood 05 1900 (has links)
This dissertation reports on a multiple-case study documenting the experiences of 23 French as second language learners, most of whom were pre-service teachers, as they worked independently to improve their existing oral/aural competency through the use of the interactive videodisc program À la rencontre de Philippe. The program claims to invite learners into the fictive Parisian world of a young freelance journalist, providing them with the opportunity for immersion in the target language and culture as well as a degree of control over their learning. The study explores learners' experiences as they work with this program, investigates the impact this experience might have on their second language acquisition and reflects on the implications this information might have for second language pedagogy and research. Participants were asked to write a reflective personal language learning history and keep a journal documenting each work session. These work sessions were videotaped. The data collected served as a basis for interviews exploring the participants' interaction with the microworld presented by the program, the program's technological features, learner autonomy, and the learning process and outcomes as perceived by the learners. The experiences of the learners indicate that instead of using technology to bring the second language and culture to learners in the classroom, it is now both possible and desirable to use technology to "transport" learners from the classroom into the second language environment. In other words, participants reported having the experience of subjective personal presence in the microworld. Furthermore, their overall experience suggested that language learning is both an embodied and a situated endeavour, as well as a cognitive one. Therefore, computer technology can enhance second language acquisition by providing learners the opportunity to be immersed in sociolinguistically-rich, simulated communities in which they can engage in everyday activities and interact with target language speakers.

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