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A graphic designer's considerations in multimedia application developmentFlint, Nancy January 1997 (has links)
Multimedia has been increasingly identified as a new medium of communication. However, the development of this medium has been largely driven by technological concerns, with apparently little regard for its (visual, conceptual) design. In conjunction with this, graphic designers have been experiencing a 'shift in their working practices and roles, with designers not only required to design on screen (for print), but also increasingly to design for screen, i. e. for multimedia and other screen-based, multimodal, interactive forms. These two factors, combined with an overall lack of understanding of the issues involved in designing for multimedia, suggested a real need for research into this area. The objective of the current research was therefore to reveal and identify the key and/or unique issues and considerations, which a graphic designer employs when designing and developing interactive multimedia (applications). A number of factors defined the subsequent methodology. These included, a lack of formalised knowledge or critical understanding of multimedia design specifically, or indeed graphic design generally; a limited number of established (UK) multimedia developers with an active reputation for 'design'; and relatively few multimedia design 'experts'. These factors ruled out the use of a more traditional positivist study, based upon a multiple sample and conducted by an independent expert-observer. Instead, a qualitatively-orientated, (single) case study was developed, based upon the concurrent verbalisations of the author, as the single-designer-subject, observing activities selfreflectively whilst designing a multimedia prototype. A rich and comprehensive record of designerly activity was generated. Through processes of iterative examination, interpretation and re-definition, a framework of considerations emerged. These considerations were organised into five 'classes of design decision' which are identified as, 'Solution Development, 'Graphical Representation', 'Multimedia Representation', 'Design Management' and Technical Implementation'. These classes and indeed the model as a whole, provides graphic designers with a highly practical, flexible and usable framework of issues and considerations, relevant when involved in designing interactive multimedia. The model also offers an extremely useful framework for developing multimedia design education, in addition to an effective methodological approach for studying 'new' areas of design. As such, the model and indeed the research as a whole is seen as being interdisciplinary. This research is discussed, culminating in a description of the model.
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Joint image/video inpainting for error concealment in video codingChen, Liyong, 陳黎勇 January 2007 (has links)
published_or_final_version / abstract / Electrical and Electronic Engineering / Master / Master of Philosophy
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Barn lär med interaktiva och lekfulla metoder.Mornio, Rebekka January 2008 (has links)
<p>Som examensarbete har jag utformat en demonstrationsversion av en multimedial barnproduktion. Min roll har både varit beställare, projektledare och kreatör. Produktionen ”Rutger och Zac spårar djur i skogen” är en variant av ”edutainment”, en form av underhållande läromedel. Syftet med projektet har varit att levandegöra djur och natur. Mottagaren lär och förstår med interaktiva och lekfulla metoder.</p>
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QoS supporting mechanisms for a global packet switching networkKim, Kicheon January 1997 (has links)
No description available.
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Network application detection techniquesBharadia, Ketan R. January 2001 (has links)
No description available.
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Server and management system design for a distributed VoD servicePapanikolaou, Aikaterini January 2001 (has links)
No description available.
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Metrics for improving the quality of hypermedia authoringMendes, Emilia January 1999 (has links)
No description available.
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Aesthetic perception in educational contexts, the mediational role of teacher-students' interactions, the schemas of perception and the computer artifacts employedKollias, Andreas January 1997 (has links)
No description available.
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A novel secure autonomous generalized document model using object oriented techniqueSelim, Hossam Abdelatif Mohamed January 2002 (has links)
No description available.
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Differences Between Faculty and Students' Perceptions of the Disruptiveness of Electronic Device Usage in the ClassroomBurnsed, Robbie Renee 27 January 2017 (has links)
<p> The purpose of this research study was to explore the differences between faculty and students’ perceptions of electronic device usage in the classroom. A quantitative cross-sectional design was utilized with an independent samples two- tailed t-test to study the disruptiveness of electronic device usage in the classroom. Participants were asked to complete a survey concerning device usage in the classroom. The survey was sent to faculty and students of all disciplines and levels of education at two universities in a southeastern state in the United States. The literature review included electronic device usage, social media usage, benefits and challenges of electronic device usage in the classroom, and electronic device usage as helpful tool or a hindrance to the teaching and learning process. Findings from the study indicated that faculty perceived that electronic device usage was more disruptive in the classroom to the teaching and learning process than students. Recommendations included future research on technology usage in the classroom and ways to assist with decreasing the disruptions electronic devices cause in the teaching and learning process. Recommendations also included a specific approach of focusing on technology usage in the teaching and learning process based on generational groups.</p>
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