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Learning from multimedia: the locus of modality effectsZolna, Jesse S. 19 September 2005 (has links)
Research in educational psychology has focused on facilitating learning by using two presentation modalities (auditory and visual) to convey information. Learning is theorized to improve through an increase in perceptual information flow. I hypothesized that presenting information in two modalities might also provide additional benefits that occur after information is perceived, and while it is being processed for learning. The present study explored whether perceptual effects and cognitive effects of multimedia presentation can be separated by presenting auditory and visual information sequentially or simultaneously. During simultaneous presentation, the typical multimedia effect (that is, facilitating learning by presenting information in two modalities) did not occur, suggesting that the multimedia effect might depend upon more than perceptual effects. Moreover, the manipulation showed significant effects of presentation type during sequential presentation, suggesting that effects previously thought to be a result of reducing perceptual overlap might actually occur after perception. Based on the results of this study, I recommend that information designers reconsider the sources assumed to influence the multimedia learning effect. This would have implications for determining the optimal presentation of information.
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Mixed-initiative multimedia for mobile devices: design of a semantically relevant low latency system for news video recommendationsLee, Jeannie Su Ann 12 July 2010 (has links)
The increasing ubiquity of networked mobile devices such as cell phones and PDAs has created new opportunities for the transmission and display of multimedia content. However, any mobile device has inherent resource constraints: low network bandwidth, small screen sizes, limited input methods, and low commitment viewing. Mobile systems that provide information display and access thus need to mitigate these various constraints. Despite progress in information retrieval and content recommendation, there has been less focus on issues arising from a network-oriented and mobile perspective.
This dissertation investigates a coordinated design approach to networked multimedia on mobile devices, and considers the abovementioned system perspectives. Within the context of accessing news video on mobile devices, the goal is to provide a cognitively palatable stream of videos and a seamless, low-latency user experience. Mixed-initiative---a method whereby intelligent services and users collaborate efficiently to achieve the user's goals, is the cornerstone of the system design and integrates user relevance feedback with a content recommendation engine and a content- and network-aware video buffer prefetching technique. These various components have otherwise been considered independently in other prior system designs.
To overcome limited interactivity, a mixed-initiative user interface was used to present a sequence of news video clips to the user, along with operations to vote-up or vote-down a video to indicate its relevance. On-screen gesture equivalents of these operations were also implemented to reduce user interface elements occupying the screen. Semantic relevancy was then improved by extracting and indexing the content of each video clip as text features, and using a Na"ive Bayesian content recommendation strategy that harnessed the user relevance feedback to tailor the subsequent video recommendations. With the system's knowledge of relevant videos, a content-aware video buffer prefetching scheme was then integrated, using the abovementioned feedback to lower the user perceived latency on the client-end.
As an information retrieval system consists of many interacting components, a client-server video streaming model is first developed for clarity and simplicity. Using a CNN news video clip database, experiments were then conducted using this model to simulate user scenarios. As the aim of improving semantic relevancy sometimes opposes user interface tools for interactivity and user perceived latency, a quantitative evaluation was done to observe the tradeoffs between bandwidth, semantic relevance, and user perceived latency. Performance tradeoffs involving semantic relevancy and user perceived latency were then predicted.
In addition, complementary human user subjective tests are conducted with actual mobile phone hardware running on the Google Android platform. These experiments suggest that a mixed-initiative approach is helpful for recommending news video content on a mobile device for overcoming the mobile limitations of user interface tools for interactivity and client-end perceived latency. Users desired interactivity and responsiveness while viewing videos, and were willing to sacrifice some content relevancy in order gain lower perceived latency.
Recommended future work includes expanding the content recommendation to incorporate viewing data from a large population, and the creation of a global hybrid content-based and collaborative filtering algorithm for better results. Also, based on existing user behaviour, users were reluctant to provide more input than necessary. Additional user experiments can be designed to quantify user attention and interest during video watching on a mobile device, and for better definition and incorporation of implicit user feedback.
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The effect of digital technology on late 20th century and early 21st century culture [electronic resource] / by Jennifer Clarke.Clarke, Jennifer, 1974- January 2003 (has links)
Title from PDF of title page. / Document formatted into pages; contains 65 pages / Thesis (M.L.A.)--University of South Florida, 2003. / Includes bibliographical references. / Text (Electronic thesis) in PDF format. / ABSTRACT: Recently, artists have begun using digital technology to create new cultural forms in the fields of art, literature, and music, and a new cultural form known as interactive digital multimedia has emerged, which combines elements from the new artistic, literary, and musical forms. Many of these artists have produced works that explore the interactive capabilities of digital technology. These interactive digital cultural forms have encouraged collaborative efforts that would have otherwise been difficult or even impossible to achieve before the advent of digital technology. In addition, this element of interactivity has redefined the traditional relationship between artist and audience. As the line between creator and consumer becomes increasingly blurred in interactive digital cultural forms, it becomes necessary to use terms such as "source artist" and "mix artist" to better define this new artist/audience relationship. / ABSTRACT: Postmodern theorists such as Roland Barthes and Michel Foucault anticipate this new artist/audience relationship in their writings. More recent theorists, such as Margot Lovejoy, George Landow, and Paul Théberge, writing after the advent of digital technology, have suggested that interactive digital cultural forms and the changing nature of the artist/audience relationship present opportunities for cultural creation and participation that extend the opportunities afforded by traditional artistic production and consumption. Works such as the As Worlds Collide website, Stuart Moulthrop's Victory Garden, the music of the Chemical Brothers, and Peter Gabriel's multimedia CD-ROM EVE are examples of these new interactive digital cultural forms. These works present navigable constructs (often incorporating elements culled from other source artists) that can be experienced and "re-mixed" by subsequent mix artists who choose to interact with these works. / ABSTRACT: The increased agency provided by these interactive works brings with it new responsibilities for both the source artist and the mix artist. By encouraging collaboration and experimentation, redefining the artist/audience relationship, and expanding the responsibilities of the source artist and the mix artist, interactive digital media extend the possibilities for cultural creation and participation. As digital technology develops, so do the opportunities for cultural development among society as a whole. / System requirements: World Wide Web browser and PDF reader. / Mode of access: World Wide Web.
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Designing interactive multimedia for the Anthropology Exhibit Gallery [electronic resource] / by Kelley Curtis.Curtis, Kelley. January 2003 (has links)
Title from PDF of title page. / Document formatted into pages; contains 97 pages. / Thesis (M.A.)--University of South Florida, 2003. / Includes bibliographical references. / Text (Electronic thesis) in PDF format. / ABSTRACT: Computer-based multimedia offer an alternative means of providing instruction to learners in two primary, yet disparate, ways. Multimedia can be used to convey information to learners, or alternatively, learners can make use of multimedia to impart information. One example of the use of multimedia technologies at the University of South Florida is an interactive computer kiosk installed in the Anthropology Exhibit Gallery. The development of the educational program featured on the kiosk's touchscreen computer is the subject of this paper. The purpose of the kiosk's program was twofold: 1) to introduce the field of anthropology to university students and the general public who visit the Anthropology Exhibit Gallery; and 2) to incorporate training in the creation of multimedia materials into two departmental project-based courses, Museum Methods and Visual Anthropology. / ABSTRACT: Designing effective educational programs that take advantage of multimedia capabilities without losing focus on the user's needs or on the content being presented is a challenging endeavor. In this paper, I present the process of designing an interactive multimedia program, and discuss the critical issues of audience, hardware and software, programming tools and other technical and design considerations. The development of the program, furthermore, must be understood within the broader context of several areas, including anthropology and museums, the role of education in museums, and exhibitions as a form of media and communication. Finally, a summary of the project is presented, including a discussion of the problems and successes encountered and suggested areas for further development. / System requirements: World Wide Web browser and PDF reader. / Mode of access: World Wide Web.
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Découverte et exploitation d'objets visuels fréquents dans des collections multimédiasLetessier, Pierre 28 March 2013 (has links) (PDF)
L'objectif principal de cette thèse est la découverte d'objets visuels fréquents dans de grandes collections multimédia (images ou vidéos). Comme dans de nombreux domaines (finance, génétique, ...), il s'agit d'extraire une connaissance de manière automatique ou semi-‐automatique en utilisant la fréquence d'apparition d'un objet au sein d'un corpus comme critère de pertinence. Dans le cas visuel, le problème est différent de la fouille de données classique (ADN, textuel, etc.) puisque les instances d'apparition d'un même objet ne constituent pas des entités identiques mais doivent être appariées. Cette difficulté explique également pourquoi nous nous focalisons sur la découverte des objets rigides (logos, objets manufacturés, décors, bâtiments, etc.), et non des catégories d'objets de plus haut niveau sémantique (maison, voiture, chien, ...). Bien que les techniques de recherche d'objets rigides aient atteint une certaine maturité, le problème de la découverte non supervisée d'instances d'objets dans des grandes collections d'images est à l'heure actuelle encore difficile. D'une part parce que les méthodes actuelles ne sont pas assez efficaces et passent difficilement à l'échelle. D'autre part parce que le rappel et la précision sont encore insuffisants pour de nombreux objets. Particulièrement ceux ayant une taille très restreinte par rapport à l'information visuelle contextuelle qui peut être très riche (par exemple le logo d'un parti politique apparaissant ponctuellement dans un sujet de journal télévisé). Une première contribution de la thèse est de fournir un formalisme aux problèmes de découverte et de fouille d'instances d'objets visuels fréquents. Ces deux problèmes sont en effet définis de manière très confuse dans les quelques travaux récents de la littérature les abordant. Cette modélisation nous a permis entre autres choses de mettre en évidence le lien étroit qui existe entre la taille des objets à découvrir et la complexité du problème à traiter. La deuxième contribution de la thèse est une méthode générique de résolution de ces deux types de problème reposant d'une part sur un processus itératif d'échantillonnage d'objets candidats et d'autre part sur une méthode efficace d'appariement d'objets rigides à large échelle. L'idée est de considérer l'étape de recherche d'instances proprement dite comme une simple boite noire à laquelle il s'agit de soumettre des régions d'images ayant une probabilité élevée d'appartenir à un objet fréquent de la base. Une première approche étudiée dans la thèse consiste à simplement considérer que toutes les régions d'images de la base sont équiprobables, avec comme idée conductrice que les objets les plus instanciés sont ceux qui auront la couverture spatiale la plus grande et donc la probabilité la plus élevée d'être échantillonnés. En généralisant cette notion de couverture à celle plus générique de couverture probabiliste, il est alors possible de modéliser la complexité de notre méthode pour toute fonction de vraisemblance donnée en entrée, et de montrer ainsi l'importance de cette étape. La troisième contribution de la thèse s'attache précisément à construire une fonction de vraisemblance s'approchant au mieux de la distribution parfaite, tout en restant scalable et efficace. Cette dernière repose sur une approche originale de hachage à deux niveaux, permettant de générer efficacement un ensemble d'appariements visuels dans un premier temps, et d'évaluer ensuite leur pertinence en fonction de contraintes géométriques faibles. Les expérimentations montrent que contrairement aux méthodes de l'état de l'art notre approche permet de découvrir efficacement des objets de très petite taille dans des millions d'images. Pour finir, plusieurs scénarios d'exploitation des graphes visuels produits par notre méthode sont proposées et expérimentés. Ceci inclut la détection d'évènements médiatiques transmedia et la suggestion de requêtes visuelles.
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Transforming Instruction and Assessment Using Student-created VideoKeen, Virginia 16 March 2012 (has links) (PDF)
No description available.
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Modelling 802.11 networks for multimedia applicationsDao, Trong Nghia, Electrical Engineering & Telecommunications, Faculty of Engineering, UNSW January 2008 (has links)
This thesis is concerned with the development of new mathematical models for the IEEE 802.11??s access mechanisms, with a particular focus on DCF and EDCA. Accurate mathematical models for the DCF and EDCA access mechanisms provide many benefits, such as improved performance analysis, easier network capacity planning, and robust network design. A feature that permeates the work presented in this thesis is the application of our new models to network environments where both saturated and non-saturated traffic sources are present. The scenario in which multiple traffic sources are present is more technically challenging, but provides for a more realistic setting. Our first contribution is the development of a new Markov model for non-saturated DCF in order to predict the network throughput. This model takes into account several details of the protocol that have been hitherto neglected. In addition, we apply a novel treatment of the packet service time within our model. We show how the inclusion of these effects provides more accurate predictions of network throughput than earlier works. Our second contribution is the development of a new analytical model for EDCA, again in order to predict network throughput. Our new EDCA model is based on a replacement of the normal AIFS parameter of EDCA with a new parameter more closely associated with DCF. This novel procedure allows EDCA to be viewed as a modified multi-mode version of DCF. Our third contribution is the simultaneous application of our new Markov models to both the non-saturated and the saturated regime. Hitherto, network throughput predictions for these regimes have required completely separate mathematical models. The convergence property of our model in the two regimes provides a new method to estimate the network capacity of the network. Our fourth contribution relates to predictions for the multimedia capacity of 802.11 networks. Our multimedia capacity analysis, which is based on modifications to our Markov model, is new in that it can be applied to a broad range of quality of service requirements. Finally, we highlight the use of our analysis in the context of emerging location-enabled networks.
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Spatial diffusion of multimedia technologies among educators a case study of Puerto Rico /Rodríguez Benítez, Javier. January 2009 (has links)
Thesis (M.A.)--State University of New York at Binghamton, Department of Geography, 2009. / Includes bibliographical references.
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[en] ACTIVE PRESENTATION: A SYSTEM FOR DISTRIBUTED MULTIMEDIA PRESENTATIONS IN UBIQUITOUS COMPUTING ENVIRONMENTS / [pt] ACTIVE PRESENTATION: UM SISTEMA PARA APRESENTAÇÕES DISTRIBUÍDAS EM AMBIENTES DE COMPUTAÇÃO UBÍQUAMARK STROETZEL GLASBERG 21 June 2006 (has links)
[pt] A diminuição do custo e a diversificação dos
dispositivos
computacionais vêm criando ambientes de computação cada
vez mais completos e sofisticados, mas que ainda carecem
de softwares de integração que simplifiquem sua
utilização
e que melhor explorarem seu potencial. Para responder a
esta questão, sistemas de computação ubíqua vêm sendo
desenvolvidos para criar mecanismos de controle remoto e
unificado de aplicações e dispositivos. Além disso,
grupos
de pesquisa na área de multimídia abordam outras
questões
como a sincronização entre dispositivos, gerência de
recursos e definição de padrões de documentos. Este
trabalho visa unificar os esforços de ambas as áreas com
o
objetivo de realizar apresentações multimídia através do
paradigma de computação ubíqua. Neste trabalho,
apresentamos a infraestrutura de execução de
apresentações
ActivePresentation desenvolvida e baseada em diferentes
protótipos. Além disso, propomos um formato de documento
multimídia chamado NCLua para orquestrar tais
apresentações. / [en] The diminishing costs and the diversity of computational
devices are creating
increasingly complex and sophisticated computational
environments.
Nonetheless, such environments still lack integration
software to simplify
their use and to better explore their potential. In
response to this issue,
ubiquitous computing systems are being developed to create
remote control
mechanisms of applications and devices. At the same time,
research groups
in the area of multimedia deal with other issues, such as
synchronization
between devices, resource management and document standard
definitions.
The purpose of this work is to join the efforts of both
areas in order to
build presentations using the ubiquitous computing
paradigm. In this work,
we introduce the ActivePresentation infrastructure, based
and developed
through the study of different prototypes. In addition, we
propose a multimedia
document format called NCLua to orchestrate such
presentations.
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Contribution à la modélisation des métadonnées associées aux documents multimédias et à leur enrichissement par l’usage / Contribution to the modeling of metadata associated to multimedia documents and to their enrichment through the usageManzat, Ana-Maria 05 February 2013 (has links)
De nos jours, ce ne sont pas que les collections multimédias qui deviennent de plus en plus volumineuses, mais aussi les métadonnées qui les décrivent. L’extraction des métadonnées est très coûteuse en consommation de ressources. Cela pose le problème de la gestion efficace de ces grands volumes de données, en minimisant cette consommation. Le fait que les utilisateurs sont en constante interaction avec les documents multimédias et les métadonnées complique encore plus cette gestion. Dans cette thèse, nous étudions le problème de la gestion de métadonnées en intégrant les interactions des utilisateurs à deux niveaux: dans le processus de création de métadonnées et dans leur enrichissement. La grande variété de standards et normes de métadonnées existants ne sont pas interopérables. Les solutions proposées à ce problème d’interopérabilité se sont focalisées sur la création d’ontologies qui décrivent les contenus multimédias du point de vue sémantique, sans forcément prendre en compte les standards de métadonnées et d’autres informations de plus bas niveau sur les documents. Pour résoudre ce problème nous proposons un format de métadonnées qui intègre les standards et normes les plus utilisés et qui est flexible et extensible en structure et en vocabulaire. Dans le cadre d’un système de gestion des contenus multimédias, le processus d’indexation est celui qui consomme le plus de ressources, à travers les algorithmes d’indexation qui extraient les métadonnées. Dans les systèmes classiques, cette indexation est accomplie avec un ensemble d’algorithmes d’indexation figé dans le temps, sans se soucier de la consommation des ressources ni de l’évolution des besoins de l’utilisateur. Pour prendre en compte les besoins que l’utilisateur spécifie dans sa requête, afin de n’extraire que les métadonnées nécessaires et ainsi limiter d’un côté le volume de métadonnées à gérer et de l’autre la consommation des ressources, nous proposons de répartir le processus d’indexation en deux phases: une fois à l’acquisition des contenus (indexation implicite), et une deuxième fois, si besoin, au moment de l’exécution de la requête de l’utilisateur (indexation explicite) en ayant recours à une liste d’algorithmes d’indexation déterminée principalement en fonction de la requête de l’utilisateur. L’utilisateur est de plus en plus pris en compte dans les systèmes multimédias à travers ses interactions avec le système et le document. Nous proposons d’aller plus loin dans la prise en compte de l’utilisateur, en considérant ses interactions avec les différentes parties du document mais aussi avec les métadonnées qui décrivent le document. Cela a été réalisé à travers l’extension du format de métadonnées proposée, par l’ajout d une température à chaque élément du format, qui varie dans le temps, étant calculée en fonction de la façon dont l’utilisateur interagit avec le document, mais aussi avec les métadonnées dans une période de temps. Nous avons validé nos propositions dans deux domaines différents: la vidéo surveillance et le commerce électronique. Le projet LINDO nous a permis la validation du format des métadonnées et de la sélection des algorithmes d’indexation dans le cadre de l’indexation explicite, dans le cadre de la vidéo surveillance. Dans le domaine du commerce électronique, nous avons exploité les interactions des utilisateurs réels avec un site de vente en ligne pour calculer la température des métadonnées associées aux pages du site pendant une période de deux mois. Nous avons utilisé cette température pour réaliser le reclassement des résultats obtenus pour une requête de l’utilisateur. Nous avons réalisé un test utilisateur sur une vingtaine de personnes. [...] / Nowadays, not only multimedia collections become larger, but also the metadata describing them. The metadata extraction is the most ressource consumming process in the management of multimedia collections. This raises the problem of the efficient management of these large data volumes while minimizing ressource consumption. Users’ constant interactions with multimedia documents and metadata complicate this management process. In this thesis, we adress this problem of metadata management by integrating users’ interactions at two levels: in the process of metadata creation and in their enrichment. The existing metadata standards are heterogenous and not interoperable. The proposed solutions for this interoperability problem focused on creating ontologies that describe the multimedia contents from a semantic point of view, without necessarily taking into account metadata standards and other low level information. To solve this problem, we propose a metadata format that integrates the most widely used metadata standards and which is flexible and extensible in structure and vocabulary. In a multimedia management system, the indexing process is the most resource consumming, through the indexing algorithms that extract metadata. In conventional systems, the indexing is accomplished with a fixed set of indexing algorithms, without considering the resource consumption and users’ changing needs. To take into account the user’s needs, specified in his query, in ordre to extract only the necessary metadata and thus, on one side, to limit the metadata volume and on the other to reduce the resource consumption, we propose to split the indexing process into two phases: first time, at the contents acquisition time (i.e., implicit indexation), and, a second time, if necessary, at the query execution time (i.e., explicit indexation), employing a list of indexing algorithms determined mainly according to the user’s query. The users are more and more taken into account in multimedia systems through their interactions with the system and the documents. We propose to go further in this consideration, by taking into account users’interactions with different parts of the document, and also with the document’s metadata. This was achieved through the extention of the proposed metadata format, by associating a temperature to each metadata element. This temperature is calculated according to the users’ interactions with the document and with the metadata, in a time period. We have validated our proposals in two different domains: vidéosurveillance and e-commerce. The LINDO project has allowed us to validate the metadata format and indexing algorithms selection in the context of explicit indexation, for a video surceillance use case. For the e-commerce, we have used an online shopping site and the interactions of its real users, for a two months period, to calculate the temperature of the metadata associated to the web pages describing the site’s products. We have used this temperature for reranking the results obtained for a user’s query. We conducted a user study with twenty people, which shows that, for some users’ queries, the results reranking helps the users to find faster the desired information. This thesis has addressed the problem of taking into account the user in the multimedia documents management by: (1 )proposing a model metadata that integrates the most used metadata standards; (2) spliting the multimedia indexing in two steps ( implicit and explicit indexation); (3) enriching the metadata according to the users’ interactions with the system, the multimedia documents and the metadata.
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