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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.
971

E-model: event-based graph data model theory and implementation

Kim, Pilho 06 July 2009 (has links)
The necessity of managing disparate data models is increasing within all IT areas. Emerging hybrid relational-XML systems are under development in this context to support both relational and XML data models. However, there are ever-growing needs for adequate data models for texts and multimedia, which are applications that require proper storage, and their capability to coexist and collaborate with other data models is as important as that of a relational-XML hybrid model. This work proposes a new data model named E-model that supports rich relations and reflects the dynamic nature of information. This E-model introduces abstract data typing objects and rules of relation that support: (1) the notion of time in object definition and relation, (2) multiple-type relations, (3) complex schema modeling methods using a relational directed acyclic graph, and (4) interoperation with popular data models. To implement the E-model prototype, extensive data operation APIs have been developed on top of relational databases. In processing dynamic queries, our prototype achieves an order of magnitude improvement in speed compared with popular data models. Based on extensive E-model APIs, a new language named EML is proposed. EML extends the SQL-89 standard with various E-model features: (1) unstructured queries, (2) unified object namespaces, (3) temporal queries, (4) ranking orders, (5) path queries, and (6) semantic expansions. The E-model system can interoperate with popular data models with its rich relations and flexible structure to support complex data models. It can act as a stand-alone database server or it can also provide materialized views for interoperation with other data models. It can also co-exist with established database systems as a centralized online archive or as a proxy database server. The current E-model prototype system was implemented on top of a relational database. This allows significant benefits from established database engines in application development. In addition to extensive features added to SQL, our EML prototype achieves an order of magnitude speed improvement in dynamic queries compared to popular database models. Availability Release the entire work immediately for access worldwide after my graduation.
972

Augmented Reality-Umgebungen im Urheberrecht

Dietrich, Jannis P. 24 February 2021 (has links)
Die Studie untersucht mit der Augmented Reality (AR)-Technologie ein vergleichsweise neues techni-sches Phänomen aus urheberrechtlicher Perspektive, das sich insbesondere durch eine dynamische Ver-mischung von Realität und Virtualität kennzeichnet. Schwerpunktmäßig wird die Einordnung solcher interaktiver Werke als Filmwerk untersucht und abge-lehnt, um dann einen konkreten Vorschlag für die passendere Werkart des Multimediawerks zu unter-breiten und die Verkehrsfähigkeit und Urheberschaft hieran zu untersuchen. Konkret werden zunächst die technische Funktionsweise und die Anwendungsfelder der AR-Technologie untersucht (Kapitel 1) um in der Folge auf die Schutzfähigkeit einzugehen (Kapitel 2). Hierbei wird ins-besondere die Verwandtschaft mit anderen Werken mit einer künstlerisch-technischen Doppelnatur (hybride Werke), namentlich den Videospielen, herausgearbeitet. Daran angelehnt wird einerseits die Schutzmöglichkeit des zugrundeliegenden Codes als Computerprogramm und andererseits der erzeug-ten AR-Oberfläche insbesondere als Filmwerk untersucht. Die Einordnung als Film und auch als sonstige bekannte Werkart kann hier im Ergebnis nicht überzeugen und auch die herrschende Ansicht zur Ein-ordnung von Videospielen als Film wird kritisch hinterfragt. Es wird ein Vorschlag für eine unbenannte Werkart – das Multimediawerk – erarbeitet. Hierunter kön-nen moderne interaktive Gestaltungen flexibel und zeitgemäß subsumiert werden, insbesondere auch die digitale Oberfläche von Augmented Reality Umgebungen. Im dritten Kapitel werden dann die praktische Verkehrsfähigkeit sowie die Urheberschaft an entspre-chenden Multimediawerken untersucht. Ein Schwerpunkt liegt dabei insbesondere auf der Herleitung einer analogen Anwendbarkeit der Sonderregelungen zur Verwertung von Filmen (§§ 88 ff. UrhG) auf das hier vorgeschlagene Multimediawerk. / This study focuses on augmented reality (AR) technology from a copyright perspective. This compara-tively new technical phenomenon is characterized in particular by a dynamic intermingling of reality and virtuality. One of the key aspects of the study is the potential classification of such interactive works as cinemato-graphic works, which is examined and rejected. Consequently, a proposal of a better suited work type, the multimedia work, is presented before the marketability and authorship of such works is analyzed. First, the technical functionality and scope of AR technology are examined (chapter 1) in order to sub-sequently address its protectability (chapter 2). In particular, the similarity to other works defined by a combined aesthetic and technical nature (hybrid works), namely video games, is explored. Based on this, the possibility of protecting the underlying code as a computer program, on the one hand, and protecting the generated AR surface, in particular as a cinematographic work, on the other hand, is analyzed. It is concluded that the classification as cinematographic work, and also as any other known type of work, is to be rejected and furthermore, the prevailing view classifying video games as cine-matographic works is critically questioned. A proposal for an unnamed type of work – the multimedia work – is made. Modern interactive designs, in particular the digital surface of augmented reality environments, can be subsumed as such in a flex-ible and contemporary way. This study concludes with the third chapter, analyzing the practical marketability of such multimedia works as well as their authorship. A particular focus is set on the development of an analogous applica-bility of the legal framework for the exploitation of films (Sec. 88 et seq. German Copyright Act) to the multimedia work proposed here.
973

The Effects of Time-compression and Learner-control in Multimedia Instruction

Pittman, Jason Alan 01 January 2016 (has links)
There is a significant gap in the body of knowledge concerning time-compressed multimedia instruction. Although research indicates that there is no loss in learning through well-designed multimedia instruction compressed at 25%, research is lacking that analyzes the effects of time-compression with learner-control included in the multimedia instruction. The aim of the study was to address this gap in the research by integrating learner-control into the interface of a time-compressed multimedia instructional lesson using similar methodologies from previous research. Effects were analyzed of time-compressed learner-controlled multimedia instruction on learning and perceived cognitive load. Additionally, the researcher employed a participant population from a corporate environment to increase the generalizability of the results. The researcher investigated two hypotheses concerning the differences in effects between a treatment group that used multimedia instruction featuring learner-control over two pre-determined compression speeds (0% and 25%) and a control group with no time-compression. The primary results of the study were that there was no significant difference in either learning or perceived cognitive load between the treatment and control group. Also, another noteworthy result was that only one-fifth of the participants in the treatment group (n=7) altered the compression speed during the presentation. One implication of these results is that learners might want more compression speed options during a presentation. Another implication is that learners might choose to use time-compression during a multimedia presentation if there was more information provided to the learner concerning what time-compression is and how it affects learning. Recommendations for future research include investigating the implications of this study and expanding the types of populations that are sampled for time-compressed multimedia research. Overall, both industry and academia must commit to aiding in the research of time-compression technology if its benefits and hindrances are ever to be fully explored.
974

Implementing security in an IP Multimedia Subsystem (IMS) next generation network - a case study

Unknown Date (has links)
The IP Multimedia Subsystem (IMS) has gone from just a step in the evolution of the GSM cellular architecture control core, to being the de-facto framework for Next Generation Network (NGN) implementations and deployments by operators world-wide, not only cellular mobile communications operators, but also fixed line, cable television, and alternative operators. With this transition from standards documents to the real world, engineers in these new multimedia communications companies need to face the task of making these new networks secure against threats and real attacks that were not a part of the previous generation of networks. We present the IMS and other competing frameworks, we analyze the security issues, we present the topic of Security Patterns, we introduce several new patterns, including the basis for a Generic Network pattern, and we apply these concepts to designing a security architecture for a fictitious 3G operator using IMS for the control core. / by Jose M. Ortiz-Villajos. / Thesis (M.S.C.S.)--Florida Atlantic University, 2009. / Includes bibliography. / Electronic reproduction. Boca Raton, Fla., 2009. Mode of access: World Wide Web.
975

Models and operators for extension of active multimedia documents via annotations / Modelos e operadores para extensão de documentos multimídia ativos via anotações

Martins, Diogo Santana 18 November 2013 (has links)
Multimedia production is an elaborate activity composed of multiple information management and transformation tasks that support an underlying creative goal. Examples of these activities are structuring, organization, modification and versioning of media elements, all of which depend on the maintenance of supporting documentation and metadata. In professional productions, which can count on proper human and material resources, such documentation is maintained by the production crew, being key to secure a high quality in the final content. In less resourceful configurations, such as amateur-oriented productions, at least reasonable quality standards are desirable in most cases, however the perceived difficulty in managing and transforming content can inhibit amateurs on producing content with acceptable quality. This problem has been tackled in many fronts, for instance via annotation methods, smart browsing methods and authoring techniques, just to name a few. In this dissertation, the primary objective is to take advantage of user-created annotations in order to aid amateur-oriented multimedia authoring. In order to support this objective, the contributions are built around an authoring approach based on structured multimedia documents. First, a custom language for Web-based multimedia documents is defined, based on SMIL (Synchronized Multimedia Integration Language). This language brings several contributions, such as the formalization of an extended graph-based temporal layout model, live editing of document elements and extended reuse features. Second, a model for document annotation and an algebra for document transformations are defined, both of which allows composition and extraction of multimedia document fragments based on annotations. Third, the previous contributions are integrated into a Web-based authoring tool, which allows manipulating a document while it is active. Such manipulations encompass several interaction techniques for enriching, editing, publishing and extending multimedia documents. The contributions have been instantiated with multimedia sessions obtained from synchronous collaboration tools, in scenarios of video-based lectures, meetings and video-based qualitative research. Such instantiations demonstrate the applicability and utility of the contributions / Produção multimídia é uma atividade complexa composta por múltiplas atividades de gerência e transformação de informação, as quais suportam um objetivo de criar conteúdo. Exemplos dessas atividades são estruturação, organização, modificação e versionamento de elementos de mídia, os quais dependem da manutenção de documentos auxiliares e metadados. Em produções profissionais, as quais podem contar com recursos humanos e materiais adequados, tal documentação é mantida pela equipe de produção, sendo instrumental para garantir a uma alta qualidade no produto final. Em configurações com menos recursos, como produções amadoras, ao menos padrões razoáveis de qualidade são desejados na maioria dos casos, contudo a dificuldade em gerenciar e transformar conteúdo pode inibir amadores a produzir conteúdo com qualidade aceitável. Esse problema tem sido atacado em várias frentes, por exemplo via métodos de anotação, métodos de navegação e técnicas de autoria, apenas para nomear algumas. Nesta tese, o objetivo principal é tirar proveito de anotações criadas pelo usuário com o intuito de apoiar autoria multimídia por amadores. De modo a subsidiar esse objetivo, as contribuições são construídas em torno uma abordagem de autoria baseada em documentos multimídia estruturados. Primeiramente, uma linguagem customizada para documentos multimídia baseados na Web é definida, baseada na linguagem SMIL (Synchronized Multimedia Integration Language). Esta linguagem traz diversas contribuições, como a formalização de um modelo estendido para formatação temporal baseado em grafos, edição ao vivo de elementos de um documento e funcionalidades de reúso. Em segundo, um modelo para anotação de documentos e uma álgebra para transformação de documentos são definidos, ambos permitindo composição e extração de fragmentos de documentos multimídia com base em anotações. Em terceiro, as contribuições anteriores são integradas em uma ferramenta de autoria baseada na Web, a qual permite manipular um documento enquanto o mesmo está ativo. Tais manipulações envolvem diferentes técnicas de interação com o objetivo de enriquecer, editar, publicar e estender documentos multimídia interativos. As contribuições são instanciadas com sessões multimídia obtidas de ferramentas de colaboração síncrona, em cenários de aulas baseadas em vídeos, reuniões e pesquisa qualitativa baseada em vídeos. Tais instanciações demonstram a aplicabilidade e utilidade das contribuições
976

Interactive multimedia services in Hong Kong.

January 1996 (has links)
by Kong Hiu-Shun, Wu Hui-Yu. / Thesis (M.B.A.)--Chinese University of Hong Kong, 1996. / Includes bibliographical references (leaves 124-126). / ABSTRACT --- p.ii / TABLE OF CONTENTS --- p.v / LIST OF ILLUSTRATIONS --- p.vii / LIST OF TABLES --- p.viii / ACKNOWLEDGMENT --- p.ix / CHAPTER / Chapter I. --- INTRODUCTION --- p.1 / Chapter II. --- WHAT IS INTERACTIVE MULTIMEDIA? --- p.5 / Definition of Interactive Multimedia --- p.5 / Five Components of Interactive Multimedia --- p.6 / Importance of Interactive Multimedia --- p.7 / Chapter III. --- KEY APPLICATIONS OF INTERACTIVE MULTIMEDIA --- p.9 / Business --- p.9 / Education and Training --- p.12 / Education --- p.12 / Training --- p.15 / Communication --- p.18 / Entertainment --- p.20 / Chapter IV. --- IMPACT OF INTERACTIVE MULTIMEDIA --- p.21 / Chapter V. --- INTERACTIVE MULTIMEDIA SERVICES IN HONG KONG --- p.26 / Hongkong Telecom and Its Interactive Multimedia Services (IMS) --- p.26 / Legal Environment of Telecommunications in Related to IMS Development --- p.28 / Analysis of Industry Environment --- p.31 / Competitors and Substitutes --- p.31 / Suppliers --- p.33 / New Entrants --- p.34 / Customers --- p.34 / Assessment of Opportunities and Threats --- p.36 / Opportunities --- p.36 / Threats --- p.36 / Chapter VI. --- MARKETING PLAN OF HONGKONG TELECOM IMS --- p.38 / Target Customer --- p.38 / Marketing Mix of IMS --- p.39 / Product --- p.39 / Place --- p.42 / Price --- p.44 / Promotion --- p.45 / Assessment of Strengths and Weaknesses --- p.47 / Strengths --- p.47 / Weaknesses --- p.50 / Chapter VII. --- MARKET RESEARCH ON IMS --- p.51 / Purpose of Survey --- p.51 / Research Objectives --- p.51 / Research Methodology --- p.52 / Analytical Techniques --- p.53 / Data Analysis and Finding --- p.58 / Demographic Information --- p.58 / Current and Past Experience --- p.60 / "Awareness of Interactive Multimedia Service, VOD and Home Shopping" --- p.63 / Perception on the Importance of Factors in Considering the Subscription of VOD --- p.65 / Perception on the Importance of Factors in Considering the Use of Home Shopping Services --- p.66 / Willingness of Purchasing Products through Home Shopping Service --- p.67 / Willingness of Subscription of VOD at Different Monthly Charge --- p.69 / Willingness of Subscription of VOD at Different Charge Per Movie --- p.71 / Willingness of Subscription of Home Shopping Services at Different Product Prices --- p.76 / Willingness of Subscription of IMS --- p.79 / Chapter VIII. --- RECOMMENDATIONS --- p.83 / Awareness of the Services --- p.83 / Target Customer --- p.84 / Recommended Marketing Mix --- p.85 / Product --- p.86 / Price --- p.88 / Place --- p.89 / Promotion --- p.89 / Chapter IX. --- CONCLUSION --- p.91 / APPENDIX --- p.93 / BIBLIOGRAPHY --- p.124
977

A potencialidade pedagógica do uso da lousa eletrônica: uma experiência em aulas de História

Elias, Maria Beatriz de Campos 18 August 2008 (has links)
Made available in DSpace on 2016-03-15T19:43:25Z (GMT). No. of bitstreams: 1 Maria Beatriz de Campos Elias.pdf: 1284982 bytes, checksum: 35b1c84c8c6c16d75a63655dcebfe680 (MD5) Previous issue date: 2008-08-18 / In the current scenery of the information society, the new communication and information tecnologies are affecting especially the professional and educational worlds. But do the multimedia messages, that already invaded classrooms, really work? Richard Mayer s answer is yes, as he proposes his multimedia cognitive learning theory. And how have teachers been applying these techonological resources they now have access to? In order to answer this question, a ten day imersion was made on the Colégio Portinari in Salvador, concerning especially a history course in which the teacher uses multimedia sequences made by himself. / No cenário atual da sociedade da informação, as novas tecnologias da comunicação e da informação vêm afetando em particular o mundo do trabalho e o da educação. Mas as mensagens multimídias, que já invadiram as salas de aula, realmente funcionam? Sim, responde Richard Mayer, ao propor sua teoria cognitiva da aprendizagem multimídia. E na prática, como os professores vêm utilizando os recursos tecnológicos de que dispõem? Em busca da resposta a essa pergunta, fez-se uma imersão de dez dias no Colégio Portinari, de Salvador, onde leciona um professor de História que constrói suas próprias sequências multimídias.
978

Exploring pedagogies for effective teaching and learning in new multimedia environments : a comparative study of schools in Australia and the U.S.

Clarke, Olivia Dorothy, 1948- January 2003 (has links)
Abstract not available
979

Enhancing H.26x coding for visual communications - with applications in telemedicine and television

Khire, Sourabh Mohan 14 March 2013 (has links)
In a wireless and mobile communication paradigm, distribution and sharing of video content often occurs over unfriendly network environments constrained by lack of sufficient bandwidth, and prone to jitter, delay and packet losses. The research presented in this thesis proposed an assortment of application-specific optimizations designed to enable high-quality video communication over bandwidth constrained and unreliable channels. This assortment of solutions, termed herein as the Application Specific Video Coding and Delivery (ASVCD) toolkit, comprises of content and network adaptive approaches such as Region of Interest (ROI) video coding, Multiple Representation Coding (MRC), and Multiple Representation Coding of the Region of Interest (ROI + MRC). Thus, the effectiveness of ROI based video-coding in facilitating diagnostically lossless delivery of surgical videos over very low bandwidth channels was studied in this thesis. Furthermore, to facilitate error resilient video delivery over channels prone to burst losses and signal loss intervals, the MRC scheme was presented in this thesis. Finally, the thesis proposed a scheme for unequal protection of the ROI in the video by using the MRC scheme to effectively enable a distance learning application. To summarize, the ASVCD toolkit contributed in enabling high-quality video communications applications to become seamless and pervasive.
980

Unga vuxnas upplevelser av Internet Communities : En studie om hur virtuell gemenskap kan utveckla socialt kapital och lärande

Tefera, Behailu January 2011 (has links)
Syftet med denna studie var att undersöka vilka upplevelser unga vuxna har beträffande den virtuella gemenskapen på Internet communities och hur det påverkar deras hälsa och lärande. Studien grundar sig på folkhälsopedagogiskt perspektiv och bygger på en kvalitativ studie. Under genomförandet av arbetet har åtta individer deltagit i individuella intervjuer. I bakgrunden belyser jag hur den teknologiska utvecklingen förändrar det sociala samspelet i samhället. Ökande kommunikation via Internet communities har bidragit till att människor kan ha större sociala nätvärk utan fysiska hinder. Problemområdet var, att den ökande användningen av communities kan framkalla beroende som i sin tur kan ge upphov till stillasittande livsstil. Stress och brist på sömn var de symptom som har visat sig vara vanliga. I litteraturgenomgången tar jag upp betydelsen av socialt kapital, fysisk hälsa och även lärande med multimedia. I diskussionen tar jag upp vikten av socialt kapital relaterat till det virtuella samhället och på vilket sätt det kan påverka hälsa och lärande. Min konklusion av studien är att kommunikation via Internet communities blivit så pass vardagligt att det kan påverka människors hälsa och lärande, samt det även kan vara en viktig faktor för hälsa och lärande. / The purpose of this study was to examine the experiences of young adults concerning the virtual community of Internet communities and how it affects their health and learning. The study is based on public health educational perspective and was based on a qualitative study. During the execution of the study, eight individuals participated in individual interviews. In the background I illustrate how technological progress changes the social interaction in society. Increased communication through Internet community has contributed for peoples to have greater social network without physical barriers. The problem area was that the growing use of online communities can cause dependence, which in return can lead to sedentary lifestyles. Stress and lack of sleep were the symptoms that have been shown to be prevalent. In the literature review I illustrate the importance of social capital, physical health and even learning with multimedia. In the discussion I discuss the importance of social capital related to the virtual community and how it may affect health and learning. My conclusion is communication through the Internet comunities has become everyday issue and that it can affect people’s health and learning. Also that it may be an important factor for health and learning.

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