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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.
51

STorM: um modelo de autoria hipermídia para out-of-home media

Freesz Júnior, Marco Aurélio 25 August 2017 (has links)
Submitted by Renata Lopes (renatasil82@gmail.com) on 2017-10-16T09:53:54Z No. of bitstreams: 0 / Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2017-10-16T13:57:46Z (GMT) No. of bitstreams: 0 / Made available in DSpace on 2017-10-16T13:57:46Z (GMT). No. of bitstreams: 0 Previous issue date: 2017-08-25 / Em meio à diversidade de veículos de comunicação atuais, as mídias Out-of-Home vêm desempenhando um papel de destaque tanto em espaços públicos quanto privados, ao permitir a difusão de informações de cunho coletivo a um grande número de pessoas. No que diz respeito à autoria de conteúdos multimídia nesse meio, grande parte do ferramental existente ou faz uso de linguagens de domínios distintos, ou faz uso de abstrações gráficas que facilitam a autoria, porém, utilizam-se de linguagens para representação hiper/multimídia com conceitos distantes aos utilizados nessas abstrações. Portanto, a representação desses documentos se torna complexa, fazendo uso ainda de linguagens de scripts que são ilegíveis aos autores não-programadores e de difícil extração automatizada de informações. Com o foco nessa etapa, este trabalho elabora um modelo conceitual hipermídia com entidades de alto nível de abstração que busca se aproximar dos conceitos encontrados na indústria audiovisual, tais como cenas, trilhas e mídias. A partir desse modelo é criada uma linguagem declarativa em XML, utilizada para representar o conteúdo multimídia e, como consequência, permitir sua autoria textual. Essa linguagem procura tratar questões relativas às disposições espaciais, sincronização dos objetos de mídias, adaptação de conteúdos, além da interatividade e algumas de suas múltiplas modalidades de interação, como gestos e voz. Como resultado, alguns casos de uso são tratados por meio da criação de conteúdos DOOH utilizando-se da linguagem multimídia proposta e, em seguida, uma execução em um player de prova de conceito é realizada. Além disso, o trabalho propõe um pré-processamento específico, aplicado a cada instância do modelo, com o objetivo de otimizar a transmissão do conteúdo em arquiteturas broadcast e multicast, como IPTV. Esse pré-processamento aborda a renderização sucessiva de partes determinísticas da instância, de modo a facilitar o sincronismo do conteúdo entre terminais, reduzir a carga de processamento nestes e reduzir o uso de recursos da rede. / Among the variety of current social communication vehicles, Digital Out-of Home (DOOH) media have been playing a remarkable role in both public and private spaces, by allowing for the rapid dissemination of collective information to a large number of people. Regarding multimedia content authoring for this vehicle, much of the existing toolkits either makes use of languages from other domains or makes use of graphic abstractions that ease the authoring process, but making use of hyper/multimedia representation languages with distant concepts to those used in these abstractions. Therefore, document representation becomes complex, sometimes makes use of scripting languages, and therefore is illegible by authors and even difficult for automated information extraction. Focusing on this step, this paper develops a conceptual hypermedia model with high-level entities of abstraction which seek to approach the concepts found in the audiovisual industry, such as scenes, tracks and media. From that model a XML declarative language is created, used to represent the multimedia content and, as a result, allow its textual authorship. This language seeks to deal with matters relating to spatial arrangements, synchronizing media objects, content adaptation, in addition to the interactivity and some of its multiple modalities of interaction, gesture and voice. As a result, some use cases are handled by creating DOOH content using the proposed multimedia language, and then an execution in a proof-of-concept player is performed. In addition, this paper proposes an improvement applied to the STorML instance with the aim to optimize the transmission of content in broadcast and multicast architectures, such as IPTV. This improvement covers subsequent rendering of deterministic parts of the instance to facilitate content timing between terminals, reducing the processing in the terminals and decreasing the use of network resources.
52

[pt] SUPORTE A TEMPLATES WEB NO PLAYER NCL / [en] WEB TEMPLATES SUPPORT IN NCL PLAYER

BRUNO XAVIER LEITÃO 11 May 2020 (has links)
[pt] O middleware Ginga e a linguagem NCL são padrões para autoria de aplicações multimídia para TV Digital. Alguns estudos concluiram que a linguagem NCL apresenta um alto grau de verbosidade. Tal fator aumenta a possibilidade do autor da aplicação escrever um código errado. Uma maneira para reduzir tais chances de erro consiste em reusar elementos que se repetem na estrutura do código. Na literatura, dentro do campo de multimídia, é comum usar templates pra tal finalidade. Templates descrevem famílias de documentos com estrutura lógica em comum. No contexto da web é comum a utilização de templates na criação de páginas HTML. Nesse caso, os templates podem ser executados tanto no lado cliente como no lado servidor. A proposta desse trabalho é trazer linguagens de template web e suas ferramentas de execução (engines) para o universo da TV Digital. A execução rodando no cliente (Ginga) permite a seus desenvolvedores fornecerem applicação baseadas em templates com conteúdo adaptável. / [en] Ginga middleware and NCL language are standards for multimedia applications authoring for Digital TV. Some studies have indicated that NCL language is highly verbose. Such a factor increases the possibility of coding errors introduced by application authors. These mistakes can be reduced by reusing repeated elements on the code. In the multimedia field, is common to use templates to achieve such a goal. Templates describe a family of logically structured documents. Template language insertion ends up reducing the number of lines of codes written and thus make the final document less error-prone. On the web, the scenario is common the template usage in HTML development. In this scenario, developers commonly use specific templates engines that can even run on the client-side, such as Jinja2 and Mustache. This work aims at bringing web templates support for the NCL development. By running on the client i.e., Ginga, developers can provide adaptable template-based content to developed applications.
53

Augmented conversation and cognitive apprenticeship metamodel based intelligent learning activity builder system

Adenowo, 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.
54

'Implicit creation' : non-programmer conceptual models for authoring in interactive digital storytelling

Spierling, Ulrike Martina January 2012 (has links)
Interactive Digital Storytelling (IDS) constitutes a research field that emerged from several areas of art, creation and computer science. It inquires technologies and possible artefacts that allow ‘highly-interactive’ experiences of digital worlds with compelling stories. However, the situation for story creators approaching ‘highly-interactive’ storytelling is complex. There is a gap between the available technology, which requires programming and prior knowledge in Artificial Intelligence, and established models of storytelling, which are too linear to have the potential to be highly interactive. This thesis reports on research that lays the ground for bridging this gap, leading to novel creation philosophies in future work. A design research process has been pursued, which centred on the suggestion of conceptual models, explaining a) process structures of interdisciplinary development, b) interactive story structures including the user of the interactive story system, and c) the positioning of human authors within semi-automated creative processes. By means of ‘implicit creation’, storytelling and modelling of simulated worlds are reconciled. The conceptual models are informed by exhaustive literature review in established neighbouring disciplines. These are a) creative principles in different storytelling domains, such as screenwriting, video game writing, role playing and improvisational theatre, b) narratological studies of story grammars and structures, and c) principles of designing interactive systems, in the areas of basic HCI design and models, discourse analysis in conversational systems, as well as game- and simulation design. In a case study of artefact building, the initial models have been put into practice, evaluated and extended. These artefacts are a) a conceived authoring tool (‘Scenejo’) for the creation of digital conversational stories, and b) the development of a serious game (‘The Killer Phrase Game’) as an application development. The study demonstrates how starting out from linear storytelling, iterative steps of ‘implicit creation’ can lead to more variability and interactivity in the designed interactive story. In the concrete case, the steps included abstraction of dialogues into conditional actions, and creating a dynamic world model of the conversation. This process and artefact can be used as a model illustrating non-programmer approaches to ‘implicit creation’ in a learning process. Research demonstrates that the field of Interactive Digital Storytelling still has to be further advanced until general creative principles can be fully established, which is a long-term endeavour, dependent upon environmental factors. It also requires further technological developments. The gap is not yet closed, but it can be better explained. The research results build groundwork for education of prospective authors. Concluding the thesis, IDS-specific creative principles have been proposed for evaluation in future work.
55

An intensional tool applied in French language educational software

Li, Honglian. 10 April 2008 (has links)
In this thesis the author presents a Web-based French language educational software system, French e-Flash Card (FFC), programmed using Intensional Markup Language (IML). The FFC site is, in some ways, a typical logic-based web application, which consists of a knowledge base of French grammar rules, a logic engine and a web based user interface. The FFC site is both interactive and dynamic, and incorporates Artificial Intelligence for French grammar. These special features, which distinguish FFC from most conventional language educational applications, are made possible by the intensional programming tool, IML, which allows rule-based markup in an intensional logic. The IML source files define whole families of pages indexed by parameters which specify, for instance, the particular subject matter, the degree of difficulty, and even the vocabulary choices and agreement constraints used to generate sample French sentences. This thesis describes the French e-Flash Card site, provides an overview of IML and defines a design approach for intensional programming which should enable web authors to find practical and systematic ways to program using intensional tools.
56

The Use of Re-authoring to Reconcile Fundamentalist Religious Beliefs with Sexual Orientation: A Narrative Study

Parker, Karen 15 December 2012 (has links)
A narrative qualitative research design was used to understand the journeys of three lesbians with Oneness Pentecostal backgrounds who have reconciled their religious beliefs with their sexual orientation. Three participants were selected who met the following criteria: (a) the participant is a lesbian female who (b) grew up in a Oneness Pentecostal church and (c) has reconciled being a lesbian with her religious beliefs, and who is (d) willing to discuss her outing process. These participants were interviewed. The interview questions were submitted to participants prior to the scheduled interviews. The interviews began with an open-ended inquiry. In answer to the research question, the three participants’ stories revealed that reconciliation journeys are unique and complicated. The motivation to embark on a journey of reconciliation of religious beliefs with sexual orientation stemmed from the participants’ same-sex attractions. Further motivators for the participants to explore and reconstruct religious beliefs were feelings of shame and guilt. The participants arrived at a place where they could no longer deny their feelings. As I read the participants’ stories, I analyzed the stories by utilizing the narrative therapy term of “re-authoring.” I found that the three unifying aspects of re-authoring in the participants’ stories were re-authoring religious beliefs, re-authoring definitions of family and re-authoring self. .
57

[en] COMPOSER: NON-REQUIREMENTS ASPECTS IN AN AUTHORING ENVIRONMENT TO NCL APPLICATIONS / [pt] COMPOSER: ASPECTOS NÃO-FUNCIONAIS EM UM AMBIENTE DE AUTORIA PARA APLICAÇÕES NCL

BRUNO SEABRA NOGUEIRA MENDONÇA LIMA 21 October 2011 (has links)
[pt] A cadeia de trabalho presente na criação, desenvolvimento e transmissão de conteúdo hipermídia compreende vários atores, ambientes e equipamentos, desde o criador do conteúdo, passando pelo programador da aplicação até o operador do serviço de transmissão. Estando cada um desses atores imersos em diferentes ambientes de trabalho, e com papéis específicos na criação e edição do conteúdo a ser entregue ao usuário final. Nos dias de hoje, até mesmo os usuários finais, no caso da TV os telespectadores, estão exigindo ferramentas que possam enriquecer o seu conteúdo local. Uma única ferramenta de autoria não é capaz de atender esses diferentes atores e requisitos. Atualmente, existem ferramentas de autoria focadas em satisfazer uma pequena parte desses atores. Mas, essa pequena parte não é satisfeita em sua plenitude, visto que tais ferramentas foram construídas, muita das vezes, com base apenas em requisitos funcionais. Este trabalho discorre sobre a importância de aspectos não-funcionais no desenvolvimento de novas ferramentas de autoria hipermídia. É proposta uma arquitetura que habilita ferramentas a atingir os requisitos específicos de cada ator no processo de criação de conteúdo hipermídia. Essa arquitetura é sustentada sobre extensibilidade, adaptabilidade, performance e escalabilidade. Visando testar a proposta deste trabalho foi desenvolvida uma ferramenta de autoria para aplicações NCL (Nested Context Language) que tem como base a arquitetura proposta. NCL foi escolhida por ser a linguagem padrão para o sistema declarativo (Ginga-NCL) de TV Digital Terrestre ISDB-TB e recomendação ITU-T para serviços IPTV. NCL permite a autoria de documentos hipermídia por meio de uma abordagem simples e expressiva. / [en] The chain of work present in the creation, development and transmission of hypermedia content includes several actors, environments and equipment, from the content creator, passing by the application developer all the way to the operator of the transmission service. Each of these actors is immersed in different work environments and has specific roles in the creation and editing of content being delivered to the final user. Nowadays, even final users are demanding tools that can enrich their content. A single authoring tool cannot meet these requirements and different actors. Currently, there are authoring tools focused on satisfying a small subset of these actors. But even this small part is not fully satisfied, since these tools were built, most of the times, based only on functional requirements. This work discusses the importance of non-functional aspects in the development of new hypermedia authoring tools. This dissertation proposes an architecture that enables tools to meet the specific requirements of each actor in the process of creating hypermedia content. This architecture relies on extensibility, adaptability, performance and scalability. In order to test the proposal of this work we have developed an authoring tool for applications NCL (Nested Context Language) that is based on the proposed architecture. NCL was chosen because it is the standard language for the declarative system (Ginga-NCL) part of the Terrestrial Digital TV of Brazil ISDB-TB and ITU-T IPTV services. NCL allows the authoring of hypermedia documents in a simple and expressive form.
58

[en] COMPOSER: AN AUTHORING TOOL OF NCL DOCUMENTS FOR INTERACTIVE DIGITAL TV / [pt] COMPOSER: UM AMBIENTE DE AUTORIA DE DOCUMENTOS NCL PARA TV DIGITAL INTERATIVA

RODRIGO LAIOLA GUIMARAES 28 September 2007 (has links)
[pt] Com o advento da adoção de um padrão de TV digital interativa pelo Brasil, tem crescido o interesse pela análise das possíveis alternativas nas mais diversas áreas que compõem um sistema de TV digital. No caso do Brasil, NCL é a linguagem declarativa adotada para modelagem de aplicações interativas no Sistema Brasileiro de TV Digital Terrestre (ISDTV-T - International System for Digital TV). Nesse contexto, este trabalho apresenta a ferramenta Composer, um ambiente de autoria voltado para a criação de programas NCL para TV digital interativa. Da mesma forma como no editor HyperProp, no qual é baseado, no Composer as abstrações são definidas nos diversos tipos de visões que permitem simular um tipo específico de edição (estrutural, temporal, leiaute e textual). Essas visões funcionam de maneira sincronizada, a fim de oferecer um ambiente integrado de autoria. Além de ter sua interface gráfica e funcional remodelada, principalmente a visão temporal, problemas de representação e edição de objetos de mídia, relacionamentos de sincronismo entre objetos, dentre eles os relacionamentos interativos, e edição ao vivo são tratados. Em resumo, o sistema proposto visa facilitar e agilizar a criação de aplicações voltadas para TV digital abstraindo do autor toda, ou pelo menos parte da complexidade de se programar em NCL através desse ambiente de autoria. / [en] With the advent of adoption of an interactive digital TV standard by the Brazilian government, the interest for the analysis of possible alternatives in several areas that compose a digital TV system has increased. In the case of Brazil, NCL is the declarative language adopted for modeling interactive applications in the Brazilian Terrestrial Digital TV System (ISDTV-T - International System for Digital TV). In that context, this work presents Composer, an authoring tool to create NCL documents for interactive digital TV. In the same way that in the HyperProp editor, in which it is based, in Composer the abstractions are defined using views that allow to simulate a specific type of edition (structural, temporal, layout and textual). Those visions work in a synchronized way, in order to offer an integrated authoring tool. Besides having the user and the functional interface remodeled, mainly its temporal view, problems of representation and edition of media objects, relationship problems, amongst then the interactive relationships, and live edition are treated. In summary, the proposed system tries to make easier the creation of documents for digital TV abstracting from the author all, or at least some complexity of programming in NCL using this authoring tool.
59

[en] INTEGRATION OF GRAPHICAL AND DECLARATIVE TOOLS FOR AUTHORING SYSTEM ARCHITECTURES BASED ON COMPOSITE GRAPHS / [pt] INTEGRAÇÃO DE FERRAMENTAS GRÁFICAS E DECLARATIVAS NA AUTORIA DE ARQUITETURAS MODELADAS ATRAVÉS DE GRAFOS COMPOSTOS

ROGERIO MIGUEL COELHO 04 February 2005 (has links)
[pt] Este trabalho descreve um conjunto de ferramentas para auxiliar na construção de aplicativos para autoria de arquiteturas de sistemas baseadas em grafos compostos. As ferramentas são divididas em quatro visões de grafos compostos: uma visão gráfica estrutural, uma visão gráfica temporal, uma visão gráfica espacial e uma visão textual. As quatro visões funcionam de maneira sincronizada, a fim de oferecer um ambiente integrado de autoria. As visões são providas de mecanismos de filtragem para auxiliar na especificação de arquiteturas mais complexas. As ferramentas desenvolvidas foram diretamente aplicadas ao domínio de autoria de documentos hipermídia, mas podem ser utilizadas em outros domínios, como na definição de arquiteturas de sistemas de software, ferramentas de especificação formal, projeto de workflows, entre outros. / [en] This work presents a set of tools to help the implementation of applications for authoring system architectures based on composite graphs. The tools are divided in four graph views: structural, temporal, spatial, and declarative. The views are synchronized in order to offer an integrated authoring environment. Moreover, the views include filtering mechanisms to simplify the specification of more complex architectures. The tools were specialized to hypermedia authoring, but they can be used in other domains, such as software architecture specifications, formal specification tools, workflow projects, etc.
60

Navegar é preciso - Jornalismo, autoria e colaboração / Navegar é preciso - Jornalismo, autoria e colaboração

Blasques, Márcia Aparecida Silva 05 May 2010 (has links)
Com o advento da internet e, principalmente, com o surgimento e crescimento das ferramentas da web 2.0, marcadas pela possibilidade de cooperação e compartilhamento, novos desafios são colocados no cotidiano da prática jornalística. Entre eles está o papel do repórter como autor e mediador social. Nesta tese, tento encontrar pistas que levem a perceber o lugar do jornalista-autor nos meios colaborativos em especial blogs e wikis , considerando aspectos como a criação de comunidades, a função-autor e a capacidade do mediador social de garantir a polifonia e a polissemia nas narrativas da contemporaneidade que produz. / With the emergence and growth of the tools of Web 2.0, with possibility of cooperation and sharing, new challenges are placed in daily journalistic practice. Among them is its role as author and social mediator. In this thesis, Im looking for clues to find the place of the journalistauthor in collaborative media especially blogs and wikis considering issues as creation of communities, the author-function and capacity of social mediator to ensure polyphony polysemy at the narratives of contemporary.

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