Search results for: multimedia art
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 220

Search results for: multimedia art

160 The Design and Development of Online Infertility Prevention Education in the Frame of Mayer's Multimedia Learning Theory

Authors: B. Baran, S. N. Kaptanoglu, M. Ocal, Y. Kagnici, E. Esen, E. Siyez, D. M. Siyez

Abstract:

Infertility is the fact that couples cannot have children despite 1 year of unprotected sexual life. Infertility can be considered as an important problem affecting not only sexual life but also social and psychological conditions of couples. Learning about information about preventable factors related to infertility during university years plays an important role in preventing a possible infertility case in older ages. The possibility to facilitate access to information with the internet has provided the opportunity to reach a broad audience in the diverse learning environments and educational environment. Moreover, the internet has become a basic resource for the 21st-century learners. Providing information about infertility over the internet will enable more people to reach in a short time. When studies conducted abroad about infertility are examined, interactive websites and online education programs come to the fore. In Turkey, while there is no comprehensive online education program for university students, it seems that existing studies are aimed to make more advertisements for doctors or hospitals. In this study, it was aimed to design and develop online infertility prevention education for university students. Mayer’s Multimedia Learning Theory made up the framework for the online learning environment in this study. The results of the needs analysis collected from the university students in Turkey who were selected with sampling to represent the audience for online learning contributed to the design phase. In this study, an infertility prevention online education environment designed as a 4-week education was developed by explaining the theoretical basis and needs analysis results. As a result; in the development of the online environment, different kind of visual aids that will increase teaching were used in the environment of online education according to Mayer’s principles of extraneous processing (coherence, signaling, spatial contiguity, temporal contiguity, redundancy, expectation principles), essential processing (segmenting, pre-training, modality principles) and generative processing (multimedia, personalization, voice principles). For example, the important points in reproductive systems’ expression were emphasized by visuals in order to draw learners’ attention, and the presentation of the information was also supported by the human voice. In addition, because of the limited knowledge of university students in the subject, the issue of female reproductive and male reproductive systems was taught before preventable factors related to infertility. Furthermore, 3D video and augmented reality application were developed in order to embody female and male reproductive systems. In conclusion, this study aims to develop an interactive Online Infertility Prevention Education in which university students can easily access reliable information and evaluate their own level of knowledge about the subject. It is believed that the study will also guide the researchers who want to develop online education in this area as it contains design-stage decisions of interactive online infertility prevention education for university students.

Keywords: infertility, multimedia learning theory, online education, reproductive health

Procedia PDF Downloads 170
159 Early Depression Detection for Young Adults with a Psychiatric and AI Interdisciplinary Multimodal Framework

Authors: Raymond Xu, Ashley Hua, Andrew Wang, Yuru Lin

Abstract:

During COVID-19, the depression rate has increased dramatically. Young adults are most vulnerable to the mental health effects of the pandemic. Lower-income families have a higher ratio to be diagnosed with depression than the general population, but less access to clinics. This research aims to achieve early depression detection at low cost, large scale, and high accuracy with an interdisciplinary approach by incorporating clinical practices defined by American Psychiatric Association (APA) as well as multimodal AI framework. The proposed approach detected the nine depression symptoms with Natural Language Processing sentiment analysis and a symptom-based Lexicon uniquely designed for young adults. The experiments were conducted on the multimedia survey results from adolescents and young adults and unbiased Twitter communications. The result was further aggregated with the facial emotional cues analyzed by the Convolutional Neural Network on the multimedia survey videos. Five experiments each conducted on 10k data entries reached consistent results with an average accuracy of 88.31%, higher than the existing natural language analysis models. This approach can reach 300+ million daily active Twitter users and is highly accessible by low-income populations to promote early depression detection to raise awareness in adolescents and young adults and reveal complementary cues to assist clinical depression diagnosis.

Keywords: artificial intelligence, COVID-19, depression detection, psychiatric disorder

Procedia PDF Downloads 131
158 Contemporary Art of Healing: New Generation of Shamanism Ritual

Authors: Yeaeun Jang

Abstract:

Shamanism, in general, has been steadily reinterpreted as research and art from cult, superstition, mysticism, and historical perspectives. Shamanism has existed throughout the five-thousand-year-old history of Korea, and it still actively is ongoing. It is interesting to observe how this tradition has had a profound impact on its current high-technology society. Many still ask Shamans for pieces of advice rituals for their problems to be solved. Historically, Korean shamanism has a strong connection and many similarities with Mongolian and Eastern Siberian Shamanism. 'God' is 'Nature'. 'Shaman' is a 'Mediator of communication chosen by God' and is a divine being who has entered the mysterious realm by challenging human limitations through harsh training. A shaman in ancient society used to be a leader of a group and entertainer who played various roles; king, counsellor, doctor, singer, dancer, painter, and performer. This artistic research focuses on the Shaman role as an artist with multiple mediums and reconstructing their ancient ritual into multimedia performing art that attempts to deal with traumatic memories in one’s life. This fusion style of contemporary ritual is mainly inspired by ‘Gut(굿)’, Korean Shamanism ritual. This comprehensive art needs several important elements; a shaman, a client, musicians, helpers, and the audience. It is a feast to gather people in a big circle. Nowadays, art has been divided into separate fields and developed, but before, there existed art of Synesthesia, whose boundaries were unclear that were not determined through which medium to express that abstract ideas. Multiple disciplines coexist and harmonise with each other. Studying shamanism ritual as an ancient form of performing art can create a warm, spiritual feast for everyone and remind us about ‘togetherness’.

Keywords: healing, multimedia art, performance art, shamanism, spirituality

Procedia PDF Downloads 99
157 Study on the Focus of Attention of Special Education Students in Primary School

Authors: Tung-Kuang Wu, Hsing-Pei Hsieh, Ying-Ru Meng

Abstract:

Special Education in Taiwan has been facing difficulties including shortage of teachers and lack in resources. Some students need to receive special education are thus not identified or admitted. Fortunately, information technologies can be applied to relieve some of the difficulties. For example, on-line multimedia courseware can be used to assist the learning of special education students and take pretty much workload from special education teachers. However, there may exist cognitive variations between students in special or regular educations, which suggests the design of online courseware requires different considerations. This study aims to investigate the difference in focus of attention (FOA) between special and regular education students of primary school in viewing the computer screen. The study is essential as it helps courseware developers in determining where to put learning elements that matter the most on the right position of screen. It may also assist special education specialists to better understand the subtle differences among various subtypes of learning disabilities. This study involves 76 special education students (among them, 39 are students with mental retardation, MR, and 37 are students with learning disabilities, LDs) and 42 regular education students. The participants were asked to view a computer screen showing a picture partitioned into 3 × 3 areas with each area filled with text or icon. The subjects were then instructed to mark on the prior given paper sheets, which are also partitioned into 3 × 3 grids, the areas corresponding to the pictures on the computer screen that they first set their eyes on. The data are then collected and analyzed. Major findings are listed: 1. In both text and icon scenario, significant differences exist in the first preferred FOA between special and regular education students. The first FOA for the former is mainly on area 1 (upper left area, 53.8% / 51.3% for MR / LDs students in text scenario; and 53.8% / 56.8% for MR / LDs students in icons scenario), while the latter on area 5 (middle area, 50.0% and 57.1% in text and icons scenarios). 2. The second most preferred area in text scenario for students with MR and LDs are area 2 (upper-middle, 20.5%) and 5 (middle area, 24.3%). In icons scenario, the results are similar, but lesser in percentage. 3. Students with LDs that show similar preference (either in text or icons scenarios) in FOA to regular education students tend to be of some specific sub-type of learning disabilities. For instance, students with LDs that chose area 5 (middle area, either in text or icon scenario) as their FOA are mostly ones that have reading or writing disability. Also, three (out of 13) subjects in this category, after going through the rediagnosis process, were excluded from being learning disabilities. In summary, the findings suggest when designing multimedia courseware for students with MR and LDs, the essential learning elements should be placed on area 1, 2 and 5. In addition, FOV preference may also potentially be used as an indicator for diagnosing students with LDs.

Keywords: focus of attention, learning disabilities, mental retardation, on-line multimedia courseware, special education

Procedia PDF Downloads 164
156 A Survey on E-Guide to Educational Tour Planning in Environmental Science among Standard Six Primary School Students the Ministry of Education Malaysia

Authors: A.Halim Sahelan, Mohd Halid Abu, Jamaluddin Hashim, Zulisman Maksom, Mohd Afif Md Nasir

Abstract:

This study aims to assess the students' needs for the tour planning e-guide. The study is developing on the contribution and importance of the Educational Tour Planning Guide (ETP) is a multimedia courseware as one of the effective methods in teaching and learning of environmental science among the students in primary schools of the Ministry of Education, Malaysia. It is to provide the student with knowledge and experience about tourism, environmental science activities and process. E-guide to ETP also hopes to strengthen the student understanding toward the subject learns in the tourism environmental science. In order to assess the student's needs on the e-Guide to Educational Tour Planning in Environmental Science, the study has produced a similar e-Guide to ETP in the form as a courseware to be tested during the study. The study has involved several steps in order to be completed. It is such as the formulation of the problem, the review of the literature, the formulation of the study methodology, the production of the e-Guide to ETP, field survey and finally the analyses and discussion made on the data gathered during the study. The survey has involved 100 respondents among the students in standard six primary schools in Kluang Johor. Through the findings, the study indicates that the currently tested product is acceptable among the students in learning environmental science as a guide to plan for the tour. The findings also show a slight difference between the respondents who are using the e-Guide to ETP, and those who are not on the basis of the e-Guide to ETP results. Due the important for the study, the researcher hopes to be having a fair discussion and excellence, recommendation for the development of the product of the current study. This report is written also important to provide a written reference for the future related study.

Keywords: the tour planning e-guide, the Educational Tour Planning Guide, environmental science, multimedia course ware

Procedia PDF Downloads 358
155 The Impact of Online Learning on Visual Learners

Authors: Ani Demetrashvili

Abstract:

As online learning continues to reshape the landscape of education, questions arise regarding its efficacy for diverse learning styles, particularly for visual learners. This abstract delves into the impact of online learning on visual learners, exploring how digital mediums influence their educational experience and how educational platforms can be optimized to cater to their needs. Visual learners comprise a significant portion of the student population, characterized by their preference for visual aids such as diagrams, charts, and videos to comprehend and retain information. Traditional classroom settings often struggle to accommodate these learners adequately, relying heavily on auditory and written forms of instruction. The advent of online learning presents both opportunities and challenges in addressing the needs of visual learners. Online learning platforms offer a plethora of multimedia resources, including interactive simulations, virtual labs, and video lectures, which align closely with the preferences of visual learners. These platforms have the potential to enhance engagement, comprehension, and retention by presenting information in visually stimulating formats. However, the effectiveness of online learning for visual learners hinges on various factors, including the design of learning materials, user interface, and instructional strategies. Research into the impact of online learning on visual learners encompasses a multidisciplinary approach, drawing from fields such as cognitive psychology, education, and human-computer interaction. Studies employ qualitative and quantitative methods to assess visual learners' preferences, cognitive processes, and learning outcomes in online environments. Surveys, interviews, and observational studies provide insights into learners' preferences for specific types of multimedia content and interactive features. Cognitive tasks, such as memory recall and concept mapping, shed light on the cognitive mechanisms underlying learning in digital settings. Eye-tracking studies offer valuable data on attentional patterns and information processing during online learning activities. The findings from research on the impact of online learning on visual learners have significant implications for educational practice and technology design. Educators and instructional designers can use insights from this research to create more engaging and effective learning materials for visual learners. Strategies such as incorporating visual cues, providing interactive activities, and scaffolding complex concepts with multimedia resources can enhance the learning experience for visual learners in online environments. Moreover, online learning platforms can leverage the findings to improve their user interface and features, making them more accessible and inclusive for visual learners. Customization options, adaptive learning algorithms, and personalized recommendations based on learners' preferences and performance can enhance the usability and effectiveness of online platforms for visual learners.

Keywords: online learning, visual learners, digital education, technology in learning

Procedia PDF Downloads 38
154 Implications of Learning Resource Centre in a Web Environment

Authors: Darshana Lal, Sonu Rana

Abstract:

Learning Resource Centers (LRC) are acquiring different kinds of documents like books, journals, thesis, dissertations, standard, databases etc. in print and e-form. This article deals with the different types of sources available in LRC. It also discusses the concept of the web, as a tool, as a multimedia system and the different interfaces available on the web. The reasons for establishing LRC are highlighted along with the assignments of LRC. Different features of LRC‘S like self-learning and group learning are described. It also implements a group of activities like reading, learning, educational etc. The use of LRC by students and faculties are given and concluded with the benefits.

Keywords: internet, search engine, resource centre, opac, self-learning, group learning

Procedia PDF Downloads 377
153 Developing a Toolkit of Undergraduate Nursing Student’ Desirable Characteristics (TNDC) : An application Item Response Theory

Authors: Parinyaporn Thanaboonpuang, Siridej Sujiva, Shotiga Pasiphul

Abstract:

The higher education reform that integration of nursing programmes into the higher education system. Learning outcomes represent one of the essential building blocks for transparency within higher education systems and qualifications. The purpose of this study is to develop a toolkit of undergraduate nursing student’desirable characteristics assessment on Thai Qualifications Framework for Higher education and to test psychometric property for this instrument. This toolkit seeks to improve on the Computer Multimedia test. There are three skills to be examined: Cognitive skill, Responsibility and Interpersonal Skill, and Information Technology Skill. The study was conduct in 4 phases. In Phase 1. Based on developed a measurement model and Computer Multimedia test. Phase 2 two round focus group were conducted, to determine the content validity of measurement model and the toolkit. In Phase 3, data were collected using a multistage random sampling of 1,156 senior undergraduate nursing student were recruited to test psychometric property. In Phase 4 data analysis was conducted by descriptive statistics, item analysis, inter-rater reliability, exploratory factor analysis and confirmatory factor analysis. The resulting TNDC consists of 74 items across the following four domains: Cognitive skill, Interpersonal Skill, Responsibility and Information Technology Skill. The value of Cronbach’ s alpha for the four domains were .781, 807, .831, and .865, respectively. The final model in confirmatory factor analysis fit quite well with empirical data. The TNDC was found to be appropriate, both theoretically and statistically. Due to these results, it is recommended that the toolkit could be used in future studies for Nursing Program in Thailand.

Keywords: toolkit, nursing student’ desirable characteristics, Thai qualifications framework

Procedia PDF Downloads 535
152 Constructing Digital Memory for Chinese Ancient Village: A Case on Village of Gaoqian

Authors: Linqing Ma, Huiling Feng, Jihong Liang, Yi Qian

Abstract:

In China, some villages have survived in the long history of changes and remain until today with their unique styles and featured culture developed in the past. Those ancient villages, usually aged for hundreds or thousands of years, are the mirror for traditional Chinese culture, especially the farming-studying culture represented by the Confucianism. Gaoqian, an ancient village with a population of 3,000 in Zhejiang province, is such a case. With a history dating back to Yuan Dynasty, Gaoqian Village has 13 well-preserved traditional Chinese houses with a courtyard, which were built in the Ming and Qing Dynasty. It is a fine specimen to study traditional rural China. In China, some villages have survived in the long history of changes and remain until today with their unique styles and featured culture developed in the past. Those ancient villages, usually aged for hundreds or thousands of years, are the mirror for traditional Chinese culture, especially the farming-studying culture represented by the Confucianism. Gaoqian, an ancient village with a population of 3,000 in Zhejiang province, is such a case. With a history dating back to Yuan Dynasty, Gaoqian Village has 13 well-preserved traditional Chinese houses with a courtyard, which were built in the Ming and Qing Dynasty. It is a fine specimen to study traditional rural China. Then a repository for the memory of the Village will be completed by doing arrangement and description for those multimedia resources such as texts, photos, videos and so on. Production of Creative products with digital technologies is also possible based a thorough understanding of the culture feature of Gaoqian Village using research tools for literature and history studies and a method of comparative study. Finally, the project will construct an exhibition platform for the Village and its culture by telling its stories with completed structures and treads.

Keywords: ancient villages, digital exhibition, multimedia, traditional culture

Procedia PDF Downloads 587
151 Designing and Implementing a Tourist-Guide Web Service Based on Volunteer Geographic Information Using Open-Source Technologies

Authors: Javad Sadidi, Ehsan Babaei, Hani Rezayan

Abstract:

The advent of web 2.0 gives a possibility to scale down the costs of data collection and mapping, specifically if the process is done by volunteers. Every volunteer can be thought of as a free and ubiquitous sensor to collect spatial, descriptive as well as multimedia data for tourist services. The lack of large-scale information, such as real-time climate and weather conditions, population density, and other related data, can be considered one of the important challenges in developing countries for tourists to make the best decision in terms of time and place of travel. The current research aims to design and implement a spatiotemporal web map service using volunteer-submitted data. The service acts as a tourist-guide service in which tourists can search interested places based on their requested time for travel. To design the service, three tiers of architecture, including data, logical processing, and presentation tiers, have been utilized. For implementing the service, open-source software programs, client and server-side programming languages (such as OpenLayers2, AJAX, and PHP), Geoserver as a map server, and Web Feature Service (WFS) standards have been used. The result is two distinct browser-based services, one for sending spatial, descriptive, and multimedia volunteer data and another one for tourists and local officials. Local official confirms the veracity of the volunteer-submitted information. In the tourist interface, a spatiotemporal search engine has been designed to enable tourists to find a tourist place based on province, city, and location at a specific time of interest. Implementing the tourist-guide service by this methodology causes the following: the current tourists participate in a free data collection and sharing process for future tourists, a real-time data sharing and accessing for all, avoiding a blind selection of travel destination and significantly, decreases the cost of providing such services.

Keywords: VGI, tourism, spatiotemporal, browser-based, web mapping

Procedia PDF Downloads 98
150 On Privacy-Preserving Search in the Encrypted Domain

Authors: Chun-Shien Lu

Abstract:

Privacy-preserving query has recently received considerable attention in the signal processing and multimedia community. It is also a critical step in wireless sensor network for retrieval of sensitive data. The purposes of privacy-preserving query in both the areas of signal processing and sensor network are the same, but the similarity and difference of the adopted technologies are not fully explored. In this paper, we first review the recently developed methods of privacy-preserving query, and then describe in a comprehensive manner what we can learn from the mutual of both areas.

Keywords: encryption, privacy-preserving, search, security

Procedia PDF Downloads 256
149 A Development of Producing eBooks Competency of Teachers in Chachengsao, Thailand

Authors: Boonrat Plangsorn

Abstract:

Using ebooks can make not only a meaningful learning and achievement for students, but also can help teacher effectively enhance and improve their teaching. Nowadays, teachers try to develop ebooks for their class but it does not success in some cases because they do not have clear understanding on how to design, develop, and using ebooks that align with their teaching and learning objectives. Thus, the processes of using, designing, and producing ebooks have become one of important competency for teacher because it will enhance teacher’s knowledge for ebooks production. The purposes of this research were: (1) to develop the competency of producing and using ebooks of teachers in Chachengsao and (2) to promote the using ebooks of teachers in Chachengsao. The research procedures were divided into four phases. Phase I (study components and process of the designing and development of ebooks) was an interview in which the qualitative data were collected from five experts in instructional media. Phase II (develop teachers’ competency of producing ebooks) was a workshop for 28 teachers in Chachengsao. Phase III (study teachers’ using ebooks) was an interview in which the qualitative data were collected from seven teachers. Phase IV (study teachers’ using ebooks) was an interview in which the qualitative data were collected from six teachers. The research findings were as follows: 1. The components of ebooks comprised three components: ebooks structure, multimedia, and hyperlink. The eleven processes of design ebooks for education included (1) analyze the ebooks objective, (2) analyze learner characteristics, (3) set objective, (4) set learning content, (5) learner’s motivation, (6) design and construct activity, (7) design hyperlink, (8) produce script and storyboard, (9) confirm storyboard by expert, (10) develop ebooks, and (11) evaluate ebooks. 2. The evaluation of designing and development of ebooks for teacher workshop revealed the participants’ highest satisfaction (M = 4.65). 3. The teachers’ application of ebooks were found that obstacles of producing an ebooks: Time period of producing ebooks, a readiness of school resources, and small teacher network of producing and using ebooks. The result of using ebooks was students’ motivation. 4. The teachers’ ebooks utilization through educational research network of teacher in Chachengsao revealed that the characteristic of ebooks consist of picture, multimedia, voice, music, video, and hyperlink. The application of ebooks caused students interested in the contents; enjoy learning, and enthusiastic learning.

Keywords: ebooks, producing ebooks competency, using ebooks competency, educational research network

Procedia PDF Downloads 354
148 Video Summarization: Techniques and Applications

Authors: Zaynab El Khattabi, Youness Tabii, Abdelhamid Benkaddour

Abstract:

Nowadays, huge amount of multimedia repositories make the browsing, retrieval and delivery of video contents very slow and even difficult tasks. Video summarization has been proposed to improve faster browsing of large video collections and more efficient content indexing and access. In this paper, we focus on approaches to video summarization. The video summaries can be generated in many different forms. However, two fundamentals ways to generate summaries are static and dynamic. We present different techniques for each mode in the literature and describe some features used for generating video summaries. We conclude with perspective for further research.

Keywords: video summarization, static summarization, video skimming, semantic features

Procedia PDF Downloads 400
147 Embedded Hybrid Intuition: A Deep Learning and Fuzzy Logic Approach to Collective Creation and Computational Assisted Narratives

Authors: Roberto Cabezas H

Abstract:

The current work shows the methodology developed to create narrative lighting spaces for the multimedia performance piece 'cluster: the vanished paradise.' This empirical research is focused on exploring unconventional roles for machines in subjective creative processes, by delving into the semantics of data and machine intelligence algorithms in hybrid technological, creative contexts to expand epistemic domains trough human-machine cooperation. The creative process in scenic and performing arts is guided mostly by intuition; from that idea, we developed an approach to embed collective intuition in computational creative systems, by joining the properties of Generative Adversarial Networks (GAN’s) and Fuzzy Clustering based on a semi-supervised data creation and analysis pipeline. The model makes use of GAN’s to learn from phenomenological data (data generated from experience with lighting scenography) and algorithmic design data (augmented data by procedural design methods), fuzzy logic clustering is then applied to artificially created data from GAN’s to define narrative transitions built on membership index; this process allowed for the creation of simple and complex spaces with expressive capabilities based on position and light intensity as the parameters to guide the narrative. Hybridization comes not only from the human-machine symbiosis but also on the integration of different techniques for the implementation of the aided design system. Machine intelligence tools as proposed in this work are well suited to redefine collaborative creation by learning to express and expand a conglomerate of ideas and a wide range of opinions for the creation of sensory experiences. We found in GAN’s and Fuzzy Logic an ideal tool to develop new computational models based on interaction, learning, emotion and imagination to expand the traditional algorithmic model of computation.

Keywords: fuzzy clustering, generative adversarial networks, human-machine cooperation, hybrid collective data, multimedia performance

Procedia PDF Downloads 142
146 Influence of Error Correction Codes on the Quality of Optical Broadband Connections

Authors: Mouna Hemdi, Jamel bel Hadj Tahar

Abstract:

The increasing development of multimedia applications requiring the simultaneous transport of several different services contributes to the evolution of the need for very high-speed network. In this paper, we propose an effective solution to achieve the very high speed while retaining elements of the optical transmission channel. So our study focuses on error correcting codes that aim for quality improvement on duty. We present a comparison of the quality of service for single channels and integrating the code BCH, RS and LDPC in order to find the best code in the different conditions of the transmission.

Keywords: code error correction, high speed broadband, optical transmission, information systems security

Procedia PDF Downloads 393
145 Visualization of Chinese Genealogies with Digital Technology: A Case of Genealogy of Wu Clan in the Village of Gaoqian

Authors: Huiling Feng, Jihong Liang, Xiaodong Gong, Yongjun Xu

Abstract:

Recording history is a tradition in ancient China. A record of a dynasty makes a dynastic history; a record of a locality makes a chorography, and a record of a clan makes a genealogy – the three combined together depicts a complete national history of China both macroscopically and microscopically, with genealogy serving as the foundation. Genealogy in ancient China traces back to a family tree or pedigrees in the early and medieval historical times. After Song Dynasty, the civilian society gradually emerged, and the Emperor had to allow people from the same clan to live together and hold the ancestor worship activities, thence compilation of genealogy became popular in the society. Since then, genealogies, regarded as important as ancestor and religious temples in a traditional villages even today, have played a primary role in identification of a clan and maintain local social order. Chinese genealogies are rich in their documentary materials. Take the Genealogy of Wu Clan in Gaoqian as an example. Gaoqian is a small village in Xianju County of Zhejiang Province. The Genealogy of Wu Clan in Gaoqian is composed of a whole set of materials from Foreword to Family Trees, Family Rules, Family Rituals, Family Graces and Glories, Ode to An ancestor’s Portrait, Manual for the Ancestor Temple, documents for great men in the clan, works written by learned men in the clan, the contracts concerning landed property, even notes on tombs and so on. Literally speaking, the genealogy, with detailed information from every aspect recorded in stylistic rules, is indeed the carrier of the entire culture of a clan. However, due to their scarcity in number and difficulties in reading, genealogies seldom fall into the horizons of common people. This paper, focusing on the case of the Genealogy of Wu Clan in the Village of Gaoqian, intends to reproduce a digital Genealogy by use of ICTs, through an in-depth interpretation of the literature and field investigation in Gaoqian Village. Based on this, the paper goes further to explore the general methods in transferring physical genealogies to digital ones and ways in visualizing the clanism culture embedded in the genealogies with a combination of digital technologies such as software in family trees, multimedia narratives, animation design, GIS application and e-book creators.

Keywords: clanism culture, multimedia narratives, genealogy of Wu Clan, GIS

Procedia PDF Downloads 221
144 Design, Development and Evaluation of a Portable Recording System to Capture Dynamic Presentations using the Teacher´s Tablet PC

Authors: Enrique Barra, Abel Carril, Aldo Gordillo, Joaquin Salvachua, Juan Quemada

Abstract:

Computers and multimedia equipment have improved a lot in the last years. They have reduced costs and size while at the same time has increased their capabilities. These improvements allowed us to design and implement a portable recording system that also integrates the teacher´s tablet PC to capture what he/she writes on the slides and all that happens in it. This paper explains this system in detail and the validation of the recordings that we did after using it to record all the lectures of a course in our university called “Communications Software”. The results show that pupils used the recordings for different purposes and consider them useful for a variety of things, especially after missing a lecture.

Keywords: recording system, capture dynamic presentations, lecture recording

Procedia PDF Downloads 366
143 Technological Affordances: Guidelines for E-Learning Design

Authors: Clement Chimezie Aladi, Itamar Shabtai

Abstract:

A review of the literature in the last few years reveals that little attention has been paid to technological affordances in e-learning designs. However, affordances are key to engaging students and enabling teachers to actualize learning goals. E-learning systems (software and artifacts) need to be designed in such a way that the features facilitate perceptions of the affordances with minimal cognition. This study aimed to fill this gap in the literature and encourage further research in this area. It provides guidelines for facilitating the perception of affordances in e-learning design and advances Technology Affordance and Constraints Theory by incorporating the affordance-based design process, the principles of multimedia learning, e-learning design philosophy, and emotional and cognitive affordances.

Keywords: e-learning, technology affrodances, affordance based design, e-learning design

Procedia PDF Downloads 61
142 Interactive Multiple Functions User Interface

Authors: Manjit Singh Sidhu, Waleed Maqableh, Jee Geak Ying

Abstract:

Tangible user interfaces (TUI) that employ markers in the augmented reality (AR) environment has hampered the interactivity between the user and the software application. This is because the user lacks focus on visualizing the contents due to the interaction mechanisms whereby multiple markers may need to be used to perform a particular function. In this research, we have designed a novel TUI user interface where multiple functions could be triggered similar to a natural keyboard thus allowing user to focus more on its digital contents such as 2D/3D, text input, animation and sound. Test results of the user interface with potential users and HCI experts revealed that the multiple functions user interface was new, preferred and appreciated more as opposed to marker based user interface.

Keywords: multimedia, augmented reality, engineering, user interface, visualization

Procedia PDF Downloads 448
141 The Practice and Research of Computer-Aided Language Learning in China

Authors: Huang Yajing

Abstract:

Context: Computer-aided language learning (CALL) in China has undergone significant development over the past few decades, with distinct stages marking its evolution. This paper aims to provide a comprehensive review of the practice and research in this field in China, tracing its journey from the early stages of audio-visual education to the current multimedia network integration stage. Research Aim: The study aims to analyze the historical progression of CALL in China, identify key developments in the field, and provide recommendations for enhancing CALL practices in the future. Methodology: The research employs document analysis and literature review to synthesize existing knowledge on CALL in China, drawing on a range of sources to construct a detailed overview of the evolution of CALL practices and research in the country. Findings: The review highlights the significant advancements in CALL in China, showcasing the transition from traditional audio-visual educational approaches to the current integrated multimedia network stage. The study identifies key milestones, technological advancements, and theoretical influences that have shaped CALL practices in China. Theoretical Importance: The evolution of CALL in China reflects not only technological progress but also shifts in educational paradigms and theories. The study underscores the significance of cognitive psychology as a theoretical underpinning for CALL practices, emphasizing the learner's active role in the learning process. Data Collection and Analysis Procedures: Data collection involved extensive review and analysis of documents and literature related to CALL in China. The analysis was carried out systematically to identify trends, developments, and challenges in the field. Questions Addressed: The study addresses the historical development of CALL in China, the impact of technological advancements on teaching practices, the role of cognitive psychology in shaping CALL methodologies, and the future outlook for CALL in the country. Conclusion: The review provides a comprehensive overview of the evolution of CALL in China, highlighting key stages of development and emerging trends. The study concludes by offering recommendations to further enhance CALL practices in the Chinese context.

Keywords: English education, educational technology, computer-aided language teaching, applied linguistics

Procedia PDF Downloads 55
140 Urdu Text Extraction Method from Images

Authors: Samabia Tehsin, Sumaira Kausar

Abstract:

Due to the vast increase in the multimedia data in recent years, efficient and robust retrieval techniques are needed to retrieve and index images/ videos. Text embedded in the images can serve as the strong retrieval tool for images. This is the reason that text extraction is an area of research with increasing attention. English text extraction is the focus of many researchers but very less work has been done on other languages like Urdu. This paper is focusing on Urdu text extraction from video frames. This paper presents a text detection feature set, which has the ability to deal up with most of the problems connected with the text extraction process. To test the validity of the method, it is tested on Urdu news dataset, which gives promising results.

Keywords: caption text, content-based image retrieval, document analysis, text extraction

Procedia PDF Downloads 516
139 Comparative Study of Scheduling Algorithms for LTE Networks

Authors: Samia Dardouri, Ridha Bouallegue

Abstract:

Scheduling is the process of dynamically allocating physical resources to User Equipment (UE) based on scheduling algorithms implemented at the LTE base station. Various algorithms have been proposed by network researchers as the implementation of scheduling algorithm which represents an open issue in Long Term Evolution (LTE) standard. This paper makes an attempt to study and compare the performance of PF, MLWDF and EXP/PF scheduling algorithms. The evaluation is considered for a single cell with interference scenario for different flows such as Best effort, Video and VoIP in a pedestrian and vehicular environment using the LTE-Sim network simulator. The comparative study is conducted in terms of system throughput, fairness index, delay, packet loss ratio (PLR) and total cell spectral efficiency.

Keywords: LTE, multimedia flows, scheduling algorithms, mobile computing

Procedia PDF Downloads 383
138 Secured Transmission and Reserving Space in Images Before Encryption to Embed Data

Authors: G. R. Navaneesh, E. Nagarajan, C. H. Rajam Raju

Abstract:

Nowadays the multimedia data are used to store some secure information. All previous methods allocate a space in image for data embedding purpose after encryption. In this paper, we propose a novel method by reserving space in image with a boundary surrounded before encryption with a traditional RDH algorithm, which makes it easy for the data hider to reversibly embed data in the encrypted images. The proposed method can achieve real time performance, that is, data extraction and image recovery are free of any error. A secure transmission process is also discussed in this paper, which improves the efficiency by ten times compared to other processes as discussed.

Keywords: secure communication, reserving room before encryption, least significant bits, image encryption, reversible data hiding

Procedia PDF Downloads 412
137 Learning Compression Techniques on Smart Phone

Authors: Farouk Lawan Gambo, Hamada Mohammad

Abstract:

Data compression shrinks files into fewer bits than their original presentation. It has more advantage on the internet because the smaller a file, the faster it can be transferred but learning most of the concepts in data compression are abstract in nature, therefore, making them difficult to digest by some students (engineers in particular). This paper studies the learning preference of engineering students who tend to have strong, active, sensing, visual and sequential learning preferences, the paper also studies the three shift of technology-aided that learning has experienced, which mobile learning has been considered to be the feature of learning that will integrate other form of the education process. Lastly, we propose a design and implementation of mobile learning application using software engineering methodology that will enhance the traditional teaching and learning of data compression techniques.

Keywords: data compression, learning preference, mobile learning, multimedia

Procedia PDF Downloads 447
136 Affirming Students’ Attention and Perceptions on Prezi Presentation via Eye Tracking System

Authors: Mona Masood, Norshazlina Shaik Othman

Abstract:

The purpose of this study was to investigate graduate students’ visual attention and perceptions of a Prezi presentation. Ten post-graduate master students were presented with a Prezi presentation at the Centre for Instructional Technology and Multimedia, Universiti Sains Malaysia (USM). The eye movement indicators such as dwell time, average fixation on the areas of interests, heat maps and focus maps were abstracted to indicate the students’ visual attention. Descriptive statistics was employed to analyze the students’ perception of the Prezi presentation in terms of text, slide design, images, layout and overall presentation. The result revealed that the students paid more attention to the text followed by the images and sub heading presented through the Prezi presentation.

Keywords: eye tracking, Prezi, visual attention, visual perception

Procedia PDF Downloads 441
135 Towards an Analysis of Rhetoric of Digital Arabic Discourse

Authors: Gameel Abdelmageed

Abstract:

Arabs have a rhetorical heritage which has greatly contributed to the monitoring and analyzing of the rhetoric of the Holy Quran, Hadith, and Arabic texts on poetry and oratory. But Arab scholars - as far as the researcher knows – have not contributed to monitoring and analyzing the rhetoric of digital Arabic discourse although it has prominence, particularly in social media and has strong effectiveness in the political and social life of Arab society. This discourse has made its impact by using very new rhetorical techniques in language, voice, image, painting and video clips which are known as “Multimedia” and belong to “Digital Rhetoric”. This study suggests that it is time to draw the attention of Arab scholars and invite them to monitor and analyze the rhetoric of digital Arabic discourse.

Keywords: digital discourse, digital rhetoric, Facebook, social media

Procedia PDF Downloads 371
134 Development of a Catalogs System for Augmented Reality Applications

Authors: J. Ierache, N. A. Mangiarua, S. A. Bevacqua, N. N. Verdicchio, M. E. Becerra, D. R. Sanz, M. E. Sena, F. M. Ortiz, N. D. Duarte, S. Igarza

Abstract:

Augmented Reality is a technology that involves the overlay of virtual content, which is context or environment sensitive, on images of the physical world in real time. This paper presents the development of a catalog system that facilitates and allows the creation, publishing, management and exploitation of augmented multimedia contents and Augmented Reality applications, creating an own space for anyone that wants to provide information to real objects in order to edit and share it then online with others. These spaces would be built for different domains without the initial need of expert users. Its operation focuses on the context of Web 2.0 or Social Web, with its various applications, developing contents to enrich the real context in which human beings act permitting the evolution of catalog’s contents in an emerging way.

Keywords: augmented reality, catalog system, computer graphics, mobile application

Procedia PDF Downloads 352
133 Forensic Challenges in Source Device Identification for Digital Videos

Authors: Mustapha Aminu Bagiwa, Ainuddin Wahid Abdul Wahab, Mohd Yamani Idna Idris, Suleman Khan

Abstract:

Video source device identification has become a problem of concern in numerous domains especially in multimedia security and digital investigation. This is because videos are now used as evidence in legal proceedings. Source device identification aim at identifying the source of digital devices using the content they produced. However, due to affordable processing tools and the influx in digital content generating devices, source device identification is still a major problem within the digital forensic community. In this paper, we discuss source device identification for digital videos by identifying techniques that were proposed in the literature for model or specific device identification. This is aimed at identifying salient open challenges for future research.

Keywords: video forgery, source camcorder, device identification, forgery detection

Procedia PDF Downloads 631
132 A Step Towards Automating the Synthesis of a Scene Script

Authors: Americo Pereira, Ricardo Carvalho, Pedro Carvalho, Luis Corte-Real

Abstract:

Generating 3D content is a task mostly done by hand. It requires specific knowledge not only on how to use the tools for the task but also on the fundamentals of a 3D environment. In this work, we show that automatic generation of content can be achieved, from a scene script, by leveraging existing tools so that non-experts can easily engage in a 3D content generation without requiring vast amounts of time in exploring and learning how to use specific tools. This proposal carries several benefits, including flexible scene synthesis with different levels of detail. Our preliminary results show that the automatically generated content is comparable to the content generated by users with low experience in 3D modeling while vastly reducing the amount of time required for the generation and adds support to implement flexible scenarios for visual scene visualization.

Keywords: 3D virtualization, multimedia, scene script, synthesis

Procedia PDF Downloads 266
131 Location3: A Location Scouting Platform for the Support of Film and Multimedia Industries

Authors: Dimitrios Tzilopoulos, Panagiotis Symeonidis, Michael Loufakis, Dimosthenis Ioannidis, Dimitrios Tzovaras

Abstract:

The domestic film industry in Greece has traditionally relied heavily on state support. While film productions are crucial for the country's economy, it has not fully capitalized on attracting and promoting foreign productions. The lack of motivation, organized state support for attraction and licensing, and the absence of location scouting have hindered its potential. Although recent legislative changes have addressed the first two of these issues, the development of a comprehensive location database and a search engine that would effectively support location scouting at the pre-production location scouting is still in its early stages. In addition to the expected benefits of the film, television, marketing, and multimedia industries, a location-scouting service platform has the potential to yield significant financial gains locally and nationally. By promoting featured places like cultural and archaeological sites, natural monuments, and attraction points for visitors, it plays a vital role in both cultural promotion and facilitating tourism development. This study introduces LOCATION3, an internet platform revolutionizing film production location management. It interconnects location providers, film crews, and multimedia stakeholders, offering a comprehensive environment for seamless collaboration. The platform's central geodatabase (PostgreSQL) stores each location’s attributes, while web technologies like HTML, JavaScript, CSS, React.js, and Redux power the user-friendly interface. Advanced functionalities, utilizing deep learning models, developed in Python, are integrated via Node.js. Visual data presentation is achieved using the JS Leaflet library, delivering an interactive map experience. LOCATION3 sets a new standard, offering a range of essential features to enhance the management of film production locations. Firstly, it empowers users to effortlessly upload audiovisual material enriched with geospatial and temporal data, such as location coordinates, photographs, videos, 360-degree panoramas, and 3D location models. With the help of cutting-edge deep learning algorithms, the application automatically tags these materials, while users can also manually tag them. Moreover, the application allows users to record locations directly through its user-friendly mobile application. Users can then embark on seamless location searches, employing spatial or descriptive criteria. This intelligent search functionality considers a combination of relevant tags, dominant colors, architectural characteristics, emotional associations, and unique location traits. One of the application's standout features is the ability to explore locations by their visual similarity to other materials, facilitated by a reverse image search. Also, the interactive map serves as both a dynamic display for locations and a versatile filter, adapting to the user's preferences and effortlessly enhancing location searches. To further streamline the process, the application facilitates the creation of location lightboxes, enabling users to efficiently organize and share their content via email. Going above and beyond location management, the platform also provides invaluable liaison, matchmaking, and online marketplace services. This powerful functionality bridges the gap between visual and three-dimensional geospatial material providers, local agencies, film companies, production companies, etc. so that those interested in a specific location can access additional material beyond what is stored on the platform, as well as access production services supporting the functioning and completion of productions in a location (equipment provision, transportation, catering, accommodation, etc.).

Keywords: deep learning models, film industry, geospatial data management, location scouting

Procedia PDF Downloads 71