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Interactive multimedia

Xem 1-20 trên 58 kết quả Interactive multimedia
  • Ebook InDesign CS5 for Windows and Macintosh - Visual QuickStart Guide: Part 2 includes contents: Chapter 9 text effects; chapter 10 pages and books; chapter 11 layers; chapter 12 libraries and snippets; chapter 13 tabs and tables; chapter 14 automating your work; chapter 15 styles; chapter 16 typography; chapter 17 color management; chapter 18 interactive and multimedia; chapter 19 output; chapter 20 exporting; chapter 21 customizing.

    pdf329p longtimenosee02 03-01-2024 3 3   Download

  • The aim of this research is to add to knowledge in the adoption of Information Systems field, by using Design Science Research to look at the implementation of Elluminate in university learning environments. The broad aim of this research is to better understand the implementation of web technologies affordances in higher education from stakeholders’ perspectives. This thesis investigates case studies on Elluminate implementation in subjects to develop guidelines for implementing technology affordances in learning activities.

    pdf257p runthenight04 02-02-2023 7 3   Download

  • Ebook Learning & teaching with technology: principles and practices – Part 1 presents the following content: Chapter 1 Model facilitated learning; Chapter 2 Implicit theories of learning and change: their role in the development of e-learning environments for higher education; Chapter 3 Designing graphical, interactive simulations to model scientific problem solving; Chapter 4 Optimizing domain knowledge representation with multimedia objects;...

    pdf151p runthenight05 11-01-2023 11 2   Download

  • Lecture Human-computer interaction (3rd) - Chapter 21: Hypertext, multimedia and the world-wide web. In this chapter we look at the distinctive features of hypertext and multimedia, where they are used and their potential problems. The world wide web is just one example, albeit an important one, of a hypertext system.

    ppt58p runordie1 10-05-2022 10 2   Download

  • This study was aimed at determining 1) the relationship between the family culture and the children interactive karaoke multimedia product development needs, and 2) the needs level of the multimedia interactive karaoke for early childhood to improve their language skills.

    pdf9p inception36 30-11-2021 19 4   Download

  • The foundations of this study is based on the technical definitions of multimedia and active learning, along with practical examples that show how they can be crucial components in enhancing education. A system is improved, with implementation and testing of tools and applications that integrate interactive media in a real course. Results produced from the system solidifies the statement of interactive media having the capabilities of making active learning and teaching possible and practical, bringing effective and productive benefits to education.

    pdf9p huyetthienthan 23-11-2021 15 2   Download

  • This chapter define the terms bitmap and vector and differentiate these file types, list some of the most commonly used file formats for bitmap and vector Images, identify four ways to load graphic files into a computer, list five types of graphics software and their uses, define the terms multimedia and interactivity.

    ppt12p larachdumlanat126 31-12-2020 8 1   Download

  • This chapter define the terms bitmap and vector and differentiate these file types, list some of the most commonly used file formats for bitmap and vector Images, identify four ways to load graphic files into a computer, list five types of graphics software and their uses, define the terms multimedia and interactivity.

    ppt49p koxih_kothogmih3 24-08-2020 7 1   Download

  • Chapter 25 - Multimedia. Recent advances in technology have changed our use of audio and video. In the past, we listened to an audio broadcast through a radio and watched a video program broadcast through a TV. We used the telephone network to interactively communicate with another party. But times have changed. People want to use the Internet not only for text and image communications, but also for audio and video services. In this chapter, we concentrate on applications that use the Internet for audio and video services.

    ppt52p nanhankhuoctai10 23-07-2020 16 2   Download

  • It is proposed in this paper that some type of way to measure and visualize interactivity in the multimedia or e-Learning contents is necessary in order to clearly identify interactivity that brings learning effectiveness. Interactivity during learning will arouse students’ intellectual curiosity and motivate them to learn further. Although the interaction in the communication between the teacher and his/her students in a regular classroom is ideal, it is not possible to maintain the equivalence in the multimedia or e-Learning contents.

    pdf11p quenchua1 06-11-2019 22 1   Download

  • e-Learning is changing the way students learn in the classroom. However, one of the least emphasised aspect in e-learning design concerns with aesthetics. Recent research in multimedia aesthetics highlighted the need to understand interaction from a multidisciplinary perspective. Aesthetics research in e-learning usually focuses on exploring the effects of positive aesthetics design towards neutral designs and a gap in exploring the effects of negative aesthetics. In this study, two different designs were developed to reflect positive and negative aesthetics designs.

    pdf16p kequaidan1 05-11-2019 18 0   Download

  • To address this issue, this paper proposes three major contributions namely, automated video annotation, the 3- Dimensional (3D) tag clouds, and the hyper interactive presenter (HIP) eLearning platform. Combining existing state-of-the-art SIFT together with tag cloud, a novel approach for automatic lecture video annotation for the HIP is proposed. New video annotations are implemented automatically providing the needed random access in lecture videos within the platform, and a 3D tag cloud is proposed as a new way of user interaction mechanism.

    pdf32p kequaidan1 05-11-2019 11 1   Download

  • Chapter 13: MPEG-4 video. In this chapter, students will be able to understand: MPEG-4, content-based Interactivity, MPEG-4 example, MPEG-4 sprite example, MPEG-4 video compression, VOP-based vs. frame-based coding,...

    pdf33p estupendo4 18-08-2016 51 3   Download

  • Chapter 8B - Graphics and multimedia. This chapter define the terms bitmap and vector and differentiate these file types, list some of the most commonly used file formats for bitmap and vector Images, identify four ways to load graphic files into a computer, list five types of graphics software and their uses, define the terms multimedia and interactivity.

    ppt22p tangtuy02 12-03-2016 37 1   Download

  •  English Today is an innovative product for English language learning, designed to gain maximum advantage from the DVD format and aimed at the needs of the target consumer. It is not simply the next stage in the advancement from video cassettes or CD-ROM's, but a whole new kind of product. It represents a completely new approach: instead of the typical video-lesson structure, a teacher guides the student through a series of narrative episodes arranged as in a sit-com. There are also interactive exercises so that the user can practice what he or she has learned.

    pdf50p saomaibt 15-07-2015 93 17   Download

  •   English Today is an innovative product for English language learning, designed to gain maximum advantage from the DVD format and aimed at the needs of the target consumer. It is not simply the next stage in the advancement from video cassettes or CD-ROM's, but a whole new kind of product. It represents a completely new approach: instead of the typical video-lesson structure, a teacher guides the student through a series of narrative episodes arranged as in a sit-com. There are also interactive exercises so that the user can practice what he or she has learned.

    pdf50p saomaibt 15-07-2015 76 25   Download

  • Moreover, the concept of \multimedia social networks" can be applied into the ¯eld of signal and image processing. Although there are seemingly no human factors involved in the algorithmic solution in classical signal/image processing, if we take the view that the pixels/signals of an image are forming a notion of a \social network" to jointly interact to accomplish a common (\processing") goal, be it ¯ltering, denoising, or segmentation, then the game theoretic approach can o®er new views beyond what classical methods can.

    pdf23p dambaotaikhoan 06-05-2013 57 4   Download

  • Multimedia content sharing and distribution over multimedia social networks is more popular now than ever before: we download music from Napster, share our images on Flickr, view user-created video on YouTube, and watch peer-to-peer tele- vision using Coolstreaming, PPLive and PPStream. Within these multimedia social networks, users share, exchange, and compete for scarce resources such as multime- dia data and bandwidth, and thus in°uence each other's decision and performance.

    pdf50p dambaotaikhoan 06-05-2013 58 4   Download

  • The National School of Interactive Entertainment (ENDI) is a new springboard for business integration—and is the first of its kind in Canada. Founded by the industry to meet the growing need for specialized workers, ENDI is unique among educational institutions in that its students work under the supervision of industry mentors for 12 weeks on real-world multiplatform game projects. In 2010, the school scored a notable success when its ENDI Tank Battle HD game (available at the App Store) was downloaded more than one million times in five months.

    pdf25p dambaotaikhoan 06-05-2013 44 4   Download

  • the Quebec city region’s reputation as a digital arts and interactive entertainment development hub has long crossed international boundaries. From cellphones to iMaX screens, producing multi-screen and multi-platform content is a source of excitement for local creators, who are experts in the art of entertainment.

    pdf21p dambaotaikhoan 06-05-2013 73 11   Download

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