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2021 ◽  
Vol 7 (5) ◽  
pp. 4485-4492
Author(s):  
Xin Zhao

Objectives: Multimedia art design has entered into our life and spread rapidly, and even almost all visual related areas have traces of digital art design. Methods: This paper takes multimedia design as the theme, the research of the multimedia art design environment, discusses the general elements of visual design, the original multimedia art design, as well as the factors of multimedia pattern design is the key problem; Results: At the same time the application of category of multimedia design are studied deeply; Conclusion: Finally pointed out facing multimedia pattern design challenges and need to address the issue, to explore the future of multimedia design.


2021 ◽  
Vol 127 ◽  
pp. 03005
Author(s):  
Anna Viktorovna Palkova ◽  
Larisa Mikhailovna Sapozhnikova

This paper offers a presentation of two original multimedia educational resources with interactive online tasks in the German language developed within the course “Teacher”s and translator”s electronic resource” in cooperation with the students of the Faculty of Foreign Languages and International Communication of Tver State University. The purpose of our projects assumes, in the first place, deliberate formation of a learning environment meeting the needs of a target audience. In the process of working over the projects, the authors took into consideration the principles of instructional design that served as a theoretical basis for the development of educational materials. Instructional design is viewed by the authors of the article as a separate branch of practical pedagogy which primarily focuses on the application of pedagogical knowledge in practice, namely, development of high-quality efficient educational resources with the use of modern information technologies. The distinctive feature of the theory of instructional design is consideration of not so much the cognitive parameters and mental processes characterising the learning process as the efficient methods and learning formats stimulating these cognitive processes. The most important result of our work is the conclusion that the projects developed with regard for the principles of instructional design under the ADDIE model contribute to enhancement of students’ cognitive abilities and increase the amount and quality of information assimilated by them; at the same time, the learning becomes more systemic and practice-oriented from the first stages of project analysis and planning. The novelty of our approach specifically lies in practical treatment of instructional design as a tool for development of learning materials, invigoration of learning activities and tutor support of students.


Author(s):  
Francisco V. Cipolla-Ficarra ◽  
Jim Carré ◽  
Alejandra Quiroga ◽  
Valeria M. Ficarra

We present the main motivations why the excellence of the university education related to architectural CAD, graphic art/expression, and UX may be inexistent in Spain, by focusing exclusively on graphic design. A set of online examples allows to orient the potential users of computer systems, user experience (UX), electronic information systems and generators of original multimedia contexts towards the epistemological principles of the formal and factual sciences. Besides, we detected an educational anti-model and the mercantilism in CAD, architectural graphic expression, art and UX education with a semiotic analysis of the dynamic and static media in university websites.


2014 ◽  
Vol 72 (1) ◽  
Author(s):  
Seyed Mojtaba Mousavi ◽  
Alireza Naghsh ◽  
Sayed Amir Hejazi ◽  
S.A.R Abu-Bakar

Digital Image watermarking is usually used for identifying the owner, provider or recipient of an image. Watermarking also can be used for other applications such as copyright protection, fingerprinting, authentication, integrity verification, broadcast monitoring and content description. Reversibility is one of the important aspects in digital image watermarking. It is also known as lossless or invertible watermarking. Compared to conventional watermarking scheme, reversible data hiding restores not only the watermark, but also the original multimedia perfectly, which is a critical requirement for medical and military applications. In this work, after presenting different classifications of reversible methods, two commonly used reversible techniques are explained and their strengths and weaknesses are discussed.


2011 ◽  
Vol 65 ◽  
pp. 595-599
Author(s):  
Xiao Zhi He

With the rapid development of the internet towards broadbanding, fastspeeding and multimedia orienting, modern teaching methods or means based on network will be put into massive application. How to construct an overall systematic orienteering net courseware becomes the key to orienteering teaching. The network courseware differs from original multimedia teaching software in using environments, teaching functions and teaching effects. Therefore, from the characteristics of integrableware and its effect on orienteering teaching reform, this study proposes the integrating of orienteering teaching resource bank and multimedia making platform based on the integrableware idea, so as to achieve the aim of a new model and a new designing idea for orienteering courseware, i.e. to combine the basic teaching courseware, pictures and animation, microvideo units and document materials into an integrated organism to provide courseware for Orienteering teaching.


2007 ◽  
Vol 01 (04) ◽  
pp. 497-519 ◽  
Author(s):  
STEFANO FERRETTI ◽  
MARCO ROCCETTI ◽  
SILVIA MIRRI ◽  
LUDOVICO ANTONIO MURATORI ◽  
PAOLA SALOMONI

Dialectically sharing knowledge everywhere, every time and, above all, very fast — as it is nowadays possible — has revealed the existence and importance of a common, distributed intelligence growing with the contribution of many individuals (a community). The iterating refinement of any information resource by a wider and wider community of sharers leads to undoubted advantages on the final quality and effectiveness of use of this information. Following this path and focusing on the e-learning field, we present a novel system, termed LAUGH, for the cooperative creation and sharing of SMIL-based multimedia resources. Such a system allows users (typically learners and teachers) to enrich the didactical material made available to the learning community. Specifically, they can add captions/subtitles and alternative annotations to the original multimedia contents by resorting to a Wiki-type interface. This open process promotes students' participation, data decentralization, assemblage from diverse sources, sharing of knowledge as well as an improvement to the efficacy of e-learning materials. Throughout the paper, we will meticulously show that LAUGH extends and improves the functionalities provided by the SMIL standard. This motivates the title of this article.


Author(s):  
Rinaldi Munir ◽  
Bambang Riyanto ◽  
Sarwono Sutikno ◽  
Wiseto P. Agung

AbstractAsymmetric watermarking is the second generation of watermarking scheme which uses different keys for embedding and detecting watermark. Key for embedding is private or secret, but key for detecting can be available publicly and everyone who has the key can detect watermark Watermark detection does not need to be original multimedia data. Detection of watermark is realized using correlation test between public key and multimedia data received. In most of schemes, private key is the watermark itself; public key is public watermark which correlates to the private watermark This paper presents concept of asymmetric watermarking scheme that based on correlation test and reviews some schemes of asymmetric watermarking that have been proposed by researchers.Keywords: asymmetric watermarking, private key, public key, watermark., multimeelia,:correlation.


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