Processing and indexing of digital multimedia documents

Author(s):  
Roberto Raieli
2006 ◽  
Vol 11 (2) ◽  
pp. 125-129 ◽  
Author(s):  
ÉVELYNE GAYOU

Portraits polychromes are a series of books associated with multimedia documents presented on the Internet site of the GRM since 2001. In releasing this collection, our primary concern was to increase awareness of the electroacoustic repertoire and the reserves in the GRM archives. The GRM, being a pioneering centre of electroacoustics, is fortunate to possess a consistent and significant reserve dating back to the beginning of the 1950s. At present, the catalogue contains around 2,000 works, accompanied with supplementary documents: composer's biographies, reviews, photographs, documentary movies, radio broadcasts, recorded public lectures, theoretical research work, transcriptions and analyses. In addition to the heritage value of the GRM's collection, the enterprise of the Portraits polychromes, with the aid of multimedia tools, aims to advance the progress of research on analysis and the transcription of musical works.


Author(s):  
Maria da Graça C. Pimentel ◽  
Renan G. Cattelan ◽  
Erick L. Melo ◽  
Cesar A.C. Teixeira

2005 ◽  
Vol 12 (5) ◽  
pp. 82-90 ◽  
Author(s):  
I. Andrikopoulos ◽  
A. Pouliakis ◽  
I. Mertzanis ◽  
M. Karaliopoulos ◽  
K. Narenthiran ◽  
...  

2010 ◽  
Vol 25 (8) ◽  
pp. 559-576 ◽  
Author(s):  
Jongweon Kim ◽  
Namgyu Kim ◽  
Dongwon Lee ◽  
Sungbum Park ◽  
Sangwon Lee

2011 ◽  
Vol 11 (1-2) ◽  
pp. 140-156 ◽  
Author(s):  
Astrid Ensslin ◽  
Will Slocombe

This study reports on the pedagogic rationale, didactic design and implications of an AHRC-funded doctoral training scheme in collaborative and digital multimedia in the humanities. In the second part of this article we discuss three areas of provision that were identified as particularly significant and/or controversial. These include (1) desktop publishing and information design for academic posters, (2) quantitative, corpus-based approaches to text analysis, and (3) a discussion of the affordances and constraints of ‘collaborative’ Web 2.0 based research as reflected by participants and relevant theory.


Author(s):  
О.В. Крежевских ◽  
А.И. Михайлова

Создание геймифицированных образовательных ресурсов позволяет повысить мотивацию студентов к обучению, индивидуализировать образовательные маршруты, обеспечить вариативность содержания образования, учесть ограничения в здоровье. Цель настоящей статьи состоит в описании принципов разработки цифровых мультимедийных игр для сферы профессионального образования с учетом командного взаимодействия представителей различных профессиональных групп. В результате исследования выделены основные принципы разработки цифровых мультимедийных игр, предполагающие использование звуковых, анимационных и других эффектов при проведении корпоративных сеансов и выполнении творческих заданий. Практическая значимость заключается в возможности использования описанных принципов для дальнейшей разработки геймифицированных ресурсов. The creation of gamified resources makes it possible to increase the students’ motivation with the content of activities, to individualize educational routes, to ensure the variability of the content of education, to take into account health restrictions. The aim of this article is to describe the principles of developing digital multimedia games for vocational education, taking into account the team interaction of representatives of various professional groups. As a result of the study the basic principles of the development of digital multimedia games are highlighted, involving the use of sound, animation and other effects for corporate sessions and for doing creative tasks. The practical significance lies in the possibility of using the described principles for further development of gamified resources.


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