multimedia software
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2022 ◽  
Vol 2022 ◽  
pp. 1-9
Author(s):  
Wanshu Luo ◽  
Bin Ning

With the rise of piano teaching in recent years, many people participated in the team of learning steel playing. However, expensive piano teaching fees and its unique one-to-one teaching model have caused piano education resources to be very short, so learning piano performance has become a very extravagant event. The factors affecting music performance are varying, and there are many types of their evaluation such as rhythm, expressiveness, music, and style grasp. The computer is used to simulate this evaluation process to essentially identify the mathematical relationship between factors affecting music performance and evaluation indicators. The use of computer multimedia software for piano teaching has become a feasible way to alleviate the contradiction. This paper discusses the implementation method of piano teaching software, the issues of computer piano teaching, the computer teaching as one-way knowledge, and the lack of interaction. The neural network (NN) model is used to evaluate the piano performance and simulate teachers to guide students through their exercise. The performance of the proposed system is tested for the piano music of “Ode to Joy,” which is different from the collection of NN training samples, and is delivered ten times by another piano teacher, student A (piano level 6), and student B (piano level 5).


2021 ◽  
Author(s):  
Kristy Moniz

Despite the proliferation of multimedia software technologies, radiology reports continue to lack image content that would improve the ability of referring clinicians to fully interpret and analyze radiological findings. This thesis demonstrates that it is possible to construct a radiology reporting software system that contains both text and image content using only "off-the-shelf" multimedia software. Specifically, a software system is presented that provides enhanced visual multimedia capabilities, structured content, and reduced report production time, using a well-known PDF program, Adobe Acrobat. The system, which we call the Multimedia Radiology Report System, or MaRRs, allows radiologists to quickly and simply create and deliver effective interactive multimedia medical reports. A detailed analysis describing the unique structure and functionality of MaRRS will be presented to demonstrate its advantages for both radiologists and referring clinicians.


2021 ◽  
Author(s):  
Kristy Moniz

Despite the proliferation of multimedia software technologies, radiology reports continue to lack image content that would improve the ability of referring clinicians to fully interpret and analyze radiological findings. This thesis demonstrates that it is possible to construct a radiology reporting software system that contains both text and image content using only "off-the-shelf" multimedia software. Specifically, a software system is presented that provides enhanced visual multimedia capabilities, structured content, and reduced report production time, using a well-known PDF program, Adobe Acrobat. The system, which we call the Multimedia Radiology Report System, or MaRRs, allows radiologists to quickly and simply create and deliver effective interactive multimedia medical reports. A detailed analysis describing the unique structure and functionality of MaRRS will be presented to demonstrate its advantages for both radiologists and referring clinicians.


2021 ◽  
Vol 12 (1) ◽  
pp. 16-33
Author(s):  
Andrew M Phelps ◽  
Christopher A. Egert ◽  
Mia Consalvo

This article describes the educational, operational, and practical implementation of an upper-division undergraduate studio-style course centered on the subject of game production. Specifically, the article addresses the course organization and processes, the institutional context for the course (i.e., its situated role in the larger curriculum), the overall structure of the course both from a pedagogical and operational point of view, and concludes with substantial reflection and analysis by the authors on what worked effectively and where improvements could be made. The article also provides substantial depth regarding the student experience, the structure of creating muti-disciplinary software development teams within the course, orienting the course around the successful production of a professional-grade XBOX One video game product, and various methods, structures and tools for course organization, communication, software development practice, documentation, etc. This in turn is framed in the larger context of the course as it was offered not only through an academic department, but in parallel with a campus-based games studio and research center. Numerous detailed elements are provided in such fashion as to provide other educators and mentors a relevant, structured, and detailed post-mortem of a large scale, multi-disciplinary effort that engaged students in complex multimedia software production in a professional context. In addition, several elements atypical from more traditional software project courses as they intersect game development including entertainment design, playtesting, marketing, press, public demonstration and performance, audience reception and analytics, commercial platform, etc., and discussed and analyzed.


Author(s):  
Verinda Shavira Sari ◽  
Endang Purwaningsih ◽  
Winarto Winarto ◽  
Nugroho Adi Pramono

This study reports the development of the interactive electronic multimedia “Inquiry Play-Room” for use in rotation and equilibrium topics. This was designed following the steps of a guided inquiry laboratory model, containing video problems, feedback, virtual laboratories, student worksheets, animations, practical applications, and quizzes. The tests are offered at two levels, one to grasp the concept and the second to be incorporated into actual life. This difference in learning can spur student confidence that will allow them to concentrate. The teacher can also enhance the content quality and patterns of movement through classes and online learning, as this technology is designed for face-to-face use. This interactive media is developed using the SWiSHMax framework and the ActionScript 2.0 programming language. The architecture of this media production model follows these steps: 1) analysis, 2) design, 3) development, 4) implementation, and 5) evaluation. At a 90.3 percent positive rate, the expert testing results indicate feasibility. The results of 27 students showed that the students responded positively to multimedia design. Therefore, the use of interactive multimedia was shown to be possible. The results of this study open avenues for digital creation in other fields of physics


2021 ◽  
Author(s):  
Susan HERRMANN ◽  
Brad POWER ◽  
Amineh RASHIDI ◽  
Mark CYPHER ◽  
Renae DESAI ◽  
...  

BACKGROUND The systematic collection of Patient Reported Outcome (PRO) data is uncommon outside of clinical trials but promises great utility in the management of chronic illness. Qualitative research and gamification methodologies have an important role to play in the development of ehealth software to ensure that it is fit for purpose, and ensure its longevity in quality, patient-centered care. Our aim was to design and test a multimedia software platform that could be used to increase focus on health-related quality of life (HRQL) issues in HIV-management. OBJECTIVE We aimed to develop a digital platform to facilitate the use of PROs in the context of chronic HIV infection by setting the following objectives: (1) Design a web-accessible software platform compatible with smartphone, tablet, desk/laptop screens; (2) Assess comprehension of the platform, and perceived benefits; (3) Assess the usability of designed product; and (4) conduct a pilot study using PRO instruments integrated into the platform. We were an interdisciplinary Australian/French team with medical, psychology, IT and digital communications expertise; and the study was conducted in both countries with the team holding regular teleconferences over the course of the study. METHODS Seventy-nine patients and 32 doctors in France and Australia contributed to the design of the software by a multidisciplinary team based in the two countries. We used agile development principles, User-Centred Design, and qualitative research methods to develop and pilot the software platform. Following extensive consultation, using a prototype application to determine acceptability of the software, we piloted the final version with 41 Australian and 19 French residents using two validated electronic questionnaires, the DASS-21 inventory and a PRO instrument, the PRO-QOL HIV. RESULTS Testing of the prototype demonstrated that patients wanted an application that was intuitive and without excessive instruction so it felt effortless to use. It should be secure and able to be used discreetly. Clinicians wanted the PRO data synthesized, presented clearly and succinctly, and be actionable. Safety concerns for patients and clinicians included confidentiality of patient information, and the potential for breakdown in communication if insufficient user training was not provided. The final product piloted with patients, showed that most found the application easy to use, and comprehend. The useability testing survey administered found older Australians older had reduced scores for understanding the visual interface (p=0.004) and finding the ‘buttons’ organised, p=0.02. At least three-quarters of respondents were concerned with confidentiality, and this result was more prevalent in participants with higher anxiety and stress scores, as measured by the DASS inventory (p=0.007 and p=0.01 respectively). But these observations were not seen in the 15 French patients who completed the same questionnaire. CONCLUSIONS Digital applications in health are becoming increasingly common but they should be safe and fit for purpose. Our software was developed following intense engagement with potential users in two countries. The next stage is to conduct a randomized controlled trial to determine if patients experience increased satisfaction with care; and doctors perceive they deliver better clinical care, and without an efficiency impost.


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