multimedia features
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Information ◽  
2021 ◽  
Vol 12 (12) ◽  
pp. 502
Author(s):  
Stefan Wagenpfeil ◽  
Paul Mc Kevitt ◽  
Matthias Hemmje

Multimedia feature graphs are employed to represent features of images, video, audio, or text. Various techniques exist to extract such features from multimedia objects. In this paper, we describe the extension of such a feature graph to represent the meaning of such multimedia features and introduce a formal context-free PS-grammar (Phrase Structure grammar) to automatically generate human-understandable natural language expressions based on such features. To achieve this, we define a semantic extension to syntactic multimedia feature graphs and introduce a set of production rules for phrases of natural language English expressions. This explainability, which is founded on a semantic model provides the opportunity to represent any multimedia feature in a human-readable and human-understandable form, which largely closes the gap between the technical representation of such features and their semantics. We show how this explainability can be formally defined and demonstrate the corresponding implementation based on our generic multimedia analysis framework. Furthermore, we show how this semantic extension can be employed to increase the effectiveness in precision and recall experiments.


This study evaluated the comparative effect of interactive multimedia to text-based content on learners taking a software application course.111 participants took part in the study. The researcher employed the use of web analytics and online surveys to capture data. The study showed that there was a significant difference in the learner`s preference for either type of content. An exploratory study on the learner`s preference of specific interactive multimedia features showed that learners preferred the video presentation and the VDI than the other features. The study also evaluated the comparative effect of the two content types on the learner`s comprehension. For instances where learners made use of interactive multimedia they performed significantly better than instances where learners made use of text-based content. These results suggest that use of interactive multimedia can lead to better comprehension and participation than text-based content in self-paced software application courses.


Author(s):  
Edwin Mwosa Kivuti

This study evaluated the comparative effect of interactive multimedia to text-based content on learners taking a software application course.111 participants took part in the study. The researcher employed the use of web analytics and online surveys to capture data. The study showed that there was a significant difference in the learner`s preference for either type of content. An exploratory study on the learner`s preference of specific interactive multimedia features showed that learners preferred the video presentation and the VDI than the other features. The study also evaluated the comparative effect of the two content types on the learner`s comprehension. For instances where learners made use of interactive multimedia they performed significantly better than instances where learners made use of text-based content. These results suggest that use of interactive multimedia can lead to better comprehension and participation than text-based content in self-paced software application courses.


2020 ◽  
pp. 204275302095496
Author(s):  
Secil Tisoglu ◽  
Kursat Cagiltay ◽  
Engin Kursun

Pre-laboratory practices and online pre-laboratory resources have been implemented in laboratory courses through various instructional approaches. This study seeks to elicit information about how online multimedia resources are embraced and used in the course system and which factors might affect the adoption of the resources in this context. This research was designed as a case study in order to explore the enablers and barriers of online multimedia resource adoption and associated problems in the system through two resources developed in video and simulation formats. Interviews, observations, and documents were applied so as to provide a detailed perspective of the course and the phenomenon. The findings of the study revealed that the multimedia components of the resources attracted the students’ interest and engagement, and affected the users’ preparation routines; however, attitude toward the course and resources, lack of policy practices and support, quality of the resources, problems in classroom practices, and administration were found to be prominent issues that challenged the adoption of online resources. The study offers suggestions concerning how to adopt the online resources into laboratory courses, and insights about the implications of online resources and their different multimedia features are also presented.


2020 ◽  
Vol 49 (2) ◽  
pp. 59-65
Author(s):  
I. Nengah Suandi ◽  
I. Made Bandem ◽  
I. Wayan Mudana ◽  
Ni Luh Partami ◽  
Kadek Yota Ernanda Aryanto

AbstractBalinese dance is the intangible cultural heritage which has become one of the main tourism draws in Indonesia, and worldwide that offers various cultural wealth with its unique qualities. It has strong characteristics, shown through the movements, music, and costumes. The richness of Balinese dance has attracted people, both scholars and tourists, to learn it. Unfortunately, it also presents a challenge for people who have just begun to learn it, due to their unfamiliarity with its terms taken from the local Balinese language. An Android-based application aimed at remedying this problem has been developed and has been evaluated for its main features and functionality. Several suggestions from initial users have been obtained and utilized for further development of the dictionary. By maintaining the multimedia features, the dictionary has become not only a reference for terms but also a practical reference for the dance movement itself. The results of the user survey suggested that further development using advanced technology could deliver more appealing experiences in learning Balinese dance. Furthermore, most of the respondents stated that the current development is appropriate as an early step in the efforts to preserve the record of Balinese dance.


2020 ◽  
Vol 14 (01) ◽  
pp. 71-91
Author(s):  
Bohui Xia ◽  
Hiroyuki Seshime ◽  
Xueting Wang ◽  
Toshihiko Yamasaki

As the online advertisement industry continues to grow, it is predicted that online advertisement will account for about 45% of global advertisement spending by 2020.a Thus, predicting the click-through rates (CTRs) of advertisements is increasingly crucial for the advertisement industry. Many studies have already addressed the CTR prediction. However, most studies tried to solve the problem using only metadata such as user id, URL of the landing page, business category, device type, etc., and did not include multimedia contents such as images or texts. Using these multimedia features with deep learning techniques, we propose a method to effectively predict CTRs for online banners, a popular form of online advertisements. We show that multimedia features of advertisements are useful for the task at hand. In our previous work [ 1 ], we proposed a CTR prediction model, which outperformed the state-of-the-art method that uses the three features mentioned above, and also we introduced an attention network for visualizing how much each feature affected the prediction result. In this work, we introduce another text analysis technique and more detailed metadata. As a result, we have achieved much better performance as compared to our previous work. Besides, for better analyzing of our model, we introduce another visualization technique to show regions in an image that make its CTR better or worse. Our prediction model gives us useful suggestions for improving design of advertisements to acquire higher CTRs.


Author(s):  
Abhishek Kumar Pandey ◽  
Ashutosh Kumar Tripathi ◽  
Gayatri Kapil ◽  
Virendra Singh ◽  
Mohd. Waris Khan ◽  
...  

Security issues are ever-evolving in today's scenario due to the heterogeneous nature of software applications, multimedia features, multilingual interactive and responsible features, and rapid rise in third-party software products. The main objective of this chapter is to focus on the difficulties and components that the users have to contend with on the internet. This chapter investigates and manages ongoing malware attacks. It also explains the significance of the research, malware investigation, social engineering, and user awareness in the field of malware attacks. Cyber-attacks are the most common problem in recent years, and the increasing number of malware is becoming a challenging task for security experts. This chapter underlines key issues along with various aspects for experts to discuss and focus on reducing the threats posed by malware and planning the strategy for prevention in the future. The chapter provides an effective future direction for researchers to produce impactful outcomes.


Author(s):  
Aarón Iván González-Neri ◽  
Julia Pérez-Bravo ◽  
Francisco Javier Arellano-Rocha ◽  
Jorge Gabriel Villarreal-Alcalde

The video game represents a great opportunity for the student community to refresh and diversify the activities and tasks inherent in teaching and learning, taking advantage of the immersive, interactive and multimedia features offered by videogames to improve the use of university students. The objective of this work is to identify and make known the characteristic elements that certain videogames must have so that they can be used in university work, since there are endless options in the market whose general purpose is to entertain, however , you can highlight certain elements within them that can support the teaching practice. The present investigation methodology is of the theoretical type with descriptive study through which it is tried to offer validity, utility and universality to the phenomenon of study. The contribution is led towards the improvement of certain university educational procedures by identifying certain distinguishing parameters in video games that provide certainty that they could be used as support to improve the university teaching practice.


2019 ◽  
Vol 8 (3) ◽  
pp. 331-347
Author(s):  
Yanfang Wu

This study seeks to understand how American journalists integrate social media in news production by conducting semi-structured qualitative interviews. Thirteen journalists and editors from thirteen newsrooms of variety size, and multiple platforms (newspaper, radio, television, magazine to online-only news organizations) were interviewed. Based on the media richness theory, the study shed light on how journalists delve into the virtual world, build connections between virtuality and reality through finding sources, interacting with audiences, constructing communities in the virtuality and integrating virtuality with reality into the news production process. With its rich multimedia features that allow immediate interaction between journalists and audiences, social media has become a rich medium that connects virtuality to reality in social news and, in particular, immersive journalism.


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