Advanced Technologies and Standards for Interactive Educational Television - Advances in Educational Technologies and Instructional Design
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Published By IGI Global

9781799802532, 9781799802556

Author(s):  
Stylianos Eyaggelos Gouloudis

Constructivism allows the student to build knowledge and learning on his own. Through the discovery, experimentation, and tests, the student tries to consolidate the learning objects. Τhis chapter approaches constructivism through the use of methods used by information technology. An advantage of IT tools is the interaction that turns the teaching into experiential and experimental where the student tries to evaluate and improve his abilities. Methods such as robotics, interactive television, and the use of the internet provide forms of interactive learning based on the methodology of game-based learning, which contribute to constructivism. In this chapter, once the construction and importance in education and especially in IT is presented, the importance of game-based learning and video games is presented. The authors show the role of robotics and the internet in relation to the interaction they offer, and also the role of interactive television in the educational process from the point of view of constructivism.


Author(s):  
Dimitrios G. Margounakis

This chapter examines which capabilities of interactive TV can be used to enhance the foreign languages learning experience in children and adolescents. In modern English language courses, interactive whiteboard software and interactive e-books provide several multimedia capabilities, whose relative transition in their iTV version can be of great benefit for students. The possible changes that the educational process may undergo due to the use of interactive TV in the light of the blended learning model, as well as the expected benefits of this transition are discussed in this chapter. It also examines how beneficial the use of iTV functions as a support process in the traditional classroom model would be and if it is feasible to use it autonomously entirely for the learning process, considering the specificities of the age group under consideration.


Author(s):  
Dimitrios G. Margounakis ◽  
Andreas-Georgios Karamanos ◽  
Andreas Floros

This chapter presents the framework for a system that enhances the subtitles of a video file by detecting affective audio content. A model for the visualization of general and emotional information that is typically included in the audio material of a video file (TV/movies) is implemented. Depending on its nature, the content is visualized as an animated cartoon (sound assistant) and/or in the corresponding subtitle text channel, thereby supporting the monitoring of the above material in cases of hearing-impaired viewers, or in general cases that perception of sound during playback is problematic. An animated cartoon is proposed as a way of representing the emotional content of an audio event (speech) and the general content of an audio event (type of sound) in video, while color scales on the subtitles' fonts are used to represent basic emotions.


Author(s):  
Dimos Savvas Charidimou

This chapter will try to present the current standards in development, recording, saving, coding, playing, and broadcasting of audiovisual streaming material through the internet by utilising the services of the worldwide web with a LMS. Also, the authors focus on the standards required for the sharing of multimedia information and data, as well as the interactive applications of the online educational television and the broadcasting of large amounts of mutimedia data material. In addition, an experimental video footage depicted on the AUTh was made, during which the desktop was recorded with the presentation of the professor using the software and logistic equipment of the AUTh. With this technique, the authors created videos and vibrant interactive lectures with minimal training at no cost but at the same time with a very good visual and audible outcome. The ultimate goal was to create interactive educational videos that can help to achieve more effective learning for learners.


Author(s):  
Veljko Aleksić

As the eSports community is growing worldwide, a new modality of interactive television programme dedicated to it is also gaining momentum. eSports' primary purpose was purely recreational, but nowadays, it can be considered as an alternative form of competitive gaming with well-developed infrastructure and a vast number of members and followers. Even at its early stage, followers detached the physical presence at the tournaments from their other activities (socializing, etc.) as they were offered an alternate mean of communication via dedicated video streams. Soon after, an interactive TV eSports programme was introduced making a logical leap towards globalizing. The number of viewers/followers of the Counter-Strike: Global Offensive, League of Legends, Dota2, or Starcraft 2 tournaments is increasing daily, so the specialized TV programmes are providing its content accordingly. This chapter reviews the current trends in eSports community through the prism of interactive TV broadcast and analyzes it future potential.


Author(s):  
Dimos Savvas Charidimou ◽  
Stylianos Euaggeos Gouloudis

Easily mentioned, but not that much categorically identified, is the infrastructure beyond huge communication networks providers. Undoubtedly, the commitment for people of a certain country, in their transformation from citizens of a definite jurisdiction to netizens of a global community seeking advanced training and instruction with interactive educational TV, heavily relies on top management support over complex issues, starting from governmental initiatives and ardent information technology support along vigorous settlements with vendors, private funds, and international conglomerates. What the student body seeks, in national scale, is how to enhance the delivery methods of its learning, from face-to-face methodologies to self-paced learning, and recently, even further to live e-learning. For the first time, however, in-depth skill building, support in a range of practical subjects, animated knowledge acquisition, peer networking, and action-planning have been introduced as managerial educative aspects, along information and entertainment, in the world of broadcasting.


Author(s):  
Anastasis Nikiforos

This chapter explores the meaning of interaction in distance learning. It focuses on the main models of interaction that may appear during the learning procedure and centers to student-student interaction, student-teacher interaction, and finally student-content interaction. Through literature review, definitions are explored and clarified. The whole chapter is a small effort to give the reader a clarification and a perspective on interaction, distance learning, and how they are both connected to each other.


Author(s):  
Rafail Tzimas

The question is raised in this chapter as to whether educational television of all kinds, namely mobile phone, computer, TV tap, etc., can protect the musical character of every people in the newly formed environment. Specifically, Byzantine music is studied through multimedia and interactive systems, with the main aim of ensuring the musical tradition and correctness despite the influence of music from the inside, that is, by artists who use music in whatever way they think, not taking into account the delineated lines of tradition or the general musical diversity that tends to Westernize the music of the ever-prevailing Eastern Roman empire of Constantinople. Distance learning with artificial means is the most basic method of teaching music for the coming years. Researchers who want to preserve the traditional musical style of Byzantine music must seriously consider the new data in order to fully exploit the technology to solve the problems that arise. Below is a reference to the use of such systems because of the problems that exist and how they will be solved.


Author(s):  
Veljko Aleksić

The television has been a part of everyday lives of many generations. Even though using other interactive digital screen-based media technologies is gaining momentum, the number of consumers is still holding strong in the court of TV. The answer to the need of modern society to control the content and information for the end-user made the existence of interactive television technology a valid evolutionary alternative as a sort of compromise. However, as excessive use (misuse) of technology can have various detrimental effects on the users, the question of uncontrolled iTV exposure time risk arises, especially having in mind that a significant proportion of this new media's consumers are children and adolescents.


Author(s):  
Dionysios Politis ◽  
Georgios Kyriafinis ◽  
Jannis Constantinidis

The potential of IETV is examined from the perspective of intervention, as a mental action of acquiring knowledge and understanding through sensual augmentation. The mutual relationship between external stimuli, agitated conditions, situations, and awareness involving bodily contact and activity is correlated with accomplishments and expertise, determining in the learning sphere of IETV indicators for task suitability.


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