Trata-se de uma pesquisa do tipo descritivo/exploratório. Analisa a multimídia interativa como recurso no ensino de semiologia para o Curso de Graduação em Enfermagem. A metodologia adotada teve duas etapas. Inicialmente buscamos o perfil dos entrevistados, a partir das variáveis: período do curso, recebimento de algum conteúdo de semiologia relacionado ao ensino de semiologia, disciplina da graduação em que recebera tal conteúdo, o tempo de recebimento desse conteúdo, recebimento de algum conteúdo teórico-prático de semiologia via CD ROM, se possuía computador próprio em sua residência e, se sabia utilizar o CD ROM como material didático. Para esta etapa foi feito tabulamento dos dados com sua posterior análise freqüencial. A segunda etapa ocorreu através da análise de conteúdo, com a qual foi possível a construção de três nucleamentos de idéias, conforme BARDIN. O primeiro nucleamento foi intitulado "A impregnação dos sentidos provocado pelo CD ROM interativo". Com ele, constatamos uma forte evidência em afirmar que a multimídia é um meio de fácil manuseio e bastante facilitador entre teoria e prática da semiologia, pois melhora e inova a compreensão das aulas teóricas ajudando no exame físico direto do cliente...
É notável o avanço da utilização de aplicações multimídia nos diversos setores da atividade humana. Independente da área, seja ela educação ou entretenimento, a possibilidade de agregar recursos dinâmicos como áudio e vídeo aos já largamente utilizados como texto e imagem acarreta em benefícios aos usuários destas aplicações. Além disso, com a popularização da Internet, ha uma crescente demanda pela sua execução em ambientes distribuídos. Este trabalho teve como objetivo desenvolver MUSE, um ambiente gráfico para modelagem de aplicações multimídia interativas. Através de uma interface gráfica avançada e de um novo modelo de autoria de alto nível, e possível a criação de sistemas complexos de forma rápida e intuitiva. 0 modelo de autoria proposto neste trabalho e adotado pelo ambiente prevê a possibilidade de os elementos que constituem a aplicação estarem dispersos em uma rede de computadores, permitindo a definição de limiares aceitáveis de atraso e componentes alternativos. Pela grande expressividade do modelo, no entanto, podem ser geradas especificações com inconsistências lógicas e temporais. Por esta razão, o ambiente prove ainda especificações E-LOTOS - uma extensão temporal de LOTOS - utilizadas para fins de analise e verificação...
A integração da Internet e das tecnologias de comunicação móveis com as plataformas de televisão têm provido aos telespectadores novos serviços interativos de conteúdo digital. Devido a estes fatores, os equipamentos para o consumidor têm se tornado cada vez mais sofisticados, suportando uma variedade de conteúdos e conectividade com outras redes e dispositivos. A TV digital é uma plataforma híbrida que combina elementos da televisão tradicional com a Internet, provendo ao usuário o acesso a uma diversidade de conteúdos de mídia interativa. Com o crescimento do volume e da diversidade de serviços e conteúdos multimídia, a televisão está enfrentando os mesmos desafios de complexidade e excesso de informações que já vinham sendo encarados por outras mídias digitais relacionadas com a Internet. A tecnologia de metadados pode ser uma alternativa para lidar com esta complexidade de serviços e conteúdos digitais de forma prática e eficiente. Metadados são dados que complementam as informações digitais dos conteúdos multimídia com o objetivo de descrevê-los de forma sintática e semântica, facilitando a estruturação e o gerenciamento de grandes volumes de informação. O uso de metadados em TV digital não se restringe a construção de um ferramental de busca e indexação de conteúdos multimídia...
A presente dissertação tem como objectivos: propor uma adaptação de uma instalação já existente, Interactive Multimédia Playroom (IMP), para um público-alvo de crianças (dos 7 aos 11 anos); o que implica uma solução tecnológica alternativa à existente, dentro do ambiente da instalação. Apresenta ainda diferentes propostas de jogos, como estratégias de interacção, para a nova instalação desenvolvida; o que resulta na implementação de um protótipo da instalação multimédia interactiva e de interface tangível adaptada ao novo público-alvo.
Neste contexto, esta dissertação desenvolve-se num âmbito alargado de áreas do conhecimento, uma vez que se trata de um produto multifacetado, que atravessa: a) a teoria dos jogos, que ajuda a definir um dos parâmetros da questão de investigação; b) a psicologia do desenvolvimento, que auxilia na caracterização do público-alvo; c) apresentação da instalação de origem, o Interactive Multimédia Playroom (IMP) e d) à exploração de alguns artefactos tecnológicos, interactivos e lúdicos.
Interligando estas áreas e também através da ergonomia aplicada ao design de produtos, concebe-se uma nova instalação – o IMP3 – para crianças dos 7 aos 11 anos. Assim...
Dissertação de Mestrado em Comunicação e Multimédia; Há cada vez mais pessoas a utilizar aplicações multimédia com o objectivo de adquirir informações/conhecimentos. Estas aplicações facilitam a obtenção rápida e simples de informações, de forma dinâmica e interactiva. Existem aplicações multimédia nas mais variadas áreas de actividade humana, como educação, lazer e entretenimento, comércio, divulgação de informação, ideias ou serviços, e para os mais variados públicos, desde aplicações para crianças a aplicações para adultos. As aplicações multimédia interactivas são constituídas por vários tipos de media, como por exemplo, texto, imagem, áudio, vídeo e animação. Estes media combinados transmitem informações de modo dinâmico, que atrai a atenção dos utilizadores e facilita a retenção de conhecimentos.
Contudo, para o desenvolvimento de aplicações multimédia eficientes e de fácil utilização, são necessários conhecimentos relativamente a conceitos como usabilidade de interfaces, multimédia, interactividade, interface e ferramentas de autoria. As aplicações que respeitem os princípios relativos a estes conceitos têm como principais características a facilidade de utilização...
peer-reviewed; There is an increasing demand for high-quality interactive applications
which combine complex application logic with a sophisticated user interface, making
use of individual media objects like graphics, animations, 3D graphics, audio or
video. Their development is still challenging as it requires the integration of software design, user interface design, and media design. This chapter presents a model-driven development approach which integrates these aspects. Its basis is the Multimedia Modeling Language (MML), which integrates existing modeling concepts for interactive applications and adds support for multimedia. As we show, advanced multimedia integration requires new modeling concepts not supported by existing languages yet. MML models can be transformed into code skeletons for multiple target platforms.
Moreover, we support the integration of existing professional multimedia authoring
tools into the development process by generating code skeletons which can be directly processed in authoring tools. In this way the advantages of both – systematic
model-driven development and support for creative visual design – are combined.
The pedagogy of teaching and learning has changed with the proliferation of
communication technology and it is necessary to develop interactive learning
materials for children that may improve their learning, catching, and
memorizing capabilities. Perhaps, one of the most important innovations in the
age of technology is multimedia and its application. It is imperative to create
high quality and realistic learning environment for children. Interactive
learning materials can be easier to understand and deal with their first
learning. We developed some interactive learning materials in the form of a
video for Playgroup using multimedia application tools. This study investigated
the impact of students' abilities to acquire new knowledge or skills through
interactive learning materials. We visited one kindergartens (Nursery schools),
interviewed class teachers about their teaching methods and level of students'
ability of recognizing English alphabets, pictures, etc. The course teachers
were provided interactive learning materials to show their playgroups for a
number of sessions. The video included English alphabets with related words and
pictures, and motivational fun. We noticed that almost all children were very
interested to interact with their leaning video. The students were assessed
individually and asked to recognize the alphabets...
RIT has no complete visual and /or factual catalog of the pieces of art presently
displayed in public areas. Many pieces of work on campus are in desperate need
of repair as well as plaques to identify the work.
Visions, the only known bound record of a selection of artwork on the
Henrietta campus, was produced by the RIT Communications Office in 1975.
The Archives in Wallace Memorial Library have a small collection of slides of
various artworks, however, many works of art are currently missing. Several
valuable pieces of work were lost in the move from the city campus to Henrietta,
and some pieces have yet to be removed from storage in Physical Plant. RIT is
not fully aware of what is currently located in public areas.
This interactive catalog will create a complete visual and factual catalog of
the artwork located in public areas on the RIT Henrietta campus. Being interac
tive, this catalog will include full-color images, sound, QuickTime movie clips
and text about the piece of work, its location on campus, the artist, as well as any
other relevant information that can be gathered on the work. The catalog will be
user-friendly so that anyone with little or no computer experience will have no
trouble operating the program. Information on the artwork along with a
full-color image of the piece will be displayed on each card.
This interactive archival catalog will be simple for anyone to use. People
with or without computer skills or experience with multimedia applications
should discover that this catalog is a faster and more entertaining way to
retrieve data. This thesis will investigate past...
As a Complex Director for Residence Life I have had to deal with
many questions regarding life in the RIT apartment complexes. As
an Editor I recognize the need for clear and easily accessible answers to commonly asked questions. This multimedia presentation
should address both these issues.
Created was a presentation for students that are interested in renting an apartment on campus. Currently there is nothing available,
beyond a pamphlet, to help them make an informed choice about
where to live. This presentation will aid the Department of Residence Life in their impact on occupancy because it will state clearly
the advantages of living in the apartments connected to the cam
pus. This presentation is ideal for transfer students who are unfamiliar with what RIT can provide for its residents.
Included in the presentation are text, graphics, and a video describing the living accommodations and services offered to apartment
residents. (Appendix A is a general outline of the presentation.) The
Department of Residence Life has given their full approval and
support to the project. Members of the department have evaluated
the work, as it was completed, checking for accuracy and ensuring
that the information is easily understood. While the presentation
answers commonly asked questions it also re-inforces the idea that
RIT is at the cutting edge of technology. By creating a multimedia
presentation for Residence Life we will show students that RIT is
able to implement the current technology they have been learning
about in the news.
This presentation was created primarily through the use of the
program HyperStudio. This program was chosen because it is fairly
easy to learn thus giving the Residence Life Department the opportunity to adapt the program quickly as changes occur in the information presented. In creating this presenation the computers in the
Apartment Area office at Residence Life...
The National Museum of Play at The Strong's Dancing Wings Butterfly Garden is a tropical rainforest that allows visitors to step into the world of butterflies, but lacks a more comprehensive educational element to teach visitors additional information about butterflies. Flutter-by Interactive Butterfly is a thesis project designed to enhance younger visitors' experience of the Dancing Wings Butterfly Garden with an interactive educational application that aligns with The Strong's mission of encouraging learning, creativity, and discovery. This was accomplished through a series of fun and educational games and animations, designed for use as a kiosk outside the garden and as a part of The Strong's website.
Content, planning, and organization of this project has been completed through research and observation of the garden in the following areas: its visitors, butterflies, best usability practices for children, and game elements that educate and engage children. Flutter-by Interactive Butterfly teaches users about the butterfly's life cycle, anatomy, and characteristics as well as their life in the Dancing Wings Butterfly Garden. Through the use of the design programs Adobe Illustrator, Flash, and After Effects; the programming language ActionScript3.0; a child-friendly user interface and design; audio elements and user takeaways...
The thesis project, SwimSmart, created by Rebecca Natalie Berent, is an instructional CD-ROM designed for coaches and intermediate to advanced swimmers seeking to improve upon their swimming skills. It is designed for use on both a projector for group training and on a personal computer as an individual teaching aid, and it runs by inserting it into a computer. The CD includes videos depicting proper swimming technique and is organized within a graphical interface broken down by stroke technique, coach advice, and tips, exercises, and downloadable practice routines. There are two additional sections devoted to credits and an explanation of the application, and a library where the user can watch all videos found throughout SwimSmart in one place. The program is interactive, meaning the user uses the mouse to click through and view various types of content related to swimming.
Teachers and professors typically use some form of multimedia to assist in instructing students in the classroom. The intent of SwimSmart is to improve upon a physical activity using the same principles behind the instructional multimedia used in classrooms. The physical skill is depicted by video that captures the actual movements of a swimmer, along with demonstrations of exercises...
There is a growing market for digital single-lens refl ex cameras (SLRs) that is driven by their ease of use,
accessibility, and falling price points. Marketing these cameras with an interactive tutorial not only allows photo
enthusiasts to improve as photographers, but also gives the retailer a profi table add-on and selling incentive.
This work explores how interactive multimedia can be utilized as a source for instruction in camera mechanics.
The proposed model is an interface using a virtual camera with which the user interacts. From this starting
point the user can choose tutorials from corresponding elements on the camera. The topics covered include the
shutter, aperture, image sensor, lens, and metering system. The interface allows for multiple paths through the
tutorials. The tutorials are also interconnected so the user can transfer between topics when necessary. Tutorial
information is layered from basic to detailed so the user can determine the amount of information they will
access on a particular topic. By providing information in this way the users can customize the tutorial to fi t their
needs and interests.
"Human abilities should be amplified, not impeded, by using computers" --
Mark T. Maybury
In an attempt to evaluate the effectiveness of various screen interfaces utilized in interactive
multimedia, an interactive thesis project was prepared to conduct tests. Walt Disney anima
tion was chosen for the theme. The project was duplicated so that there were three identical
copies - each representing different styles of interface navigation, button feedback, and
systems. The multimedia projects were displayed on neighboring computers simul
taneously so that a person could move directly from one to another with ease and no disrup
tions. Each person was given an evaluation sheet for each multimedia project and completed
them one at a time. The sheets were then tallied and analyzed for signs of favoritism toward
any style in particular.
"Multimedia interfaces are computer interfaces that communicate with users
using multiple media (e.g., language, graphics, animation, video,
non-speech audio), sometimes using multiple modes together such as written
text together with spoken
language" (Maybury, 1993).
The three styles of interface navigation that the author tested are as follows; a rectangular
navigation palette containing all necessary buttons...
The project, "Storytelling of Korean traditional dance 'The Hahoe mask'" is the cultural
collection using interactive multimedia. It provides a way to keep our intangible
properties and interpret Korean cultural performances to users who are interested
in Korean culture. This thesis is developed in two categories: three stories and one
game. The three stories are the Mudong Play, the Monk Play and the Yangban Play and
the game is the Butcher's shooting game, referring to the Peakchong Play.
This project has presented a way to keep Korean cultural resources in an entertaining
and user-friendly way. Through this project, users can participate in storytelling as if
facing with real cultural events and can be exposed to creative aspects, not only to
develop valuable cultural experiences but to rediscover our hidden cultural values.
Chinese characters have a complex beauty as well as individual
meanings. People, like artists and designers, are often drawn to this.
But it is not easy for non-Chinese people to use these characters to
design. This work explores how interactive multimedia can be utilized
as a tool for users in type drawing. Divided in to four main sections,
this thesis will offer general information about Chinese characters,
will explain what stroke and stroke order is, will offer a pictograph
form, and will allow the user to try and play with Chinese characters
interactively in order to get the art work they want.
In the beginning, the purpose of this thesis was to explore the feasibility of creating a computer-based visual museum. I wanted to
experiment with 3-D interactivity, such as how to set up the cursor
movement in a 3-D world and how to use 3-D animation in interactive multimedia. I wanted to use Native Americans as the subject of
this 3-D museum project.
After I sent my thesis proposal to our department, I found my
classmate's project was about Native Americans also. Therefore, I
decided on another topic.
In July 1995, 1 went back to Taiwan to visit my friends. I found that
Sinorama magazine had a series of articles discussing Taiwan's indigenous culture. By this chance, I reviewed their culture from hunting to
battle, agriculture to fishing; from weddings to funerals, worship to
exorcism, prayers for good harvests to harvest celebrations; from leg
ends to stories, myths to ethnic-origin tales, concepts of nature to the
view of the world. Their culture was so exciting to me. I started to
think about changing the subject of my thesis. I discussed the idea with
my friends. All of them encouraged me to do this project and also
helped me to do research.
This thesis still focuses on the 3-D museum, which attempts to
preserve the tribes'
rich past and present it in an intuitive way.
Interactive media is used to maintain the audience's attention while
introducing them to a foreign society. The interactive program was
created using numerous computer software packages...
This interactive project allows users to explore what causes and
affects environmental problems on Earth using papervision 3D. The
purpose of this project is to provide a simple platform for users to
be aware of the environmental issues and know how to improve
the environment. Moreover, these environmental issues are
discussed by scientists and environmental protection agencies. The
environmental issues discussed are global warming, acid rain, and
air pollution, which impact the quality of human life.
Reading helps us learn so much truth that we may not be aware
of. The traditional pop-up books give readers a deeper impression
of the story. Therefore, I created a simulated, interactive pop-up
book to create a similar experience for the readers. This book
combined education with recreation. Besides, user can gain a
lot of information from the book. I used COLLADA Maya to build
3D models and export them to Flash for the interactive user
interface. This pop-up book provides a more interactive experience
over a traditional pop-up book. Each chapter provides lots of
information about the environmental issues. The illustrations
visually communicate information to the user. In addition, the book
comes with a game. Users may play the game to test how much
they learned from the book. Therefore...
The division between designers and printers is becoming increasingly blurred as the capabilities of the desktop environment improve. Electronic imaging is one area
where this disintegration is rapidly occurring. Abilities that were formerly the domain of
the color separator, image assembler, and printer, such as scanning, color correction, and
film separation, are available through many popular software programs. Unfortunately,
the education required to allow the proper application of these software options is not as
accessible as the tools themselves.
Both printers and graphic designers will have to educate themselves about the emerging and changing technologies of the other. Eventually a common language will develop to facilitate the smooth production of designs created on the desktop. It is vital to the industry that students of design learn the terminology and technology of the printer, and that students of printing learn the terminology and technology of the designer.
Educational institutes are one logical place for this process to begin. The purpose of this project was to develop a teaching tool addressing this need. The area of color was chosen as a focus because it is one of the areas where terminology and past learning experiences may conflict. A solid understanding of color is also becoming increasingly important as "desktop"
systems operators prepare graphic
designs directly for imagesetting. Interactive multimedia was determined to be the appropriate format for such a project and the subject matter was further defined. The result is a tutorial...
The purpose of this thesis is to create an effective interactive
multimedia training method for elementary aged children, on recycling
awareness. The age group chosen for this project is children 8 to 11. This
report will focus on the goals and objectives of the project, the areas being
researched and the procedure, along with the outcome of the project.
In children's psychology, understanding of different stages of
intellectual development of a child is critical. According to Piaget,
"concrete operational thought is made up of operations-mental actions that
allow children to do mentally what they had done physically before.
Concrete operations are also mental actions that are reversible. ...Thus, a
concrete operation is a reversible mental action on real, concrete objects."
The age group of children chosen for this project is in the period of concrete
operational development. They operate on the basis of what they can see
and feel. They go much more with intuition or perception. For the
children, it's hard to understand things that they can't visualize.
A goal of this project was to be sure that children would be able to
understand easily. This project, however, should emphasize concrete
objects (i.e. pictures, drawings, texts) to provide the children with a better
understanding of recycling through interactive multimedia. In addition...
Yosemite National Park has always been a National treasure of natural beauty, making it a popular tourist
attraction by providing protection for unique geological formations, wildlife, and land of historic value. The
parks mission is to provide recreation while educating and preserving the history and environment in which
the park resides on. Recently, the mission of Yosemite National Park has been threatened by an increase in
the number of people who visit the park annually and budget cuts that have a direct effect on the amount
of resources the park has available to counteract the environmental impact of the rise of visitors. Each year,
the number of visitors who attend Yosemite National Park rises dramatically, with the increase of
attendance comes the increase of pollution, environmental degradation and overcrowding within the park.
Finding Yosemite was created as a tool of communication to help educate potential visitors about the
increasing environmental problems that currently jeopardize the environment of the park. Through
interactivity and imagery, the goal of this online resource is to improve the public’s awareness of
Yosemite’s environmental conservation initiative while still encouraging positive visitation. With this