22 resultados para Interactive Media

em Instituto Politécnico do Porto, Portugal


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Our aim is to analyse the relationship between interactive media and its use in Education when applied to formal training for information literacy. Contextualizing the notion of literacy in an evolving framework and emphasizing the recognition of its importance, we highlight some desirable skills in the current information society, including, inevitably, technological competencies. When considering the notion of literacy within an evolving framework and emphasizing the acknowledgement of its significance some desirable skills stand out in the current information society including, inevitably, the technological skills. We emphasize media literacy and select some strategies for teaching and learning practices recommended for the development of new skills, highlighting the contribution of some international literacy standards and describing some of the good practices in Education. We also underline the need for training within an holistic perspective, integrating student’, teachers and staff cooperation in the educational process. In this process, the potential of the Web 2.0, which grants the new information users – the prosumers (consumers and producers) a new statute, new powers and obligations, is indeed worth mentioning. Regarding the situation, we shall quote the reports on the experiences of virtual learning communities that use the moodle platform and mention several activities and programs managed by the Portuguese government to increase the citizens’ literacy’s levels. In conclusion, we point out the need for lifelong learning and the ability of individuals to “learn to learn” who therefore provide literacy with a dynamic component.

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When exploring a virtual environment, realism depends mainly on two factors: realistic images and real-time feedback (motions, behaviour etc.). In this context, photo realism and physical validity of computer generated images required by emerging applications, such as advanced e-commerce, still impose major challenges in the area of rendering research whereas the complexity of lighting phenomena further requires powerful and predictable computing if time constraints must be attained. In this technical report we address the state-of-the-art on rendering, trying to put the focus on approaches, techniques and technologies that might enable real-time interactive web-based clientserver rendering systems. The focus is on the end-systems and not the networking technologies used to interconnect client(s) and server(s).

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This paper describes how MPEG-4 object based video (obv) can be used to allow selected objects to be inserted into the play-out stream to a specific user based on a profile derived for that user. The application scenario described here is for personalized product placement, and considers the value of this application in the current and evolving commercial media distribution market given the huge emphasis media distributors are currently placing on targeted advertising. This level of application of video content requires a sophisticated content description and metadata system (e.g., MPEG-7). The scenario considers the requirement for global libraries to provide the objects to be inserted into the streams. The paper then considers the commercial trading of objects between the libraries, video service providers, advertising agencies and other parties involved in the service. Consequently a brokerage of video objects is proposed based on negotiation and trading using intelligent agents representing the various parties. The proposed Media Brokerage Platform is a multi-agent system structured in two layers. In the top layer, there is a collection of coarse grain agents representing the real world players – the providers and deliverers of media contents and the market regulator profiler – and, in the bottom layer, there is a set of finer grain agents constituting the marketplace – the delegate agents and the market agent. For knowledge representation (domain, strategic and negotiation protocols) we propose a Semantic Web approach based on ontologies. The media components contents should be represented in MPEG-7 and the metadata describing the objects to be traded should follow a specific ontology. The top layer content providers and deliverers are modelled by intelligent autonomous agents that express their will to transact – buy or sell – media components by registering at a service registry. The market regulator profiler creates, according to the selected profile, a market agent, which, in turn, checks the service registry for potential trading partners for a given component and invites them for the marketplace. The subsequent negotiation and actual transaction is performed by delegate agents in accordance with their profiles and the predefined rules of the market.

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With the advent of Web 2.0, new kinds of tools became available, which are not seen as novel anymore but are widely used. For instance, according to Eurostat data, in 2010 32% of individuals aged 16 to 74 used the Internet to post messages to social media sites or instant messaging tools, ranging from 17% in Romania to 46% in Sweden (Eurostat, 2012). Web 2.0 applications have been used in technology-enhanced learning environments. Learning 2.0 is a concept that has been used to describe the use of social media for learning. Many Learning 2.0 initiatives have been launched by educational and training institutions in Europe. Web 2.0 applications have also been used for informal learning. Web 2.0 tools can be used in classrooms, virtual or not, not only to engage students but also to support collaborative activities. Many of these tools allow users to use tags to organize resources and facilitate their retrieval at a later date or time. The aim of this chapter is to describe how tagging has been used in systems that support formal or informal learning and to summarize the functionalities that are common to these systems. In addition, common and unusual tagging applications that have been used in some Learning Objects Repositories are analysed.

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Broadcast networks that are characterised by having different physical layers (PhL) demand some kind of traffic adaptation between segments, in order to avoid traffic congestion in linking devices. In many LANs, this problem is solved by the actual linking devices, which use some kind of flow control mechanism that either tell transmitting stations to pause (the transmission) or just discard frames. In this paper, we address the case of token-passing fieldbus networks operating in a broadcast fashion and involving message transactions over heterogeneous (wired or wireless) physical layers. For the addressed case, real-time and reliability requirements demand a different solution to the traffic adaptation problem. Our approach relies on the insertion of an appropriate idle time before a station issuing a request frame. In this way, we guarantee that the linking devices’ queues do not increase in a way that the timeliness properties of the overall system turn out to be unsuitable for the targeted applications.

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This paper proposes a novel business model to support media content personalisation: an agent-based business-to-business (B2B) brokerage platform for media content producer and distributor businesses. Distributors aim to provide viewers with a personalised content experience and producers wish to en-sure that their media objects are watched by as many targeted viewers as possible. In this scenario viewers and media objects (main programmes and candidate objects for insertion) have profiles and, in the case of main programme objects, are annotated with placeholders representing personalisation opportunities, i.e., locations for insertion of personalised media objects. The MultiMedia Brokerage (MMB) platform is a multiagent multilayered brokerage composed by agents that act as sellers and buyers of viewer stream timeslots and/or media objects on behalf of the registered businesses. These agents engage in negotiations to select the media objects that best match the current programme and viewer profiles.

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In this paper, we intend to present some research carried out in a state Primary school, which is very well-equipped with ICT resources, including interactive whiteboards. The interactive whiteboard was used in the context of a Unit of Work for English learning, based on a traditional oral story, ‘Jack and the Beanstalk’. It was also used for reinforcing other topics like, ‘At the beach’, ‘In the city’, ‘Jobs’, etc. An analysis of the use of the digital board, which includes observation records as well as questionnaires for teachers and pupils, was carried out.

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Interactive products are appealing objects in a technology-driven society and the offer in the market is wide and varied. Most of the existing interactive products only provide either light or sound experiences. Therefore, the goal of this project was to develop a product aimed for children combining both features. This project was developed by a team of four thirdyear students with different engineering backgrounds and nationalities during the European Project Semester at ISEP (EPS@ISEP) in 2012. This paper presents the process that led to the development of an interactive sound table that combines nine identical interaction blocks, a control block and a sound block. Each interaction block works independently and is composed of four light emitting diodes (LED) and one infrared (IR) sensor. The control is performed by an Arduino microcontroller and the sound block includes a music shield and a pair of loud speakers. A number of tests were carried out to assess whether the controller, IR sensors, LED, music shield and speakers work together properly and if the ensemble was a viable interactive light and sound device for children.

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A significant number of process control and factory automation systems use PROFIBUS as the underlying fieldbus communication network. The process of properly setting up a PROFIBUS network is not a straightforward task. In fact, a number of network parameters must be set for guaranteeing the required levels of timeliness and dependability. Engineering PROFIBUS networks is even more subtle when the network includes various physical segments exhibiting heterogeneous specifications, such as bus speed or frame formats, just to mention a few. In this paper we provide underlying theory and a methodology to guarantee the proper operation of such type of heterogeneous PROFIBUS networks. We additionally show how the methodology can be applied to the practical case of PROFIBUS networks containing simultaneously DP (Decentralised Periphery) and PA (Process Automation) segments, two of the most used commercial-off-the-shelf (COTS) PROFIBUS solutions. The importance of the findings is however not limited to this case. The proposed methodology can be generalised to cover other heterogeneous infrastructures. Hybrid wired/wireless solutions are just an example for which an enormous eagerness exists.

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Following targeted advertising and product placement, TV and online media needs more personalised methods of engaging viewers by integrating advertising and informational messages into playout content, whether real-time broadcast or on-demand. Future advertising solutions need adaptivity to individuals or on-line groups to respond to the commercial requirements of clients and agencies.

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Personalised video can be achieved by inserting objects into a video play-out according to the viewer's profile. Content which has been authored and produced for general broadcast can take on additional commercial service features when personalised either for individual viewers or for groups of viewers participating in entertainment, training, gaming or informational activities. Although several scenarios and use-cases can be envisaged, we are focussed on the application of personalised product placement. Targeted advertising and product placement are currently garnering intense interest in the commercial networked media industries. Personalisation of product placement is a relevant and timely service for next generation online marketing and advertising and for many other revenue generating interactive services. This paper discusses the acquisition and insertion of media objects into a TV video play-out stream where the objects are determined by the profile of the viewer. The technology is based on MPEG-4 standards using object based video and MPEG-7 for metadata. No proprietary technology or protocol is proposed. To trade the objects into the video play-out, a Software-as-a-Service brokerage platform based on intelligent agent technology is adopted. Agencies, libraries and service providers are represented in a commercial negotiation to facilitate the contractual selection and usage of objects to be inserted into the video play-out.

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Dissertação de Mestrado apresentada ao Instituto Superior de Contabilidade e Administração do Porto para a obtenção do grau de Mestre em Marketing Digital, sob orientação do Mestre Paulo Gonçalves

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Dissertação de Mestrado apresentada ao Instituto de Contabilidade e Administração do Porto para a obtenção do grau de Mestre em Marketing Digital, sob orientação do Professor Doutor José de Freitas Santos

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Media content personalisation is a major challenge involving viewers as well as media content producer and distributor businesses. The goal is to provide viewers with media items aligned with their interests. Producers and distributors engage in item negotiations to establish the corresponding service level agreements (SLA). In order to address automated partner lookup and item SLA negotiation, this paper proposes the MultiMedia Brokerage (MMB) platform, which is a multiagent system that negotiates SLA regarding media items on behalf of media content producer and distributor businesses. The MMB platform is structured in four service layers: interface, agreement management, business modelling and market. In this context, there are: (i) brokerage SLA (bSLA), which are established between individual businesses and the platform regarding the provision of brokerage services; and (ii) item SLA (iSLA), which are established between producer and distributor businesses about the provision of media items. In particular, this paper describes the negotiation, establishment and enforcement of bSLA and iSLA, which occurs at the agreement and negotiation layers, respectively. The platform adopts a pay-per-use business model where the bSLA define the general conditions that apply to the related iSLA. To illustrate this process, we present a case study describing the negotiation of a bSLA instance and several related iSLA instances. The latter correspond to the negotiation of the Electronic Program Guide (EPG) for a specific end viewer.