42 resultados para Audio-visual materials

em Deakin Research Online - Australia


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Dirk de Bruyn has been creating film works for over 35 years; mostly in the hand-made, 'direct animation' mode. He also performs live with multiple projections of his films in a highly embodied mode of expanded cinema performance. His work is renowned for its intricate, suggestive layering of sound and image, and use of sumptuous, blooming fields of colour.An active participant in our PyR16, Dirk will be discussing his conceptual work, his meticulous creative process, and his particular relationship with the materials, light, space and time both on film and stage, illustrating with some examples.We'll conclude with a Q&A session with the attendants.

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Utilising advanced technologies, such as virtual environments (VEs), is of importance to training and education. The need to develop and effectively apply interactive, immersive 3D VEs continues to grow. As with any emerging technology, user acceptance of new software and hardware devices is often difficult to measure and guidelines to introduce and ensure adequate and correct usage of such technologies are lacking. It is therefore imperative to obtain a solid understanding of the important elements that play a role in effective learning through VEs. In particular, 3D VEs may present unusual and varied interaction and adoption considerations. The major contribution of this study is to investigate a complex set of interrelated factors in the relatively new sphere of VEs for training and education. Although many of the factors appears to be important from past research, researcher have not explicitly studied a comprehensive set of inter-dependant, empirically validated factors in order to understand how VEs aid complex procedural knowledge and motor skill learning. By integrating theory from research on training, human computer interaction (HCI), ergonomics and cognitive psychology, this research proposes and validates a model that contributes to application-specific VE efficacy formation. The findings of this study show visual feedback has a significant effect on performance. For tactile/force feedback and auditory feedback, no significant effect were found. For satisfaction, user control is salient for performance. Other factors such as interactivity and system comfort, as well as level of task difficulty, also showed effects on performance.

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Virtual reality and simulation are becoming increasingly important in modern society and it is essential to improve our understanding of system usability and efficacy from the users’ perspective. This paper introduces a novel evaluation method designed to assess human user capability when undertaking technical and procedural training using virtual training systems. The evaluation method falls under the user-centred design and evaluation paradigm and draws on theories of cognitive, skillbased and affective learning outcomes. The method focuses on user interaction with haptic-audio-visual interfaces and the complexities related to variability in users’ performance, and the adoption and acceptance of the technologies. A large scale user study focusing on object assembly training tasks involving selecting, rotating, releasing, inserting and manipulating 3D objects was performed. The study demonstrated the advantages of the method in obtaining valuable multimodal information for accurate and comprehensive evaluation of virtual training system efficacy. The study investigated how well users learn, perform, adapt to and perceive the virtual training. The results of the study revealed valuable aspects of the design and evaluation of virtual training systems contributing to an improved understanding of more usable virtual training systems.

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Since it inception, Deakin University has been committed to the delivery of innovative, high quality course materials to its off campus students. Until recently these packages were predominantly print based, although augmented with audio-visual materials delivered in cassette format. Ironically, with the advent of information and communications technologies (ICT), and some select computer assisted learning and multimedia packages, there was an overall decline in the use of audio and video as important means of enhancing learning. Like many other universities, Deakin has moved to a strong, centralised approach to the provision of its digital and online corporate technology environment. With investment in these technologies has come a renewed interest in the ways in which text and audio-visual materials in digital form can enhance students' learning experiences. Moreover, the ways in which a variety of digital media supported by online developments can create new models and approaches to teaching/learning has figured prominently. This paper presents a case study of how this challenge has been taken up in a unit, Political Leadership, in the Faculty of Arts. The academic teacher's intentions in moving to a completely digital approach are examined along with students' experiences of learning in the subject. Issues are considered from the experience.

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Utilizing user-centred system design and evaluation method has become an increasingly important tool to foster better usability in the field of virtual environments (VEs). In recent years, although it is still the norm that designers and developers are concerning the technological advancement and striving for designing impressive multimodal multisensory interfaces, more and more awareness are aroused among the development team that in order to produce usable and useful interfaces, it is essential to have users in mind during design and validate a new design from users' perspective. In this paper, we describe a user study carried out to validate a newly developed haptically enabled virtual training system. By taking consideration of the complexity of individual differences on human performance, adoption and acceptance of haptic and audio-visual I/O devices, we address how well users learn, perform, adapt to and perceive object assembly training. We also explore user experience and interaction with the system, and discuss how multisensory feedback affects user performance, perception and acceptance. At last, we discuss how to better design VEs that enhance users perception, their interaction and motor activity.

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This paper addresses the coordinated use of video and audio cues to capture and index surveillance events with multimodal labels. The focus of this paper is the development of a joint-sensor calibration technique that uses audio-visual observations to improve the calibration process. One significant feature of this approach is the ability to continuously check and update the calibration status of the sensor suite, making it resilient to independent drift in the individual sensors. We present scenarios in which this system is used to enhance surveillance.

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The introduction of an online supported, resource based learning environment into a large, multi-modal first year psychology unit led to the spontaneous development of a small, but active, learning community. While off campus students were more active online contributors, many other students "observed" these interactions, not actively contributing but finding the discussion postings valuable to their learning. Overall, use and perceived value of the online communication facilities were related to how confident students were that they had an appropriate study strategy, with off campus and older students reporting greater confidence in their study approach. The results highlight that the nature and function of learning communities for large, multi-modal foundation units are quite different to those typically articulated in the literature and are worth further investigation.

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The following article refers to a performed presentation, from the Double Dialogues Conference, Art & Pain, at The University of Melbourne, May 10, 2003. The presentation involved an audio-visual configuration in which I was speaking whilst simultaneously vision-mixing ‘live’ images from a camera and images from a pre-recorded videotape. The pre-recorded images were from the creative video practice at the centre of my higher degree research. The ‘live’ mixing was projected on a video screen. A separate video camera recorded the images that act as parentheses to the following text. The images that accompany the text are from the performed presentation.

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One of the recommended principles for classroom practice from the Digital Rhetorics Project is ‘Teachers First’, emphasising the need to prioritise the requirements of teachers in learning new technologies and in understanding their relationship to literacy education (Lankshear, Green and Snyder 2000, p. 121). While most of my pre-service English Education students use digital technologies for their own purposes and understand the benefits of doing so, it is not always straightforward regarding how technology can be effectively utilised in their classroom and for what purposes. This article reports work conducted with pre-service English Education teachers in an elective unit that focuses upon digital technologies in secondary classrooms. Using Green’s 3D model of literacy as a way of understanding the complex interrelationships between the cultural, critical and operational aspects of literacy, the students experiment with digital technologies such as mobile phones, wikis and blogs.

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An effective scheme for soccer summarization is significant to improve the usage of this massively growing video data. The paper presents an extension to our recent work which proposed a framework to integrate highlights into play-breaks to construct more complete soccer summaries. The current focus is to demonstrate the benefits of detecting some specific audio-visual features during play-break sequences in order to classify highlights contained within them. The main purpose is to generate summaries which are self-consumable individually. To support this framework, the algorithms for shot classification and detection of near-goal and slow-motion replay scenes is described. The results of our experiment using 5 soccer videos (20 minutes each) show the performance and reliability of our framework.

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To sustain an ongoing rapid growth of video information, there is an emerging demand for a sophisticated content-based video indexing system. However, current video indexing solutions are still immature and lack of any standard. This doctoral consists of a research work based on an integrated multi-modal approach for sports video indexing and retrieval. By combining specific features extractable from multiple audio-visual modalities, generic structure and specific events can be detected and classified. During browsing and retrieval, users will benefit from the integration of high-level semantic and some descriptive mid-level features such as whistle and close-up view of player(s).

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Drawing on cultural artefacts, images and interactive audio-visual material, this exhibition depicts a vivid portrait of the Anglo-Indian community in Australia.

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There has been a huge increase in the utilization of video as one of the most preferred type of media due to its content richness for many significant applications including sports. To sustain an ongoing rapid growth of sports video, there is an emerging demand for a sophisticated content-based indexing system. Users recall video contents in a high-level abstraction while video is generally stored as an arbitrary sequence of audio-visual tracks. To bridge this gap, this paper will demonstrate the use of domain knowledge and characteristics to design the extraction of high-level concepts directly from audio-visual features. In particular, we propose a multi-level semantic analysis framework to optimize the sharing of domain characteristics.

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This paper aims to automatically extract and classify self-consumable sport video highlights. For this purpose, we will emphasize the benefits of using play-break sequences as the effective inputs for HMMbased classifier. HMM is used to model the stochastic pattern of high-level states during specific sport highlights which correspond to the sequence of generic audio-visual measurements extracted from raw video data. This paper uses soccer as the domain study, focusing on the extraction and classification of goal, shot and foul highlights. The experiment work which uses183 play-break sequences from 6 soccer matches will be presented to demonstrate the performance of our proposed scheme.

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Researchers worldwide have been actively seeking for the most robust and powerful solutions to detect and classify key events (or highlights) in various sports domains. Most approaches have employed manual heuristics that model the typical pattern of audio-visual features within particular sport events To avoid manual observation and knowledge, machine-learning can be used as an alternative approach. To bridge the gaps between these two alternatives, an attempt is made to integrate statistics into heuristic models during highlight detection in our investigation. The models can be designed with a modest amount of domain-knowledge, making them less subjective and more robust for different sports. We have also successfully used a universal scope of detection and a standard set of features that can be applied for different sports that include soccer, basketball and Australian football. An experiment on a large dataset of sport videos, with a total of around 15 hours, has demonstrated the effectiveness and robustness of our
aIlgorithms.