13 resultados para Participatory Content Creation

em Deakin Research Online - Australia


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Various issues related to the multimedia information retrieval and media access are discussed. The feasible solutions for automatic signal-based analysis of media content are analyzed. The extent of user involvement in the content creation process is emphasized. The applications driving the creation and usage of context and metadata are also elaborated.

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Recent growth in broadband access and proliferation of small personal devices that capture images and videos has led to explosive growth of multimedia content available everywhereVfrom personal disks to the Web. While digital media capture and upload has become nearly universal with newer device technology, there is still a need for better tools and technologies to search large collections of multimedia data and to find and deliver the right content to a user according to her current needs and preferences. A renewed focus on the subjective dimension in the multimedia lifecycle, fromcreation, distribution, to delivery and consumption, is required to address this need beyond what is feasible today. Integration of the subjective aspects of the media itselfVits affective, perceptual, and physiological potential (both intended and achieved), together with those of the users themselves will allow for personalizing the content access, beyond today’s facility. This integration, transforming the traditional multimedia information retrieval (MIR) indexes to more effectively answer specific user needs, will allow a richer degree of personalization predicated on user intention and mode of interaction, relationship to the producer, content of the media, and their history and lifestyle. In this paper, we identify the challenges in achieving this integration, current approaches to interpreting content creation processes, to user modelling and profiling, and to personalized content selection, and we detail future directions. The structure of the paper is as follows: In Section I, we introduce the problem and present some definitions. In Section II, we present a review of the aspects of personalized content and current approaches for the same. Section III discusses the problem of obtaining metadata that is required for personalized media creation and present eMediate as a case study of an integrated media capture environment. Section IV presents the MAGIC system as a case study of capturing effective descriptive data and putting users first in distributed learning delivery. The aspects of modelling the user are presented as a case study in using user’s personality as a way to personalize summaries in Section V. Finally, Section VI concludes the paper with a discussion on the emerging challenges and the open problems.

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Increasingly social web technologies, such as blogging and micro-blogging, audio and video podcasting, photo/video, social bookmarking, social networking, wiki writing or virtual worlds are being used as forms of authoring or content creation to support students’ learning in higher education. As Web 2.0 teaching practice is characterised by open access to information and collaborative networks there are both familiar and novel challenges for policy-makers in higher education institutions. The Government 2.0 Taskforce heralded legislative and practice changes necessary because of Web 2.0. We reflect on the qualitative feedback received from innovative higher education practitioners using Web 2.0 to assess student work. This indicates a need for information policy review to accommodate the cultural shift towards information exchange and communication across traditional institutional boundaries. Issues involved when implementing Web 2.0 assessments are identified to highlight requisite areas for policy improvement in higher education, in particular for academic integrity, copyright and privacy policies

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With organisational work increasingly performed by the collaboration of distributed groups, an improved understanding is needed of the co-creation of knowledge in emerging virtual structures. We explore the potential of the ubiquitous organisational tool, electronic mail (e-mail), for supporting collaborative knowledge creation in such settings. This research draws on a case study of knowledge creation occurring in e-mail conversations in a large Australian university and adopts a discourse analysis research approach. We describe a model of collaborative knowledge creation derived from the study and identify a preliminary set of key factors for organisational knowledge tools and their use by groups to support collaborative knowledge creation. The paper also provides insights into the role of e-mail in collaborative knowledge creation, not only in facilitating this process, but in shaping a participatory, multi-perspective, team-based approach to knowledge building. Organisational implications arising from this type of knowledge creation are also discussed in the paper.

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A participatory approach was used to teach educational administration topics relevant to the Thai reform agenda. Students were also required to carry out a workplace project based on their studies. Data indicated that the content and pedagogy of the university course were an effective form of professional development for school administrators.

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This paper examines children’s multiplatform commissioning at the Australian Broadcasting Corporation (ABC) in the context of the digitalisation of Australian television. A pursuit of audience share and reach to legitimise its recurrent funding engenders a strategy that prioritises the entertainment values of the ABC’s children’s offerings. Nevertheless, these multiplatform texts (comprising complementary ‘on-air’ and ‘online’ textualities) evidence a continuing commitment to a youth-focussed, public service remit, and reflect the ABC’s Charter obligations to foster innovation, creativity, participation, citizenship, and the values of social inclusiveness. The analysis focuses on two recent ‘marquee’ drama projects, Dance Academy (a contemporary teen series) and My Place (a historical series for a middle childhood audience). The research draws on a series of research interviews, analysis of policy documents and textual analysis of the television and multiplatform content. The authors argue that a mixed diet of programming, together with an educative or social developmental agenda, features in the design of both program and online participation for the public broadcaster.

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In 2003 the International Conflict Resolution Centre at the University of Melbourne, Australia, produced a primary school teaching manual for UNESCO Vietnam in consultation with ASP schoolteachers and principals. The finished manual included lessons plans and materials for a five year, 50 lesson peace education course. The Manual is one of the first examples of a systematic core national curriculum in peace education worldwide.

Development of the Teaching Manual posed a number of challenges including differences in language, culture, government and education system. To meet these challenges, a Participatory Action Research approach was central in the project’s development and curriculum design. This case study is offered as a model for effective cross-cultural curriculum development of peace education materials. In particular, the creation of a systematic core course in peace education and the use of UNESCO’s peace keys are outlined as innovative aspects of the project.

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We discuss the design goals for an integrated media creation environment (IMCE) aimed at enabling the average user to create media artifacts with professional qualities. The resulting requirements are implemented and we demonstrate the efficacy of the resulting system with the generation of two simple home movies. The significance for the average user seeking to create home movies lies in the flexible and automatic application of film principles to the task, removal of tedious low-level editing by means of well-formed media transformations in terms of high-level film constructs (e.g., tempo), and content repurposing powered by those same transformations added to the rich semantic information maintained at each phase of the process.

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We discuss the design and implementation of an integrated media creation environment, and demonstrate its efficacy in the generation of two simple home movies. The significance for the average user seeking to create home movies lies in the flexible and automatic application of film principles to the task, removal of tedious low-level editing by means of wellformed media transformations in terms of high-level film constructs (e.g. tempo), and content repurposing powered by those same transformations added to the rich semantic information maintained at each phase of the process.

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The interplaying roles among the user groups must be adequately-mapped to fulfil the design needs of Egovernment applications. In previous studies, the design of citizen-centric e-government and its theoretical understanding is still limited in relation to the requirement of engaging malleable features for supporting all relevant users’ roles in governing bodies. Operationalising IS theories to improve the design of e-government application has been a much sought-after objective. Yet, there is a lack of actionable guidance on how to develop e-government application that exhibits high levels of users’ engagement through malleable features. Under a participatory good governance perspective, the paper reports a qualitative study and identifies requirement of malleable provisions to support the interplaying roles among users in a case demonstration of extensional service delivery in government. While service content describes the features available on an e-government application for assisting user groups in completing their support services.

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This paper reports on part of a teacher/researcher’s PhD action research study. It explains the complexity of features that social media brings to the teaching and learning process while discussing the simplicity and power of its use. Through the action research cycle, learning programs were designed to take advantage of the unique communicative methods offered by social media and web 2.0 whilst maintaining the value of face-to-face learning. Students used social media spaces such as blogs, groups and discussion forums as well as developing their own profiles and avatars to communicate online by making friends, leaving comments and uploading content which included publishing, peer reviewing and self assessment. The author argues that, by designing learning that valued and combined the attributes of social media, Web 2.0 and face-to-face teaching she was able to produce a more student-centred approach; hence, developing a ‘Hybrid’ learning environment which supported many 21st Century skills.

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This article reflects on a dance improvisation project in which the foundational relationship of the Mover Witness Dyad (MWD), the private exchange between mover and witness (and more commonly known as Authentic Movement) became an ethical and physical paradigm for an improvised performance. The untitled performance (conceived by Shaun McLeod and danced by Olivia Millard, Peter Fraser, Jason Marchant, Sophia Cowen and Shaun McLeod) took place over three nights in Melbourne in November 2014. It was specifically informed by the experiences, observations and questions drawn from an extensive studio practice of the MWD by the dancers. The practice of the MWD is a therapeutic relationship between contemplative mover and attentive witness. Falling within the wider field of Dance Movement Therapy, the MWD has uses as a therapeutic aid, in personal development and also as a context for exploring dance improvisation. An important feature of the MWD is that attention, in whatever manifestation, is directed inwardly and is engaged bodily. The form parallels dance improvisation in its emphasis on open, exploratory movement, which is grounded in the particular sensibility each individual brings to embodiment. Never intended as a performance practice, the MWD has nonetheless been used by dancers as a method for investigating dancing and towards informing or generating performance content. This project threw up considerations of values; in this case values associated with audience participation and the ethics of ‘witnessing’ improvised dance.