115 resultados para Research Audio-visual aids

em Deakin Research Online - Australia


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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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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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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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Introduction: Sue Owen, Associate University Librarian, Deakin University Library.

Presentations:

Using Creative Commons licences to provide open access in the education and research sectors / Professor Anne Fitzgerald ;
Elsevier and open access / Macy Lee and David Tempest ;
Electronic rights  in academic publishing; a researcher's perspective / Professor Christoph Antons.

Panel discussion, Question and answer.

Includes audio/visual recording of whole Symposium

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In this paper the author traces the possibilities afforded by engaging with the aesthetic, historic and socio-political nature of shodo (Japanese calligraphy) as an intersectional space. Shodo literally translated as 'the way of writing' is an artistic practice bringing together ink, brush and paper. It is simultaneously a juncture between studied discipline and an ongoing mediation of subjectivities. The calligrapher/writer/drawer communicates to the reader through the bold or subtle brush strokes, the pressure and movement at the completion of each stroke. The calligrapher/writer/drawer draws across the boundaries of text and image to meet the reader blurring the lines between subject and object. This discussion re-examines the hierarchical binaries of writing/drawing, text/image, self/Other as they play out from vanishing lines of distinction between truth and conjecture. Crossing these binaries opens up opportunity for decentring and questioning representational practice by enabling other possible meanings and practices to emerge (Lather, 2007). I work from a stance of theoretical promiscuity in order to disrupt constitutive discourses and restore the liminal in social research. Drawing across the fragments of research projects I illustrate the generative and speculative space of visualising pedascapes in educational research.

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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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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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This thesis presents 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). The main objective is to contribute to the three major components of sports video indexing systems. The first component is a set of powerful techniques to extract audio-visual features and semantic contents automatically. The main purposes are to reduce manual annotations and to summarize the lengthy contents into a compact, meaningful and more enjoyable presentation. The second component is an expressive and flexible indexing technique that supports gradual index construction. Indexing scheme is essential to determine the methods by which users can access a video database. The third and last component is a query language that can generate dynamic video summaries for smart browsing and support user-oriented retrievals.

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An analysis of Erica's videotestimony, presented at the Jewish Holocaust Museum and Research Centre in Melbourne, reveals how audio-visual history can act as a medium for the transfer of cultural heritage, despite claims that the trauma of the Holocaust has destroyed the possibility of any meaningful transmissíon. It is argued that the discussion of personal photographs from before and after the Holocaust forms a key component of the videotestimony and constitutes the primary mechanism for intergenerational transfer of Jewish communal heritage, Transfer is further facilitated by the interviewer whose questioning explicitly encourages Erica to reflect on issues of cultural continuity. Significantly, Erica's answers do not always conform to the interviewer's expectations about Jewish communal and religious identification and this can result in tension between the
two. Here too the photographs play an important role in resolving tension between Erica and the interviewer.

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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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The demand for various multimedia applications is rapidly increasing due to the recent advance in the computing and network infrastructure, together with the widespread use of digital video technology. Among the key elements for the success of these applications is how to effectively and efficiently manage and store a huge amount of audio visual information, while at the same time providing user-friendly access to the stored data. This has fueled a quickly evolving research area known as video abstraction. As the name implies, video abstraction is a mechanism for generating a short summary of a video, which can either be a sequence of stationary images (keyframes) or moving images (video skims). In terms of browsing and navigation, a good video abstract will enable the user to gain maximum information about the target video sequence in a specified time constraint or sufficient information in the minimum time. Over past years, various ideas and techniques have been proposed towards the effective abstraction of video contents. The purpose of this article is to provide a systematic classification of these works. We identify and detail, for each approach, the underlying components and how they are addressed in specific works. © 2007 ACM.

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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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Background: Increasing proportions of Culturally and Linguistically Diverse (CALD) students within health professional courses at universities creates challenges in delivering inclusive training and education. Clinical placements are a core component of most health care degrees as they allow for applied learning opportunities. A research gap has been identified in regard to understanding challenges and strategies for CALD students in health professional placements.

Methods: A key stakeholder approach was used to examine barriers and enablers experienced by CALD students in clinical placement. Semi-structured focus groups with healthcare students (n = 13) and clinical placement supervisors (n = 12) were employed. The focus groups were analysed using open coding and thematic analysis.

Results: Three main barrier areas were identified: placement planning and preparation; teaching, assessment and feedback; and cultural and language issues. Potential solutions included addressing placement planning and preparation barriers, appropriate student placement preparation, pre-placement identification of higher risk CALD students, and diversity training for supervisors. For the barrier of teaching, assessment & feedback, addressing strategies were to: adapt student caseloads, encourage regular casual supervisor-student conversations, develop supportive placement delivery modes and structures, set expectations early, model the constructive feedback process, use visual aids, and tailor the learning environment to individual student needs. The enablers for cultural & language issues were to: build language and practical approaches for communication, raise awareness of the healthcare system (how it interacts with healthcare professions and how patients access it), and initiate mentoring programs.

Conclusions: The findings suggest that teaching and learning strategies should be student-centred, aiming to promote awareness of difference and its impacts then develop appropriate responses by both student and teacher. Universities and partnering agencies, such as clinical training providers, need to provide an inclusive learning environment for students from multiple cultural backgrounds.