950 resultados para 3D Video Telecommunication Multimedia


Relevância:

30.00% 30.00%

Publicador:

Resumo:

Resumen tomado de la revista. Número extraordinario titulado: Calidad en la enseñanza universitaria. Innovaciones didácticas en la Universidad de Sevilla

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Proyecto realizado por un grupo de cuatro profesores que trabajan en la Dirección Provincial de Educación de León. Unidad de Programas Educativos. Tiene como ojetivo: diseñar un programa multimedia de autoformación permanente en equipo para profesorado de Secundaria. La metodología de trabajo: 1) Detección de necesidades a través de investigación de tipo cualitativo. 2) Análisis y priorización de las necesidades, se selecionaran las cinco prioridades. 3) Planificación del programa. 4) Grabación en video de una sesión de evaluación. 5) Elaboración de un dossier documental. 6) Integración de los materiales en CD ROM. 7) Aplicación experimental del programa. El contenido del programa consta de: un cuadernillo que desarrolla cinco capítulos referidos a: 1) Detección de necesidades de formación. 2) Análisis y priorización. 3)Programa multimedia.4) Desarrollo multimedia del Programa. 5) Propuestas de un video con una sesión de evaluación y tres CD ROM con sesiones de evaluación. No está publicado..

Relevância:

30.00% 30.00%

Publicador:

Resumo:

El proyecto ha sido realizado en el laboratorio de diseño de materiales educativos del Instituto Universitario de Ciencias de la Educación de la Universidad de Salamanca. Ha sido desarrollado por tres profesores de la Facultad de educación, un becario y varios colaboradores del área de comunicación audiovisual de la Facultad de Ciencias Sociales. La finalidad se ha centrado en la realización de una herramienta multimedia de iniciación en estrategias de enseñanza y aprendizaje que permita mejorar la competencia de autoaprendizaje en la educación superior a través de: el fomento de la reflexión crítica, la implicación activa y la utilización de las nuevas tecnologías de la información. El sistema de trabajo ha partido de una categorización de las estrategias de enseñanza aprendizaje y una actualización de información sobre el tema. Constatada la ausencia de material audiovisual para incorporar a la herramienta multimedia, el equipo decidió pasar a la producción de un video sobre estrategias de aprendizaje en el alumnado universitario. La fase siguiente consistió en la organización de contenidos y construcción de guiones para la estructura multimedia, y posterior conformación de la misma mediante la herramienta de autor director 6.5 de Macromedia. Los materiales elaborados son un video y una herramienta multimedia sobre estrategias de enseñanza y aprendizaje en la universidad. En la actualidad tales materiales estan siendo objeto de aplicación y evaluación para mejorar la docencia práctica en varias asignaturas de la licenciatura de pedagogía; teniendo previstos interesantes desarrollos posteriores.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Proyecto realizado por el Laboratorio de Diseños Educativos Multimedia y Teleducación, Instituto Universitario de Ciencias de la Educación (IUCE), Universidad de Salamanca (http://iuce.usal.es). La aplicación 'El flujo de la renta, V.O.I.', prentende proporcionar un ejemplo práctico de las posibilidades que encierran la aplicación de las nuevas tecnologías de la información y la comunicación en la enseñanza de materias de Economía y Empresas, utilizando vídeos que recogen situaciones reales, imágenes en 3D, etc..Se consigue establecer un nexo entre la realidad y 'el papel', consiguiendo una mejor asimilación, de forma más amena y activa y, por lo tanto, más motivadora, de los contenidos por parte del alumno. El CD-ROM contiene también una base de datos, en donde el profesor puede, fácilmente, integrar y gestionar sus propios materiales y ejercicios multimedia (texto, imagen, sonido, vídeo) relacionados con la materia. El equipo vinculado a este proyecto está formado por profesores universitarios españoles y alemanes, y profesores de enseñanza secundaria.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Este CD-ROM interactivo es un medio pedagógico para la percepción de los aspectos visuales del lenguaje gráfico-plástico que el libro de texto, por su carácter estático, no puede conseguir. Explica mediante ejemplos prácticos la composición y recomposición, el módulo y la estructura modular, la teoría del color, la armonía del color, el concepto espacial y el lenguaje cinematográfico. Para visualizar la explicación del concepto espacial se necesita el programa 3D Canvas 5 y para el lenguaje cinematográfico, el Quick Time. Se dirige a los profesores del área plástica y visual, bachillerato artístico, teoría de la imagen; y a las escuelas de diseño y artes aplicadas.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Se centra en dos herramientas informáticas, de gran utilidad para que el docente promueva el aprendizaje activo conforme a las nuevas metodologías del Espacio Europeo de Educación Superior (EEES): Windows Movie Maker, que permite grabar y editar una secuencia de video y audio directamente desde el ordenador y Adobe Presenter que permite incorporar a las diapositivas generadas en PowerPoint explicaciones o comentarios de audio (incluso video).

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Resumen basado en el de la publicación

Relevância:

30.00% 30.00%

Publicador:

Resumo:

A new algorithm is described for refining the pose of a model of a rigid object, to conform more accurately to the image structure. Elemental 3D forces are considered to act on the model. These are derived from directional derivatives of the image local to the projected model features. The convergence properties of the algorithm is investigated and compared to a previous technique. Its use in a video sequence of a cluttered outdoor traffic scene is also illustrated and assessed.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Three experiments investigated the effectiveness of presenting procedural information through different media and their combinations. Experiment 1 examined the effectiveness of text, line drawings, text and line drawings, video. and video stills for learning a first aid task. The results showed an advantage of text and line drawings and of the video presentation over the other three conditions for both bandaging performance and answering questions about the task. Experiment 2 showed that the beneficial effect of the combination of text and pictures could not be accounted for simply in terms of a dual coding explanation. Rather, the effectiveness of the media and their combinations was influenced by the extent to which they conveyed action information. Finally, Experiment 3 showed no evidence of a contiguity effect: text and pictures were as effective when presented together on the same screen as when they were presented separately. Copyright © 2000 John Wiley & Sons, Ltd.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

This research establishes the feasibility of using a network centric technology, Jini, to provide a grid framework on which to perform parallel video encoding. A solution was implemented using Jini and obtained real-time on demand encoding of a 480 HD video stream. Further, a projection is made concerning the encoding of 1080 HD video in real-time, as the current grid was not powerful enough to achieve this above 15fps. The research found that Jini is able to provide a number of tools and services highly applicable in a grid environment. It is also suitable in terms of performance and responds well to a varying number of grid nodes. The main performance limiter was found to be the network bandwidth allocation, which when loaded with a large number of grid nodes was unable to handle the traffic.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Distributed multimedia supports a symbiotic infotainment duality, i.e. the ability to transfer information to the user, yet also provide the user with a level of satisfaction. As multimedia is ultimately produced for the education and / or enjoyment of viewers, the user’s-perspective concerning the presentation quality is surely of equal importance as objective Quality of Service (QoS) technical parameters, to defining distributed multimedia quality. In order to extensively measure the user-perspective of multimedia video quality, we introduce an extended model of distributed multimedia quality that segregates quality into three discrete levels: the network-level, the media-level and content-level, using two distinct quality perspectives: the user-perspective and the technical-perspective. Since experimental questionnaires do not provide continuous monitoring of user attention, eye tracking was used in our study in order to provide a better understanding of the role that the human element plays in the reception, analysis and synthesis of multimedia data. Results showed that video content adaptation, results in disparity in user video eye-paths when: i) no single / obvious point of focus exists; or ii) when the point of attention changes dramatically. Accordingly, appropriate technical- and user-perspective parameter adaptation is implemented, for all quality abstractions of our model, i.e. network-level (via simulated delay and jitter), media-level (via a technical- and user-perspective manipulated region-of-interest attentive display) and content-level (via display-type and video clip-type). Our work has shown that user perception of distributed multimedia quality cannot be achieved by means of purely technical-perspective QoS parameter adaptation.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

The introduction of multimedia on pervasive and mobile communication devices raises a number of perceptual quality issues. However, limited work has been done examining the 3-way interaction between use of equipment, user perceptual quality and quality of service. Our work measures user perceptual quality with the quality of perception (QoP) metrics which comprises levels of informational transfer (objective) and user satisfaction (subjective) when users are presented with multimedia video clips at three different frame rates, using four different display devices. Finally, our results will show that variation in frame-rate does not impact a user’s level of information assimilation (IA), however, does impact a users’ perception of multimedia video ‘quality’.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Imitation is an important form of social behavior, and research has aimed to discover and explain the neural and kinematic aspects of imitation. However, much of this research has featured single participants imitating in response to pre-recorded video stimuli. This is in spite of findings that show reduced neural activation to video vs. real life movement stimuli, particularly in the motor cortex. We investigated the degree to which video stimuli may affect the imitation process using a novel motion tracking paradigm with high spatial and temporal resolution. We recorded 14 positions on the hands, arms, and heads of two individuals in an imitation experiment. One individual freely moved within given parameters (moving balls across a series of pegs) and a second participant imitated. This task was performed with either simple (one ball) or complex (three balls) movement difficulty, and either face-to-face or via a live video projection. After an exploratory analysis, three dependent variables were chosen for examination: 3D grip position, joint angles in the arm, and grip aperture. A cross-correlation and multivariate analysis revealed that object-directed imitation task accuracy (as represented by grip position) was reduced in video compared to face-to-face feedback, and in complex compared to simple difficulty. This was most prevalent in the left-right and forward-back motions, relevant to the imitator sitting face-to-face with the actor or with a live projected video of the same actor. The results suggest that for tasks which require object-directed imitation, video stimuli may not be an ecologically valid way to present task materials. However, no similar effects were found in the joint angle and grip aperture variables, suggesting that there are limits to the influence of video stimuli on imitation. The implications of these results are discussed with regards to previous findings, and with suggestions for future experimentation.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

In this paper, we propose a content selection framework that improves the users` experience when they are enriching or authoring pieces of news. This framework combines a variety of techniques to retrieve semantically related videos, based on a set of criteria which are specified automatically depending on the media`s constraints. The combination of different content selection mechanisms can improve the quality of the retrieved scenes, because each technique`s limitations are minimized by other techniques` strengths. We present an evaluation based on a number of experiments, which show that the retrieved results are better when all criteria are used at time.