998 resultados para Lecture capture


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This 6-minute video shows tutors how they can control access to recordings made using panopto. They can disable access completely, restrict access to specific individuals or make a recording available to anyone in the world.

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This 4-minute video shows students how they can access and download the MP3 and MP4 podcasts produced by Panopto. It also shows tutors how to disable podcasts if they wish.

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This 7-minute video shows you how to make a recording using Panopto in locations where you have no internet access, such as another institution or on a field trip. It also shows you how to upload the recording when you get back to your office.

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This 11-minute video provides some guidance on the learning technologies available at Southampton that can be used to support assessment and feedback. It was produced using the Panopto lecture capture system. The first link is to the native Panopto podcast, which requires the Silverlight player to be installed. The second link is the MP4 video version of the podcast, which should play on all PCs, Macs and suitable mobile devices. This share also provides a link to the video's script.

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This article presents an argument for the use of networked interactive whiteboards (NIWBs) in regional Australian higher education and identifies new pedagogies for this context. Most Australian universities operate multiple campuses, and many use video conference facilities to deliver courses across these sites. For students at remote video conference sites, their classroom experience is often one of isolation and limited student to student contact. In this article, NIWBs are proposed as a tool to enhance this mode of delivery and exploratory research into the additional affordances they provide is presented. By using networking with IWBs, annotation and gesture can be shared across distances. Emerging possibilities from the integration of NIWBs with video conference, web conference and lecture capture systems are also explored. Three new pedagogies for regional Australian higher education are proposed based on these new capabilities.

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Griffioen, E. (2016).De Betrokkenheid en Prestatie van Eerstejaars HBO Toerisme Studenten in een Geflipte Leeromgeving. Juli, 25, 2016, Heerlen, Nederland:Open Universiteit

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La lecture numérique prend de plus en plus de place dans l'espace global de la lecture des étudiants. Bien que les premiers systèmes de lecture numérique, communément appelés livres électroniques, datent déjà de plusieurs années, les opinions quant à leur potentiel divergent encore. Une variété de contenus universitaires numériques s’offre aujourd’hui aux étudiants, entraînant par le fait même une multiplication d'usages ainsi qu'une variété de modes de lecture. Les systèmes de lecture numérique font maintenant partie intégrante de l’environnement électronique auquel les étudiants ont accès et méritent d’être étudiés plus en profondeur. Maintes expérimentations ont été menées dans des bibliothèques publiques et dans des bibliothèques universitaires sur les livres électroniques. Des recherches ont été conduites sur leur utilisabilité et sur le degré de satisfaction des lecteurs dans le but d’en améliorer le design. Cependant, très peu d’études ont porté sur les pratiques de lecture proprement dites des universitaires (notamment les étudiants) et sur leurs perceptions de ces nouveaux systèmes de lecture. Notre recherche s’intéresse à ces aspects en étudiant deux systèmes de lecture numérique, une Tablet PC (dispositif nomade) et un système de livres-Web, NetLibrary (interface de lecture intégrée à un navigateur Web). Notre recherche étudie les pratiques de lecture des étudiants sur ces systèmes de lecture numérique. Elle est guidée par trois questions de recherche qui s’articulent autour (1) des stratégies de lecture employées par des étudiants (avant, pendant et après la lecture), (2) des éléments du système de lecture qui influencent (positivement ou négativement) le processus de lecture et (3) des perceptions des étudiants vis-à-vis la technologie du livre électronique et son apport à leur travail universitaire. Pour mener cette recherche, une approche méthodologique mixte a été retenue, utilisant trois modes de collecte de données : un questionnaire, des entrevues semi-structurées avec les étudiants ayant utilisé l’un ou l’autre des systèmes étudiés, et le prélèvement des traces de lecture laissées par les étudiants dans les systèmes, après usage. Les répondants (n=46) étaient des étudiants de l’Université de Montréal, provenant de trois départements (Bibliothéconomie & sciences de l’information, Communication et Linguistique & traduction). Près de la moitié d’entre eux (n=21) ont été interviewés. Parallèlement, les traces de lecture laissées dans les systèmes de lecture par les étudiants (annotations, surlignages, etc.) ont été prélevées et analysées. Les données des entrevues et des réponses aux questions ouvertes du questionnaire ont fait l'objet d'une analyse de contenu et un traitement statistique a été réservé aux données des questions fermées du questionnaire et des traces de lecture. Les résultats obtenus montrent que, d’une façon générale, l’objectif de lecture, la nouveauté du contenu, les habitudes de lecture de l’étudiant de même que les possibilités du système de lecture sont les éléments qui orientent le choix et l’application des stratégies de lecture. Des aides et des obstacles à la lecture ont été identifiés pour chacun des systèmes de lecture étudiés. Les aides consistent en la présence de certains éléments de la métaphore du livre papier dans le système de lecture numérique (notion de page délimitée, pagination, etc.), le dictionnaire intégré au système, et le fait que les systèmes de lecture étudiés facilitent la lecture en diagonale. Pour les obstacles, l’instrumentation de la lecture a rendu l’appropriation du texte par le lecteur difficile. De plus, la lecture numérique (donc « sur écran ») a entraîné un manque de concentration et une fatigue visuelle notamment avec NetLibrary. La Tablet PC, tout comme NetLibrary, a été perçue comme facile à utiliser mais pas toujours confortable, l’inconfort étant davantage manifeste dans NetLibrary. Les étudiants considèrent les deux systèmes de lecture comme des outils pratiques pour le travail universitaire, mais pour des raisons différentes, spécifiques à chaque système. L’évaluation globale de l’expérience de lecture numérique des répondants s’est avérée, dans l’ensemble, positive pour la Tablet PC et plutôt mitigée pour NetLibrary. Cette recherche contribue à enrichir les connaissances sur (1) la lecture numérique, notamment celle du lectorat universitaire étudiant, et (2) l’impact d’un système de lecture sur l’efficacité de la lecture, sur les lecteurs, sur l’atteinte de l’objectif de lecture, et sur les stratégies de lecture utilisées. Outre les limites de l’étude, des pistes pour des recherches futures sont présentées.

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This paper describes our experiences in implementing an audio lecture streaming facility for Deakin University. For many years Deakin students have benefited from some of the most comprehensive printed study notes of any university in Australia. In 2002, portable digital audio recorders were utilised by academic staff to capture lecture presentations in order to supplement existing unit learning materials and teaching delivery methods. Audio recordings were processed to enable streamed access via the web browser interface using QuickTime. A trial of incorporating PowerPoint presentations was conducted on a limited basis. 68 undergraduate and postgraduate units implemented lecture streaming. This represented over1700 lecture recordings and 20000 audio streams. Evaluation findings indicate that students find this facility highly valuable to their studies and regularly access the audio recordings throughout semester. Benefits include; access to lecture presentations for off-campus enrolled students, the ability to revisit lecture presentations, and the ability to study at a place and time of convenience. Future enhancement to the audio lecture streaming may include implementing a hard-wired audio capture system into lecture theatres and providing for a more rapid turn around of audio processing.

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Computers and multimedia equipment have improved a lot in the last years. They have reduced their cost and size while at the same time increased their capabilities. These improvements allowed us to design and implement a portable recording system that also integrates the teacher´s tablet PC to capture what he/she writes on the slides and all that happens in it. This paper explains this system in detail and the validation of the recordings that we did after using it to record all the lectures the “Communications Software” course in our university. The results show that pupils used the recordings for different purposes and consider them useful for a variety of things, especially after missing a lecture.

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With the rising levels of CO2 in the atmosphere, low-emission technologies with carbon dioxide capture and storage (CCS) provide one option for transforming the global energy infrastructure into a more environmentally, climate sustainable system. However, like many technology innovations, there is a social risk to the acceptance of CCS. This article presents the findings of an engagement process using facilitated workshops conducted in two communities in rural Queensland, Australia, where a demonstration project for IGCC with CCS has been announced. The findings demonstrate that workshop participants were concerned about climate change and wanted leadership from government and industry to address the issue. After the workshops, participants reported increased knowledge and more positive attitudes towards CCS, expressing support for the demonstration project to continue in their local area. The process developed is one that could be utilized around the world to successfully engage communities on the low carbon emission technology options.

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Key topics: Since the birth of the Open Source movement in the mid-80's, open source software has become more and more widespread. Amongst others, the Linux operating system, the Apache web server and the Firefox internet explorer have taken substantial market shares to their proprietary competitors. Open source software is governed by particular types of licenses. As proprietary licenses only allow the software's use in exchange for a fee, open source licenses grant users more rights like the free use, free copy, free modification and free distribution of the software, as well as free access to the source code. This new phenomenon has raised many managerial questions: organizational issues related to the system of governance that underlie such open source communities (Raymond, 1999a; Lerner and Tirole, 2002; Lee and Cole 2003; Mockus et al. 2000; Tuomi, 2000; Demil and Lecocq, 2006; O'Mahony and Ferraro, 2007;Fleming and Waguespack, 2007), collaborative innovation issues (Von Hippel, 2003; Von Krogh et al., 2003; Von Hippel and Von Krogh, 2003; Dahlander, 2005; Osterloh, 2007; David, 2008), issues related to the nature as well as the motivations of developers (Lerner and Tirole, 2002; Hertel, 2003; Dahlander and McKelvey, 2005; Jeppesen and Frederiksen, 2006), public policy and innovation issues (Jullien and Zimmermann, 2005; Lee, 2006), technological competitions issues related to standard battles between proprietary and open source software (Bonaccorsi and Rossi, 2003; Bonaccorsi et al. 2004, Economides and Katsamakas, 2005; Chen, 2007), intellectual property rights and licensing issues (Laat 2005; Lerner and Tirole, 2005; Gambardella, 2006; Determann et al., 2007). A major unresolved issue concerns open source business models and revenue capture, given that open source licenses imply no fee for users. On this topic, articles show that a commercial activity based on open source software is possible, as they describe different possible ways of doing business around open source (Raymond, 1999; Dahlander, 2004; Daffara, 2007; Bonaccorsi and Merito, 2007). These studies usually look at open source-based companies. Open source-based companies encompass a wide range of firms with different categories of activities: providers of packaged open source solutions, IT Services&Software Engineering firms and open source software publishers. However, business models implications are different for each of these categories: providers of packaged solutions and IT Services&Software Engineering firms' activities are based on software developed outside their boundaries, whereas commercial software publishers sponsor the development of the open source software. This paper focuses on open source software publishers' business models as this issue is even more crucial for this category of firms which take the risk of investing in the development of the software. Literature at last identifies and depicts only two generic types of business models for open source software publishers: the business models of ''bundling'' (Pal and Madanmohan, 2002; Dahlander 2004) and the dual licensing business models (Välimäki, 2003; Comino and Manenti, 2007). Nevertheless, these business models are not applicable in all circumstances. Methodology: The objectives of this paper are: (1) to explore in which contexts the two generic business models described in literature can be implemented successfully and (2) to depict an additional business model for open source software publishers which can be used in a different context. To do so, this paper draws upon an explorative case study of IdealX, a French open source security software publisher. This case study consists in a series of 3 interviews conducted between February 2005 and April 2006 with the co-founder and the business manager. It aims at depicting the process of IdealX's search for the appropriate business model between its creation in 2000 and 2006. This software publisher has tried both generic types of open source software publishers' business models before designing its own. Consequently, through IdealX's trials and errors, I investigate the conditions under which such generic business models can be effective. Moreover, this study describes the business model finally designed and adopted by IdealX: an additional open source software publisher's business model based on the principle of ''mutualisation'', which is applicable in a different context. Results and implications: Finally, this article contributes to ongoing empirical work within entrepreneurship and strategic management on open source software publishers' business models: it provides the characteristics of three generic business models (the business model of bundling, the dual licensing business model and the business model of mutualisation) as well as conditions under which they can be successfully implemented (regarding the type of product developed and the competencies of the firm). This paper also goes further into the traditional concept of business model used by scholars in the open source related literature. In this article, a business model is not only considered as a way of generating incomes (''revenue model'' (Amit and Zott, 2001)), but rather as the necessary conjunction of value creation and value capture, according to the recent literature about business models (Amit and Zott, 2001; Chresbrough and Rosenblum, 2002; Teece, 2007). Consequently, this paper analyses the business models from these two components' point of view.

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This article discusses a pilot project that adapted the methods of digital storytelling and oral history to capture a range of personal responses to the official Apology to Australia’s Indigenous Peoples delivered by Prime Minister Kevin Rudd on 13 February 2008. The project was an initiative of State Library of Queensland and resulted in a small collection of multimedia stories, incorporating a variety of personal and political perspectives. The article describes how the traditional digital storytelling workshop method was adapted for use in the project, and then proceeds to reflect on the outcomes and continuing life of the project. The article concludes by suggesting that aspects of the resultant model might be applied to other projects carried out by cultural institutions and community-based media organizations.

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3D Motion capture is a medium that plots motion, typically human motion, converting it into a form that can be represented digitally. It is a fast evolving field and recent inertial technology may provide new artistic possibilities for its use in live performance. Although not often used in this context, motion capture has a combination of attributes that can provide unique forms of collaboration with performance arts. The inertial motion capture suit used for this study has orientation sensors placed at strategic points on the body to map body motion. Its portability, real-time performance, ease of use, and its immunity from line-of-sight problems inherent in optical systems suggest it would work well as a live performance technology. Many animation techniques can be used in real-time. This research examines a broad cross-section of these techniques using four practice-led cases to assess the suitability of inertial motion capture to live performance. Although each case explores different visual possibilities, all make use of the performativity of the medium, using either an improvisational format or interactivity among stage, audience and screen that would be difficult to emulate any other way. A real-time environment is not capable of reproducing the depth and sophistication of animation people have come to expect through media. These environments take many hours to render. In time the combination of what can be produced in real-time and the tools available in a 3D environment will no doubt create their own tree of aesthetic directions in live performance. The case study looks at the potential of interactivity that this technology offers.