928 resultados para Interactive Digital TV


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For the last few years, I have been working on an extensive digital model of ancient Rome as it appeared in the early 4th Century AD. This sort of visualisation lends itself to many applications in diverse fields: I am currently using it for research work into illumination and sightlines in the ancient city, have licensed it for broadcast in TV documentaries and publication in magazines, and am working with a computer games studio to turn it into an online game where players will be able to walk round the streets and buildings of the entire city (when not engaged in trading with or assassinating one another). Later this year I will be making a free online course, or MOOC, about the architecture of ancient Rome, which will largely be illustrated by this model.

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I denna uppsats undersöks huruvida en lyssnare kan skilja på två ljudmixar som är mixade på samma sätt men summerade på olika sätt. Den ena summeras analogt och den andra digitalt. Om så är fallet, hur tycker lyssnaren att dessa skillnader yttrar sig? Som metod fick en testpanel i ett blindtest lyssna på två olika mixar, en rocklåt och en jazzlåt, som båda fanns i både analogt och digitalt summerade versioner. Dessa fick testsubjekten sedan besvara några frågor kring och tycka till om dessa olika versioner i en kvalitativ enkätundersökning Det visade sig att skillnader uppfattades av merparten av lyssnarna. Den vanligast förekommande beskrivningen var att det var skillnad på stereobredd, djup och dynamik i mixarna beroende på hur de summerats. Även ord som klarhet, värme och tydlighet förekom. Testpanelen var överlag även väldigt bra på att gissa vilken version som var summerad på vilket sätt. Dessa gissningar verkar i på många fall vara baserad på den förutfattade meningen att analogt borde vara bättre. Det är ganska tydligt att detta forskningsarbete i mångt och mycket är en fallstudie för just de variabler som förekom (märke på den analoga summeraren, ljudkvalité på de inspelade ljudet, programmaterial med mera). Fler tester och undersökningar behövs för att kunna dra generella slutsatser.

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Fet-Mats är den gruvdräng som omkom och försvann i en rasolycka i Falu koppargruva under 1670-talet och vars kropp upptäcktes välbevarad, med fortfarande ungdomligt utseende, mer än fyra årtionden senare 1719. Han igenkändes då av sin trolovade - nu en gammal gumma. På grund av den märkligt bibehållna kroppen och det hisnande ögonblick då den åldrade kvinnan återsåg sin ungdoms kärlek, blev Fet-Mats och hans historia snabbt känd, även internationellt. Den spreds under 1800- och 1900-talen i Europa som novell och poesi, dramatik och opera. Även idag berättas historien om Fet-Mats både utomlands och i Sverige. Intresset för historien är rentav i växande. Orsaken härtill är omdaningen under senare år av Falu gruva från storindustri till musealt världsarv, från malmbrytning till turistorienterad upplevelseindustri. Fet-Mats-berättelsen bildar centrum i denna upplevelseindustri. I mitt paper diskuteras detta förhållande samt den nutida Fet-Mats-epikens karakteristika i ett semiotiskt, narratologiskt och tematiskt perspektiv. Jag finner bl.a. att Fet-Mats-berättandet idag, på ett annat sätt än tidigare, äger en flermedial karaktär och formulerar det postmoderna tillståndets centrala tematik: representationens kris. Jag fokuserar särskilt på två berättelser med anknytning till Fet-Mats-motivet: Julian Barnes historiografiska metafiktion The Story of Mats Israelson (2004) och det dramadokumentära seriealbumet Fet-Mats: en gruvdrängs hemska öde (2005).

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This thesis is about new digital moving image recording technologies and how they augment the distribution of creativity and the flexibility in moving image production systems, but also impose constraints on how images flow through the production system. The central concept developed in this thesis is ‘creative space’ which links quality and efficiency in moving image production to time for creative work, capacity of digital tools, user skills and the constitution of digital moving image material. The empirical evidence of this thesis is primarily based on semi-structured interviews conducted with Swedish film and TV production representatives.This thesis highlights the importance of pre-production technical planning and proposes a design management support tool (MI-FLOW) as a way to leverage functional workflows that is a prerequisite for efficient and cost effective moving image production.

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Syftet med studien är att åskådliggöra hur nio sfi-deltagare på en vuxenutbildning i Mellansverige upplever sin skriftspråksutveckling i samband med nya digitala hjälpmedel, i detta fall med iPad och appar eller distansutbildning med lärplattformen Fronter. De huvudsakliga frågorna gäller hur informanterna upplever de digitala hjälpmedlen i samband med skriftspråksinlärning samt hur de upplever att de utvecklar sin litteracitet genom dessa. Undersökningen görs med kvalitativa intervjuer där frågorna har hög standardisering men låg strukturering. Intervjuerna genomfördes via fysiska träffar eller via telefon för de informanter som inte kan närvara och som studerar på distans. Resultatet från studien diskuteras och jämförs med tidigare studier och forskning. Det som framkommer i studien är att fyra av sex av de informanter som använt iPad tycker att de utvecklate sin litteracitet och sin skriftspråksutveckling på ett bra sätt och de har upptäckt strategier som påskyndar utvecklingen, t.ex. det repetitionsmoment som använts. Två informanter är dock inte lika imponerade utan ser helst att de får arbeta med datorer som de är mer vana att använda. De material de arbetar med i iPad är appar som iBook, Alfavux, Moji Clock, U-talk, Talking Cards, Safari samt iTranslate. Inom distansutbildningen arbetas det via lärplattformen Fronter med blandade uppgifter som täcker de områden som krävs för skriftspråksutveckling inom sfi, såsom att lyssna, tala, läsa och skriva. Tre informanter deltar från början men det blir två kvar som utvärderar sitt arbete, med bra resultat. Båda är mycket nöjda med tillgängligheten, de vet vad som ska göras och de kan bestämma själva när och hur mycket tid de ville lägga på arbetet. De kan också bestämma vilken del av utbildningen de kan och vill fokusera mest på. Samlitliga informanter tycker att de fått bra hjälp och stöd av de lärare och den projektutvecklare som är delaktiga i utbildningen.

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This paper describes the processes of creating a hybrid experience of live performance and virtual imagery in 1 + x: Mid-range Projections, a dance work that uses real-time processing of live feed video to create a duet between dancers and their virtual images. 1 + x is about creating experiences of interiority and intimacy, ironically, through the juxtaposition of virtual images of performers with their real selves. This paper examines how the ideal of reinserting intimacy, humanity and 'presence' into a technologically generated image space, in the case of 1 + x, depends on the precise and delicate manipulation of live-feed video in collaboration with the audience's experience of interactivity. The result is a performance work that creates a poesis of 'presence', through a diegesis that melds real and virtual images on the same screen and the same conceptual and spatial plane - a 'becoming virtual'.

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The movement of graphics and audio programming towards three dimensions is to better simulate the way we experience our world. In this project I looked to use methods for coming closer to such simulation via realistic graphics and sound combined with a natural interface. I did most of my work on a Dell OptiPlex with an 800 MHz Pentium III processor and an NVIDlA GeForce 256 AGP Plus graphics accelerator -high end products in the consumer market as of April 2000. For graphics, I used OpenGL [1], an open·source, multi-platform set of graphics libraries that is relatively easy to use, coded in C . The basic engine I first put together was a system to place objects in a scene and to navigate around the scene in real time. Once I accomplished this, I was able to investigate specific techniques for making parts of a scene more appealing.

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1 electronic text : HTML file + 1 video file : digital, mp4 file

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In this article, we report on a cross-disciplinary, cross-cultural digital exchange project between Australian Drama and Education students and Dutch English Language and Culture students, and examine the impact of the place-independent, technology-mediated communications and collaboration on their learning trajectories. The intensive, intercultural collaboration between the two groups of students resulted in a 50-minute group-devised, digital theatre play entitled Quarter Acre Dreaming. This play, performed through live interactive media by both Dutch and Australian students, traced the historical development of the Australian suburb, while integrating scenes of Dutch immigration into Australia. In the creative process, the students on either side of the globe interacted through Computer-Mediated Communication (CMC), and used videoconferencing and Skype for live rehearsals and discussions to advance their learning of English, their performance repertoire and cross-cultural understanding.

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In this article, I draw on Judith Butler's notion of performativity to investigate the role of digital technologies in processes of gendered subjectification (or ‘girling’) in elite girls' education. Elite girls' schooling is a site where the potential of digital technologies in mediating student‐led constructions and explorations of ‘femininity’ sits alongside school‐produced digital media in the form of promotional texts, in which young femininity is regulated by discourses of ‘girl power’. Whilst such schools are well equipped with digital resources that might be utilised towards students' interrogation of how ‘femininity’ is understood, thus politicising the girling process, school‐produced digital media inscribe a more prescriptive picture of ‘who’ an elite school‐girl can ‘be’. Lyla Girls' Grammar School (LGGS) is an elite secondary school in Melbourne, Australia. I report on research undertaken at two institutional levels of LGGS: the ‘school’ level in which digital media representations of young women are produced by the school and the ‘classroom’ level, in which media education pedagogy includes interactive web conferencing software. The use of digital technologies in media education appeared to support student‐led construction and interrogation of femininities to some extent. I argue that this kind of student‐led girling is important in the context of more prescriptive school‐level girling practices.

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Emerging technologies offer new possibilities of text production. Consequently there are important implications for submitting a digitalised thesis. This paper reflects upon some of the issues associated with the digitalisation of the thesis entitled "The literacy practices of Kunib¡dji children: Text, technology and transformation". This PhD thesis was submitted in a multimedia format on a DVD and reported on the literacy practices of a group of Indigenous Australian children who spoke a minority Indigenous Australian language. Factors to consider when digitalising a thesis include the social possibilities of emerging technologies. These are explored with reference to the purpose of research in changing times. The opportunities to integrate a number of texts in the submitted thesis are demonstrated. The use of multimodal texts to improve the validity of the research is discussed using examples of digital video and interactive texts in a minority Indigenous Australian language context. This paper concludes that the digitisation of a thesis should be guided by the possibilities for conceptualising and reporting new knowledge while upholding an ethic of respect for the participants.

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Almost every aspect of how we create, transmit, and consume video has changed, but video interfaces still mimic those from video's inception. We extend Temporal Semantic Compression for interactive video browsing, which uses an arbitrary frame-by-frame interest measure to sub-sample video in real time, with user interface elements that visualize these measures and the effect of compressing on them. We experiment with a novel interest measure for popularity, and design novel visualizations for expressing interest measures and the compression interaction. We conduct the first formative evaluation of the TSC paradigm, with 8 subjects, and report design implications arising from it.

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There has been a long history of attempting to deploy networked information and communications – mostly in the form of the Internet – to support the broad goals of effective, efficient and responsible democratic government. While there has been considerable talk about the way such technologies might promote better governance – through increased citizen participation in debates and discussions about future outcomes – there has been, in contrast, much action that actually uses the Internet for more efficient government, by creating online and networked interfaces by which citizens can transact business with government. There has been only limited success in using the Internet and similar communications channels to allow citizens to participate in their own governance. Undoubtedly, the Internet does facilitate public consultation. For example, the European Commission used an Interactive Policy Making web tool for public consultation on legislation for regulation of chemicals. Over 6,500 contributions were received over a period of 2 months and the consultation process led to the identification of key flaws in proposals, saving billions of Euros (Timmers,2008). However, consultation of this kind tends to be a mechanism for gathering opinion and gaining citizen approval for change that is not different except in transmission form than previous approaches based on meetings and written submissions. While the European Commission example can be seen as successful, Internet-based consultation can too easily become promotional or marketing oriented, as in recent efforts in Australian by the Federal Communications Minister to use a blog to discuss proposed changes to Internet censorship regulations: in this case, discussion and debate from participants appears largely to have been ignored in favour of a pre-existing position. This paper aims to provide a solution to some of these problems by drawing on the idea of how the Internet can host and support a digital eco-system.

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 This paper analyses the campaign to establish terrestrial digital children’s public service broadcasting in Australia. It finds that the development of the Australian Broadcasting Corporation’s digital children’s channel (ABC3), an initiative initially embraced somewhat opportunistically, enabled an expansion strategy for the public service broadcaster that ultimately helped determine the shape of its current digital channel portfolio. Contrasting the collective and divergent interpretations of future audience behaviours and needs developed by the Australian Children’s Television Foundation (ACTF) and the ABC, it argues that both organisations developed strategies and made policy decisions that were influential in conditioning the current digital television ecology.