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1

Villasevil, Marco F. Xavier (Francesc Xavier). "Influencia de los multimedia (TIC-TAC) en el proceso enseñanza/aprendizaje." Doctoral thesis, Universitat Politècnica de Catalunya, 2016. http://hdl.handle.net/10803/385747.

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There is a gap between the potential of ICT incorporated into classrooms and limited renewal of the educational process and thechnology is nothing without pedagogical innovation. ICT/TAC have been incorporated in our univers ities, often associated with little participatory policies and teaching practices. For example, in many cases they have simply replaced the traditional blackboards for Power Point presentations and the queues in reprographics have disappeared, "hanging" files on Campus. This problem leads us to conclude that neither at the beginning of this investigation, nor now, it doesen't exist, for the training of the future engineers, a docent methodology equal to the proposed that have been applied and evaluated successfully in its aplication; and in this research it has also elaborated, implemented and evaluated multimedia tools "ad hoc"; although we do observe essays with proposals that collect partial and isolated aspects of it. In a synthetic way, this is precisely what gives this present Thesis: A tool multimedia designed specifically to apply with a methodology that links with the premises of new European Higher Education Area; and further proposes a real change in the mentalities and docent structures of the technical education, avoiding any temptation of "cosmetic" changes. A methodology wiht a multimedia that pivot on the learning, on the training on skills, abilities and dexterity; it means, a balanced training that provides an adequate personal competence, oriented to the employability and to the knowledge generation. It is therefore we have proposed and achieved the following objectives: * Develop a multimedia supported by a methodological system to allow the students achieve metacognitive levels that facilitate the labor marked access and let them evolve quickly toward an expert engineer levels. * Determine the influence that has the "ad hoc" multimedia applied to the methodological process proposed about the conceptual and procedural learning. * Apply and check the influence of both the model and the multimedia in engineering studies about the meta-cognitive development and in the autonomy or self-regulatory capacity of the student. * Investigate the student attitudinal change by appliying multimedia "ad hoc". * Promote the meta-knowledge of students of Engineering. Provide solutions to the current problems in the formation of the future Engineer, in the social and technological context. Strengthen the type of skills needed to develop successful professional work related to desingn and diagnosi.<br>Existe un desfase entre la potencialidad de las TIC incorporadas a las aulas y la escasa renovación del proceso pedagógico, y la tecnología no es nada sin la innovación pedagógica. Las TIC/TAC se han ido incorporando en nuestras universidades, a menudo asociadas a prácticas docentes directivas y poco participativas. Por ejemplo, en muchos casos simplemente se han sustituido las tradicionales pizarras por presentaciones "Power Point" y han desaparecido las colas en reprografía, "colgando" los archivos en el Campus. Esta problemática nos lleva a concluir que ni al inicio de la presente investigación, ni en la actualidad, existe de manera generalizada en la formación de los futuros Ingenieros una metodología docente de características iguales a la planteada y que haya sido aplicada y evaluada con éxito en su aplicación; y en la presente investigación además se han elaborado, aplicado y evaluado herramientas multimedia "ad hoc"; aunque si vamos observando ensayos con propues tas que recogen aspectos parciales y aislados de la misma. Dicho de manera sintética, esto es lo que aporta precisamente la presente Tesis: Unos multimedia diseñados específicamente para aplicar junto a la metodología que enlaza con las premisas del nuevo Espacio Europeo de Educación Superior; y que además propone un cambio real en las mentalidades y estructuras docentes de las enseñanzas técnicas, evitando cualquier tentación de cambios cosméticos. Una metodología con unos multimedia que pivotan sobre el aprendizaje, sobre la formación en competencias, capacidades y destrezas; es decir, una formación equilibrada que proporcione una competencia personal suficiente, orientada a la empleabilidad y a la generación de conocimiento. Es por ello que se han planteado y conseguido los siguientes objetivos: * Elaborar unos multimedia apoyados en un sistema metodológico destinado a conseguir que los alumnos alcancen unos niveles meta cognitivos que le faciliten la salida al mundo laboral y le permitan evolucionar en poco tiempo hacia los niveles de un Ingeniero experto. *Determinar la influencia que los multimedia "ad hoc" aplicados al proceso metodológico propuesto tienen sobre el aprendizaje conceptual y procedimental. *Aplicar y comprobar la influencia que ejercen tanto el modelo como los multimedia propios, en los estudios de Ingeniería, sobre el desarrollo meta-cognitivo y en la autonomía o capacidad de autorregulación del alumno. * Investigar el cambio actitudinal del estudiante al aplicar los multimedia "ad hoc". * Potenciar el meta-conocimiento de los alumnos de Ingeniería. *Aportar soluciones a la problemática actual en la formación del futuro Ingeniero, en el contexto social y tecnológico. * Potenciar el tipo de habilidades que se requieren para desarrollar con éxito los trabajos profesionales relacionados con diseño y diagnóstico
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2

Parrilla, Larissa Karina. "Multimedia Technologies' Influence on Language Acquisition in English Language Learners." ScholarWorks, 2016. https://scholarworks.waldenu.edu/dissertations/2682.

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English as a Second Language (ESL) learners at the upper elementary level have struggled to demonstrate the vocabulary required to read in English at grade-level. Although multimedia technologies have demonstrated positive effects as language acquisition educational tools at the university level, it remains unclear how useful they are for language acquisition at the elementary level. This quasi-experimental study used dual coding theory as a framework to examine the relationship between the level of reading comprehension upper elementary students developed and their construction of word meanings through use of multimedia technologies. The study utilized convenience sampling of 85 students divided into treatment and control groups in a Puerto Rican Montessori school. The treatment consisted of use of multimedia technologies that included video, audio, images, and words in a digital environment for vocabulary acquisition instruction. Data sources included pretest and posttest results for the Maze Close test that measures reading comprehension. These results were analyzed using a paired t test. Results indicated that students in treatment groups developed greater reading comprehension than did those in control groups. However, the difference in scores between the groups was not significant, so the null hypothesis was not rejected. Further research is required in order to determine whether a positive relationship can exist between multimedia technology usage and development of upper elementary student vocabulary and reading comprehension. This study indicates the importance of examining whether multimedia technology use in elementary student English reading comprehension can create reading gains for upper elementary ESL students.
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3

Wu, Xian. "Influence of multimedia hints on conceptual physics problem solving and visual attention." Diss., Kansas State University, 2016. http://hdl.handle.net/2097/32890.

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Doctor of Philosophy<br>Department of Physics<br>Brett D. DePaola<br>Nobel S. Rebello<br>Previous research has showed that visual cues can improve learners' problem solving performance on conceptual physics tasks. In this study we investigated the influence of multimedia hints that included visual, textual, and audio modalities, and all possible combinations thereof, on students' problem solving performance and visual attention. The participants (N = 162) were recruited from conceptual physics classes for this study. Each of them participated in an individual interview, which contained four task sets. Each set contained one initial task, six training tasks, one near transfer task and one far transfer task. We used a 2 (visual hint/no visual hint) x 2 (text hint/no text hint) x 2 (audio hint/no audio hint) between participant quasi-experimental design. Participants were randomly assigned into one of the eight conditions and were provided hints for training tasks, corresponding to the assigned condition. Our results showed that problem solving performance on the training tasks was affected by hint modality. Unlike what was predicted by Mayer's modality principle, we found evidence of a reverse modality effect, in which text hints helped participants solve the physics tasks better than audio hints. Then we studied students’ visual attention as they solved these physics tasks. We found the participants preferentially attended to visual hints over text hints when they were presented simultaneously. This effect was unaffected by the inclusion of audio hints. Text hints also imposed less cognitive load than audio hints, as measured by fixation durations. And presenting visual hints caused more cognitive load while fixating expert-like interest areas than during the time intervals before and after hints. A theoretical model is proposed to explain both problem solving performance and visual attention. According to the model, because visual hints integrated the functions of selection, organization, and integration, this caused a relatively heavy cognitive load yet improved problem solving performance. Furthermore, text hints were a better resource for complex linguistic information than transient audio hints. We also discuss limitations of the current study, which may have led to results contrary to Mayer's modality principle in some respects, but consistent with it in others.
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Cole, Sara Mae. "Ergodic ontogeny| Influences of interactive media on identity." Thesis, University of Maryland, Baltimore County, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3609856.

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<p> Video games represent the future of storytelling, changing the impact of cultural narratives in important ways through a process of learning and internalization of game content that alters players&rsquo; perceptions of self and reality. Continued rigorous research of interactive media is necessary because of the speed at which technology changes its capabilities and the dominant nature of its format&mdash;it is how many people will tell, hear, and experience stories, culture, and values in the coming years. This dissertation argues that a deeper understanding of how people play video games and what these play experiences mean must rely on interdisciplinary lenses of analysis that value player reports, programming choices, and cultural narratives equally. I establish a theoretical and methodological approach that defines elements of what it means to play video games, and study the qualitative influence of game-play on thought and behavior through pragmatic analysis of interview data. Samples of masculine discourses of game play in the United States provide a starting point for this exploration of video game impact through discussions of play theory, narratology, game programming and interaction with interactive media hardware.</p><p> Common social concerns regarding increased violence, aggression, or de-socialization as a result of this medium were not represented in the population presented in this dissertation. Players recognized the allure of the so-called negative aspects of video games, but ultimately expressed a decided disconnect between the real world and virtual experiences of play, describing cathartic and therapeutic reasons for their enjoyment of those elements. An interdisciplinary approach to video game research must be embraced, despite a constant call for quick, universal answers to their most common critiques. Foundational themes for understanding the influence of interactive digital play experiences on personal identity and ideology construction are demonstrated through thematic and sociolinguistic analyses of in-depth interview data. These include play theory, narratology, human-computer interaction theory, and player report data. I draw on the established theoretical backgrounds of these disciplines to suggest a new term, ergodic ontogeny, to describe this complex process of personal development resulting from influences of interactive digital media gaming that reach beyond play experiences.</p>
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Cameron, Donald F. "The influence of occupational therapy students' characteristics when learning with interactive multimedia." Curtin University of Technology, Science and Mathematics Education Centre, 1998. http://espace.library.curtin.edu.au:80/R/?func=dbin-jump-full&object_id=11872.

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This study was undertaken to assist with the development and introduction into the occupational therapy curriculum of an interactive, multimedia learning resource. The radical changes from traditional teaching/learning methodologies, focusing on instructor presentation, to a more learner active role could disadvantage some students. For instance, having to access information independently and problem-solve utilising material presented electronically may add considerable cognitive demands to the learning task. Many factors influence an individual learning in computerised interactive learning situations and these include motivation, previous experience, and a range of learner characteristics. The last factor includes styles of functioning which impact on both the interpretation of processes and the appraisal of performance levels. In many previous studies researching the use of media and learning, these factors have been isolated and their impact on user performance and attitude measured. However, with interactive multimedia, several elements combine to make research concentration on individual variables questionable. These elements include the range and mix of media used, the interactivity possible, and the degree of user control. Therefore, this exploratory study sought to establish some of the learning characteristics which combined to form statistical models in a range of participant navigational tasks. Multiple regression analysis was employed to determine the ways that individuals with differing personal characteristics make navigational decisions while browsing and problem-solving when utilising interactive learning materials. Case studies were employed to illustrate extreme cases. Personal characteristics measured included technological experience, cognitive style, learning style, computer awareness and computer anxiety. This research indicated that significant ++<br>numbers of occupational therapy students displayed a tendency towards field-independent cognitive style, activist and reflector learning styles, and an aversion to the use of computer technology. Awareness of these strengths and weaknesses and their impact on multimedia navigation can assist both students and educators to plan strategies to maximise the effectiveness of learning materials. Statistically significant models were identified for five of the six dependent navigation variables measured although their predictor strength was low. Of the independent variables, age, cognitive style, computer thoughts, and prior computer experience all occurred in two or more of the statistically significant models for the navigation performance dependent variables. The dependent variable forming the strongest statistical model was attitudes towards the learning package, representing 38% of the variance.
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Cameron, Donald. "The influence of occupational therapy students' characteristics when learning with interactive multimedia." Thesis, Curtin University, 1998. http://hdl.handle.net/20.500.11937/464.

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This study was undertaken to assist with the development and introduction into the occupational therapy curriculum of an interactive, multimedia learning resource. The radical changes from traditional teaching/learning methodologies, focusing on instructor presentation, to a more learner active role could disadvantage some students. For instance, having to access information independently and problem-solve utilising material presented electronically may add considerable cognitive demands to the learning task. Many factors influence an individual learning in computerised interactive learning situations and these include motivation, previous experience, and a range of learner characteristics. The last factor includes styles of functioning which impact on both the interpretation of processes and the appraisal of performance levels. In many previous studies researching the use of media and learning, these factors have been isolated and their impact on user performance and attitude measured. However, with interactive multimedia, several elements combine to make research concentration on individual variables questionable. These elements include the range and mix of media used, the interactivity possible, and the degree of user control. Therefore, this exploratory study sought to establish some of the learning characteristics which combined to form statistical models in a range of participant navigational tasks. Multiple regression analysis was employed to determine the ways that individuals with differing personal characteristics make navigational decisions while browsing and problem-solving when utilising interactive learning materials. Case studies were employed to illustrate extreme cases. Personal characteristics measured included technological experience, cognitive style, learning style, computer awareness and computer anxiety. This research indicated that significant numbers of occupational therapy students displayed a tendency towards field-independent cognitive style, activist and reflector learning styles, and an aversion to the use of computer technology. Awareness of these strengths and weaknesses and their impact on multimedia navigation can assist both students and educators to plan strategies to maximise the effectiveness of learning materials. Statistically significant models were identified for five of the six dependent navigation variables measured although their predictor strength was low. Of the independent variables, age, cognitive style, computer thoughts, and prior computer experience all occurred in two or more of the statistically significant models for the navigation performance dependent variables. The dependent variable forming the strongest statistical model was attitudes towards the learning package, representing 38% of the variance.
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7

Miller, Eric R. "The Influence of Recording Technology on Music Performance and Production." Ohio University Honors Tutorial College / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1367581047.

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8

Li, Yuen. "Media Influence and News Production Centralization| The Role of China News Service in Overseas Chinese Affairs." Thesis, The George Washington University, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10278974.

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<p> After the bloody Tiananmen crackdown in 1989, the legitimacy of the Communist Party of China (CCP) suffered a devastating blow among the overseas Chinese (OC). The CCP responded to the challenge by implementing transnational outreach policy in the OC community, which includes substantial efforts to increase the Party&rsquo;s influence in the overseas Chinese-language media (OCLM). By conducting a qualitative analysis of the evolution of the CCP's OC policy, this thesis finds that the Party has made tremendous progress in achieving the policy&rsquo;s strategic goals: modernization and transnational legitimacy. The CCP&rsquo;s increased influence in the OCLM has made crucial contributions to the Party's success in restoring transnational legitimacy in the OC community. This thesis finds that the China News Service (CNS), China's second-largest news agency operating under the Overseas Chinese Affairs Office of the State Council, plays a major role in the CCP's attempt to influence the OCLM and centralize the production of Chinese-language news.</p>
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9

Hamilton, Allison Joy. "Competing pathways of the internet & new media's influence on women political candidates." Thesis, The University of Iowa, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3638378.

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<p> How does digital media and online news, especially blogs, influence support for women congressional and presidential candidates? From work on traditional print and television news we know women are framed differently than men, and are more likely to be framed as women (appearance, clothing, mother or wife, marital status, sex, gendered issues). I argue the transition to digital media (blogs and online news) is exacerbating these trends, increasing gender stereotype opinions of women candidates in the mass public, among both men and women. In turn I find gender stereotype opinions combined with use of online media reduces the probability of voting for women candidates. While much of the literature on digital media focuses on the positives that come with increased political information, participation and mobilization, holding these factors constant, this research highlights a potential cost of digital media. </p><p> Media scholars are increasingly interested in digital media and citizen journalism, as more Americans now read their news online than read a print newspaper. Davis (2009) and Sunstein (2007) find that journalists too are increasingly turning to the blogs for ideas and content that run on mainstream media. While citizen journalism has many benefits (see Shirky 2010), there is less fact checking with online news, where rumors can often masquerade as truth. Analysis of the coverage of Hillary Clinton's 2008 presidential run found that coverage of Clinton online, especially the blogs, was more sexist than mainstream media (Lawrence and Rose 2010; Richie 2013). Boystrum (2010), using content analysis, finds no gendered differences in the content of candidates' websites. Thus this research focuses on blogs and online news rather than candidate websites. </p><p> Rather than content analysis used in political communications or laboratory experiments often used in gender studies, this research relies on national survey data to measure the effect of digital media use for voting for women candidates in actual electoral campaigns. Combining large sample nationwide survey data of all congressional candidates running in 2008, 2010 and 2012, with a sample of Iowa caucus participants, and a unique national survey of primary voters, this research seeks to answer two primary questions. First, what is the effect of use of blog and online news on gendered stereotype opinion of women and male candidates (see Chapters 3 and 5)? Secondly, what is the combined effect of digital media use and gendered opinions in reducing support at the ballot box for women for the U.S. House or the president (see Chapters 4 and 6)? To consider the overall, or net effect, of digital media on support for women candidates, I incorporate the benefits of online news and communication to engage and mobilize the public. </p><p> Across many detailed analyses presented in this research, I find that reading blogs and online news generally increases the likelihood of forming opinions about women candidates colored by gender stereotypes, based on experience, knowledge, competency, integrity, strong leader, caring and more. In Chapter 3 I consider the case of Hillary Clinton and find that reading the news online and using online political information increased the belief that Clinton was less experienced, and was less trustworthy. In Chapter 4 I find that gender stereotype opinions and digital media use reduced favorability ratings of Clinton and Clinton compared to her male presidential contenders (Obama and Edwards). These two factors also reduced the probably of voting for her, holding other factors constant. Chapter 5 analyses all U.S. House races from 2008, 2010, and 2012 with a women candidate. Individuals who used online news or political blogs are more likely to believe the woman candidate is less competent, lacks integrity, and is less caring than the man candidate, holding other factors constant. Finally, the results from Chapter 6 show gendered opinions and digital media reduce the likelihood of voting for the woman candidate. The overall, or net effect, models show even the positive effect of online mobilization is outweighed by the negative effect of digital media combined with the believe in gender stereotypes. Such gendered opinions of women candidates are widely held by the mass public. </p><p> The dominant explanation for why Obama, as an underdog candidate won the 2008 Democratic presidential nomination was that he was able to mobilize and engage the public, especially the young, through online media. These online venues also significantly increased the money Obama raised through small dollar contributions (Redlawsk et al 2010). However, what these stories ignore is the negative media coverage of his primary opponent, Hillary Clinton, online. This study attempts to systematically and empirically document how the Internet and online news may contributed to reduced support for Clinton's candidacy and women congressional candidates more generally. (Abstract shortened by UMI.)</p>
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Malhoyt-Lee, Jennifer M. "Precursors of Sexualization| Perspectives of Mothers and Female Teachers Regarding the Influence of the Media on 4-year-old Girls' Gender Identity Development." Thesis, Florida Atlantic University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10786139.

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<p> The sexualization of girls is an ongoing issue that has garnered much attention in recent years, with one contributing factor, media, becoming an ever-increasing part of children&rsquo;s lives. This study explored four questions: How do mothers and teachers perceive the media&rsquo;s influence on young girls&rsquo; identity development? To what extent do these caregivers engage young girls in analyzing media messages? What observed behaviors of 4-year old girls indicate media&rsquo;s influence? and What are caregivers interpretations and responses to these behaviors? Analyzing the perceptions of mothers and female teachers of 4-year old girls contributes to a better understanding of how girls are influenced, both by caregivers&rsquo; actions and by media consumed. </p><p> Twelve mothers and female early childhood teachers from three South Florida preschools were interviewed to better understand how girls are influenced by media, and to gain a more holistic perspective of the potential impact of media on young girls&rsquo; behaviors and their emerging understanding of what it means to be a girl today. The findings indicate that mothers and female teachers perceive media to be influential in the lives of girls, both in terms of general child development and young girls&rsquo; gender identity development. The participants are observing behaviors in their 4-year old girls that indicate media&rsquo;s influence; these behaviors include sexualized dancing, attitude and language changes, and requests for sexualized clothing and beauty products. Although these mothers and teachers do not yet help girls analyze media messages, they do, however, engage in significant guidance as they interpret and respond to the observed behaviors. These findings reflect a need for media literacy education for parents and teachers, as well as comprehensive sexualization awareness and prevention education for children, parents, and teachers.</p><p>
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Viruet, Guillermina. "Influence of Self-Assessment Scripts on Self-Regulated Learning and Students' Performance in a Multimedia Environment." ScholarWorks, 2018. https://scholarworks.waldenu.edu/dissertations/5043.

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Multimedia learning may be more effective than text-only methods. Researchers have not examined the effects of metacognitive strategies on self-regulated learning (SR) within multimedia learning environments (MLE). The purpose of this quasi-experimental study was to examine potential differences in learning and SR skills between students who use a script as a self-assessment tool and students who do not, while creating a conceptual map. The cognitive-affective theory of learning with media was used to frame the study. The sample included 87 secondary school students from a public school in Puerto Rico, enrolled in 11th and 12th grade English courses. Control and treatment groups completed a questionnaire to measure group difference in goal orientations at the beginning of the study. A t-test results indicated differences between the groups in disposition, and motivation variables. SR was measured before and after the implementation process through questionnaires. A 1-way ANOVA showed no differences in SR skills used by both groups. Results showed no differences in learning in both groups. A multiple regression was run to predict learning from group, disposition, and motivation variables. Results indicated the variable group as the most significant predicting the learning process. These results may encourage more research on SR strategies including a focus on different academic content, self-assessment instruments, and variables related to SR in MLE. These findings can contribute to positive social change in guiding teachers, students, and multimedia designers to develop MLE and SR processes to enhance student performance and obtain better academic results.
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Boncha, Alison. "Designing compelling interfaces : an exploration of the artist book and how its unique interactive experience can influence the graphical user interface /." Online version of thesis, 2008. http://hdl.handle.net/1850/7748.

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Richter, Juliane [Verfasser], and Katharina [Akademischer Betreuer] Scheiter. "Signaling Text-Picture Relations in Multimedia Learning : The Influence of Prior Knowledge / Juliane Richter ; Betreuer: Katharina Scheiter." Tübingen : Universitätsbibliothek Tübingen, 2017. http://d-nb.info/116550667X/34.

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Allen, Jeffery Craig. "An Investigation into How Degree of Distraction with Mobile Device Users Influences Attention to Detail." Cleveland State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=csu1496663831309108.

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Roberts, David L. "Computational techniques for reasoning about and shaping player experiences in interactive narratives." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/33910.

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Interactive narratives are marked by two characteristics: 1) a space of player interactions, some subset of which are specified as aesthetic goals for the system; and 2) the affordance for players to express self-agency and have meaningful interactions. As a result, players are (often unknowing) participants in the creation of the experience. They cannot be assumed to be cooperative, nor adversarial. Thus, we must provide paradigms to designers that enable them to work with players to co-create experiences without transferring the system's goals (specified by authors) to players and without systems having a model of players' behaviors. This dissertation formalizes compact representations and efficient algorithms that enable computer systems to represent, reason about, and shape player experiences in interactive narratives. Early work on interactive narratives relied heavily on "script-and-trigger" systems, requiring sizable engineering efforts from designers to provide concrete instructions for when and how systems can modify an environment to provide a narrative experience for players. While there have been advances in techniques for representing and reasoning about narratives at an abstract level that automate the trigger side of script-and-trigger systems, few techniques have reduced the need for scripting system adaptations or reconfigurations---one of the contributions of this dissertation. We first describe a decomposition of the design process for interactive narrative into three technical problems: goal selection, action/plan selection/generation, and action/plan refinement. This decomposition allows techniques to be developed for reasoning about the complete implementation of an interactive narrative. We then describe representational and algorithmic solutions to these problems: a Markov Decision Process-based formalism for goal selection, a schema-based planning architecture using theories of influence from social psychology for action/plan selection/generation, and a natural language-based template system for action/plan refinement. To evaluate these techniques, we conduct simulation experiments and human subjects experiments in an interactive story. Using these techniques realizes the following three goals: 1) efficient algorithmic support for authoring interactive narratives; 2) design a paradigm for AI systems to reason and act to shape player experiences based on author-specified aesthetic goals; and 3) accomplish (1) and (2) with players feeling more engaged and without perceiving a decrease in self-agency.
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Birch, Dawn P. "Factors influencing academics' development of interactive multimodal technology-mediated distance higher education courses." Thesis, Queensland University of Technology, 2008. https://eprints.qut.edu.au/16698/1/Dawn_Birch_Thesis.pdf.

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Advances in technology and the continued emergence of the Web as a major source of global information have encouraged tertiary educators to take advantage of this growing array of resources and move beyond traditional face-to-face and distance education correspondence modes toward a rich technology-mediated learning environment. Moreover, ready access to multimedia at the desk-top has provided an opportunity for educators to develop flexible, engaging and interactive learning resources incorporating multimedia and hypermedia. This study investigates pedagogical, individual and institutional factors influencing the adoption and integration of educational technology by academics at a regional Australian university for the purpose of developing interactive multimodal technology-mediated distance education courses. These courses include a range of multimodal learning objects and multiple representations of content in order to cater for different learning styles and modal preferences. The findings of this study revealed that a range of pedagogical, individual and institutional factors influence academics' development of interactive multimodal technology-mediated distance education courses. Implications for distance education providers and individual academics arising from these factors and subsequent recommendations are presented.
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Birch, Dawn P. "Factors influencing academics' development of interactive multimodal technology-mediated distance higher education courses." Queensland University of Technology, 2008. http://eprints.qut.edu.au/16698/.

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Advances in technology and the continued emergence of the Web as a major source of global information have encouraged tertiary educators to take advantage of this growing array of resources and move beyond traditional face-to-face and distance education correspondence modes toward a rich technology-mediated learning environment. Moreover, ready access to multimedia at the desk-top has provided an opportunity for educators to develop flexible, engaging and interactive learning resources incorporating multimedia and hypermedia. This study investigates pedagogical, individual and institutional factors influencing the adoption and integration of educational technology by academics at a regional Australian university for the purpose of developing interactive multimodal technology-mediated distance education courses. These courses include a range of multimodal learning objects and multiple representations of content in order to cater for different learning styles and modal preferences. The findings of this study revealed that a range of pedagogical, individual and institutional factors influence academics' development of interactive multimodal technology-mediated distance education courses. Implications for distance education providers and individual academics arising from these factors and subsequent recommendations are presented.
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Hickman, Jamye M. "Understanding the role of presentation pace in learning a time-sensitive task." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29727.

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Thesis (Ph.D)--Psychology, Georgia Institute of Technology, 2010.<br>Committee Chair: Rogers, Wendy; Committee Member: Catrambone, Richard; Committee Member: Charness, Neil; Committee Member: Feldman, Jack; Committee Member: Fisk, Arthur. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Al-Hamdani, Dawood Salim. "Introduction of multimedia project-based learning in a technology-rich environment : a study of teacher attitudes and influencing factors in basic education schools in Oman." Thesis, University of Hull, 2003. http://hydra.hull.ac.uk/resources/hull:12383.

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In 1998 the government of Oman embarked on a major reform of the education system, to be implemented in stages. Key features of the new-style schools, called Basic Education schools, were to be a constructivist approach to teaching, and the integration of technologies across the curriculum. However, no clear model for integration was proposed. The aim of this study is to explore factors influencing adoption of a constructivist, technology-rich approach in education, in order to propose a model for technology integration. The research sample was composed of 200 Learning Resource Centre teachers in Basic schools in the regions in Oman. Teachers' attitude towards elements of the new, before and after the provision of training and practice, were explored via a questionnaire using 3 and 5-point Likert scales. Attitude change was measured, and the effects of teaching experience, urban or rural residence and previous ICT training on attitude were explored. Additional qualitative information was gathered by structured observation of video-recorded lessons, and by interviews with 40 teachers. Teachers were generally favourable towards the new approach, but lacked confidence in how to implement. After the training, there was a marked increase in positive attitude for all elements except IT goals. Attitudes and practice towards constructivist were found to be influenced by teachers' years of experience, with more experienced teachers being less amenable to change. Other factors such as technology problems and student misbehaviour were also perceived as significant constraint. Recommendations are made for overcoming these problems.
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Carolus, Adam. "The influence of animation on physical science learning in a grade 10 rural classroom." Diss., Pretoria : [s.n.], 2009. http://upetd.up.ac.za/thesis/available/etd-09112009-170835.

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Herrera, Burstein Valia María. "Influencia social." Universidad Peruana de Ciencias Aplicadas - UPC, 2007. http://hdl.handle.net/10757/272480.

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Dentro de la visión del hombre como una totalidad bio-psicosocial, la obediencia y la conformidad son dos actitudes que se asumen ante la presión social. Su estudio nos acerca a un modo de relación con el medio.
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Blomquist, Ann-Charlotte, and Helena Aggerstam. "Multimedia eller inte multimedia, det är frågan." Thesis, Jönköping University, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-7828.

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<p>Is it possible, and suitable, to use multimedia in classic literature studies at Swedish upper secondary school? What alternatives are there?  Is there any foundation in the curriculum for an expanded conception of text as in multimedia?  Will the conception literacy support use of multimedia in classic literature studies, and in what ways? How do we generally look upon the definition text, is it only printed letters, or something more? To get an answer to the questions we decided to examine a number of theories, Gardner’s theory about the different intelligences, the conception literacy and the expanded text concept. In these three theories we took our starting-point for the following work. The main subjects became two interactive sights on Internet and one CD-ROM, all containing classic literature. Our previous knowledge in this subject field was very meager.  This work has given us an opportunity to discover some of the multimedia that is available, and the result we have come to is that multimedia absolutely belongs in studies of classic literature as well as in other subjects. We think it is necessary to pay attention to multimedia in the future education, because of the text flow in the society. Text flow is much more than just printed letters, for example web sites with further more experiences such as pictures/paintings and music, which makes a comprehensive picture. As we see it, this conclusion has support in the theories.</p>
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Berndt, Klaus-Peter. "Arbeitsgruppe Multimedia." Universität Potsdam, 1999. http://opus.kobv.de/ubp/volltexte/2005/303/.

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Chen, Xiaoming. "Multimedia presentation authoring and browsing in multimedia database systems." FIU Digital Commons, 2002. http://digitalcommons.fiu.edu/etd/2146.

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The purpose of this study was to design and implement multimedia presentation authoring and browsing in multimedia database systems, based on a two-tier client/server architecture. The major approaches included: (i) Build a client/server multimedia presentation authoring and browsing environment; (ii) Allow query-by-image image retrieval and domain-based browsing through the User Datagram Protocol (UDP) between the Java socket at the client and the Unix socket at the server; (iii) Allow the multimedia presentation authoring by unifying the temporal, spatial and spatio-temporal relations among various media items into Multimedia Augmented Transition Network (MATN) model; (iv) Support the user interaction during the authoring process; (v) Visualize the presentation based on the created MATN models. As a result, this methodology provided users a flexible environment for heterogeneous media data retrieval and multimedia presentation authoring in multimedia database systems.
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Osuagwu, Ikenna. "Improving multimedia transmission through enhanced multimedia devices / Ikenna Osuagwu." Thesis, North-West University, 2008. http://hdl.handle.net/10394/4101.

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Multimedia transmission is the effective way of transmitting multimedia elements (comprising voice, audio, video, data etc) from one place to the other via internet enabled protocols and other means. The term 'effective' is used because multimedia transmission is a nightmare if the conveyance is not smooth, seamless and efficient. Over time, the world has seen tremendous improvement that started from the era of the first generation of multimedia generation to the point of multimedia transmission. Much has been said and done in this area and the world has become a connected enterprise because of the transmission of multimedia. In spite of these successes that have been recorded in these areas, there are still many challenges facing multimedia transmission. What determines the progress of technology globally is the trends of evolution that multimedia transmission has gone through. An important challenge facing multimedia transmission is one that has been neglected for a long time. There has been deep neglect of the devices that are used in transmission while much emphasis has been on the protocols and the software that are being developed for multimedia transmission. Devices play a very important role in the realization of seamless transmission of media. Lately, the world seems to have realized the fact that devices that do the actual transmission needs more attention. These devices are the ones that do the distribution and the transmission of the multimedia streams or signals. This has been highlighted in a recent research study that was referenced in the Cambridge Handbook of Multimedia Learning that showed that the expectations of meeting the world's target on multimedia has been reduced by half because of problems arising from the inefficiency of multimedia devices and not really from the protocol perspective as earlier perceived. It is inline with the above that this research was titled "improving multimedia transmission through enhanced multimedia devices". Multimedia devices are the end to end units that are used in multimedia transmission. This research investigated the current devices that are being used, their deficiencies and the reasons that make them unstable for multimedia transmission. It focused on the real time multimedia transmission over the internet protocol (IP) through enhancing limited capabilities of the current multimedia devices. This will make way for new studies into newer devices that are better designed for the efficient multimedia flow. It will assure better quality end-to-end solutions in the area of multimedia distribution and transmission. This research is broad enough to cover most of the major areas of multimedia transmission and cut across several industries and technologies. These might include industries that specialize in internet telephony; design and manufacture multimedia devices and multimedia technologies. Despite the huge number of fields that this research cut across, the focus remained unchanged in highlighting this challenge and proffering a solution through enhanced end to end multimedia elements. It is hoped that this research work will contribute to the solution of this area of challenge and bring to fore the work that should be done in this regard. The advantages of improved multimedia transmission cannot be over emphasized as there will be a tremendous reduction in the cost of long distance communication globally and smoother media transmission which makes use of the readily available internet protocols. In spite of these successes that have been recorded in these areas, there are still many challenges facing multimedia transmission. What determines the progress of technology globally is the trends of evolution that multimedia transmission has gone through. An important challenge facing multimedia transmission is one that has been neglected for a long time. There has been deep neglect of the devices that are used in transmission while much emphasis has been on the protocols and the software that are being developed for multimedia transmission. Devices play a very important role in the realization of seamless transmission of media. Lately, the world seems to have realized the fact that devices that do the actual transmission needs more attention. These devices are the ones that do the distribution and the transmission of the multimedia streams or signals. This has been highlighted in a recent research study that was referenced in the Cambridge Handbook of Multimedia Learning that showed that the expectations of meeting the world's target on multimedia has been reduced by half because of problems arising from the inefficiency of multimedia devices and not really from the protocol perspective as earlier perceived. It is inline with the above that this research was titled "improving multimedia transmission through enhanced multimedia devices". Multimedia devices are the end to end units that are used in multimedia transmission. This research investigated the current devices that are being used, their deficiencies and the reasons that make them unstable for multimedia transmission. It focused on the real time multimedia transmission over the internet protocol (IP) through enhancing limited capabilities of the current multimedia devices. This will make way for new studies into newer devices that are better designed for the efficient multimedia flow. It will assure better quality end-to-end solutions in the area of multimedia distribution and transmission. This research is broad enough to cover most of the major areas of multimedia transmission and cut across several industries and technologies. These might include industries that specialize in internet telephony; design and manufacture multimedia devices and multimedia technologies. Despite the huge number of fields that this research cut across, the focus remained unchanged in highlighting this challenge and proffering a solution through enhanced end to end multimedia elements. It is hoped that this research work will contribute to the solution of this area of challenge and bring to fore the work that should be done in this regard. The advantages of improved multimedia transmission cannot be over emphasized as there will be a tremendous reduction in the cost of long distance communication globally and smoother media transmission which makes use of the readily available internet protocols.<br>Thesis (M.Ing. (Development and Management Engineering))--North-West University, Potchefstroom Campus, 2009.
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Tansley, Robert Hugh. "The multimedia thesaurus : adding a semantic layer to multimedia information." Thesis, University of Southampton, 2000. https://eprints.soton.ac.uk/253833/.

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The digital computer has greatly increased our capacity for storing and accessing information. The internet, and particularly the World Wide Web, have vastly increased the amount of information available to us. Information retrieval and hypermedia research has greatly reduced the time and effort required to fulfill a searcher's information need; however, problems still remain. To access <EM>multimedia</EM> information, text metadata must usually be assigned to the multimedia objects, requiring an (often prohibitively) large amount of time and effort. Alternatively, some systems use low-level features of the media to allow a searcher to find objects similar to a query object. Such features cannot always identify two media objects depicting or representing the same real-world concept; in the case of images, different camera angles and lighting conditions mean that semantically similar images are visually very different. Additionally, semantic relationships between objects may not be expressed. This thesis presents a way of addressing these problems by drawing on the field of semiology, in which a symbolic object has two parts: That which is being represented (in the <EM>plane of content</EM>), and the symbolic object doing the representing (in the <EM>plane of expression</EM>). A semantic layer is introduced holding real-world concepts, and connections to the multimedia objects that represent them. Knowledge about these concepts can be introduced by connecting them with semantic relationships. A prototype multimedia information system incorporating a semantic layer feature, the <EM>multimedia thesaurus</EM>, is introduced. The construction and use of a museum application is described, and used to evaluate the semantic layer technique. Finally, some reflections on these findings and some suggested future directions for the work are presented.
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Heik, Andreas. "Linux und Multimedia?" Universitätsbibliothek Chemnitz, 1999. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-199900092.

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Heik, Andreas. "Multimedia unter Linux." Universitätsbibliothek Chemnitz, 2000. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-200000205.

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Mit der Verbreitung von Linux als Desktopsystem steigen auch die Anforderungen des Nutzers an multimediale Fähigkeiten wie z.B. das Anhören eines digitalisierten Musikstückes, die Einbindung einer Digitalkamera in die Bildverarbeitung, die Nutzung einer Radio/TV-Karte oder gar das Bearbeiten eines kleinen Videofilms.
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Caspari, Rene. "Multimedia im Wohnzimmer." Universitätsbibliothek Chemnitz, 2003. http://nbn-resolving.de/urn:nbn:de:swb:ch1-200300711.

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Multimedia im Wohnzimmer - Dank Linux kann man sich zurücklehnen! Welche Funktionen können Wohnzimmerrechner übernehmen? Welche Anforderungen stellen sie an die Umgebung? Und welche Rolle spielt Linux dabei?
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Brenstein, Elke. "Konferenzbericht: "Lernort Multimedia"." Universität Potsdam, 1998. http://opus.kobv.de/ubp/volltexte/2005/511/.

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Malek, Esmaeili Mani. "Multimedia copy detection." Thesis, University of British Columbia, 2013. http://hdl.handle.net/2429/44581.

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Asmultimedia-sharing websites are becoming increasingly popular, content providers get more concerned about the illegal distribution of their copyrighted contents. The recent content-based multimedia fingerprinting technology has evolved as an important tool for automatically detecting illegal copies of audio, image, and video signals. Multimedia fingerprints are signatures that are extracted from an audio, image, or video signal as a compact identifier of the signal. Therefore fingerprints should have enough discriminating ability to identify a multimedia object among others. At the same time they should be robust to modifications a multimedia signal might be subjected, such as compression, cropping, format change, scaling, and other signal processing operations. Robustness requires the fingerprints of a signal to only depend on the signals perceptual content and not on its format, size, quality, etc. This thesis proposes copy detection systems for audio and video signals and addresses the robustness as well as the discrimination ability of these systems. We first address audio fingerprinting and propose an algorithm that can detect small snippets of audio signals. Simulation results show that, the extracted fingerprints are robust to audio modifications including pitch shift and tempo change. For severe modifications that existing algorithms have poor detection rates (around 20%), our proposed algorithm yields detection rates above 80%. We then address video fingerprinting and propose an algorithm that extracts robust and discriminant binary fingerprints. Simulation results show that the proposed algorithm is faster and more accurate than the state-of-the-art with a high true positive rate of over 97% and a low false positive rate below 1%. Another challenge in multimedia fingerprinting is fingerprint retrieval, i.e. searching a huge fingerprint database (millions of fingerprints), for an accurate match for a query fingerprint in a fast fashion. We propose a fast and accurate Nearest Neighbour (NN) search algorithm for binary fingerprints (Hamming space). Tested on a very large database of 80 million images, we showed that the proposed algorithm is about 3 times faster than the state-of-the-art while at the same time it is 10 times more accurate.
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Dunlop, Mark David. "Multimedia information retrieval." Thesis, University of Glasgow, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.358626.

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Largey, Alan. "A multimedia pedagogy." Thesis, University of Ulster, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.268593.

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Abramson, Nathan S. (Nathan Shalom). "Context-sensitive multimedia." Thesis, Massachusetts Institute of Technology, 1992. http://hdl.handle.net/1721.1/34319.

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Kitinya, Sylivano Chiluli Nonga. "Relational multimedia databases." Thesis, Durham University, 1987. http://etheses.dur.ac.uk/1242/.

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This thesis is concerned with the design and im plementation of a Relational Multimedia Database System, in short RMDBS. RMDBS is designed to efficiently use storage space and manipulate various kinds of data; attribute data, bit-m apped pictures, and program s in binary code. RMDBS is an integrated system which enables the user to manage and control operations on the different forms of data in a user friendly manner. This means that even nonexperienced users can work with the system. The work described in this thesis is novel in that a true multimedia database has been implemented within the framework of a traditional relational DBMS. Previous work in this area has concentrated either in building data base management systems for storing picture-based data or multimedia databases which are not true data base management systems. RMDBS is implemented using the Revelation data base management system.
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Magnusson, Åsa, and Ricarda Ödbratt. "Multimedia i förskolan." Thesis, Malmö högskola, Lärarutbildningen (LUT), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-35704.

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AbstractÖdbratt, Ricarda & Magnusson, Åsa (2013). Multimedia i förskolan Möjlighet eller utmaning. Malmö: Lärarutbildningen Malmö HögskolaSyftet med denna undersökning är att belysa multimedias roll som pedagogisk redskap i förskolans verksamhet. Vår erfarenhet säger att vissa pedagoger blir stressade av att använda multimedia i verksamheten. De säger ofta att utbildningen på multimediatekniken är minimal, samt att multimedia, ska får för stort utrymme i verksamheten och att andra aktiviteter då blir åtsidosatta.Trots att EU redan 2007 manar att utrusta sina medborgare i tidig ålder med digitalkompetens, så har det inte hänt mycket på den fronten. Vår undersökning bekräftar att det fortfarande finns en oro bland pedagoger att lämna pedagogstyrd verksamhet till förmån för multimediaanvändning. Vi belyser även att pedagogernas förhållningsätt till den interaktiva miljön har stor betydelse för multimediaanvändandet.Vi utgår bland annat från forskarna Ljung-Djärf och Hildèn som lyfter utbildningsproblemet för pedagogerna, som en viktig kompetens för multimediaanvändningen.
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Segond, Luis Otavio. "Archivage électronique multimedia." Grenoble 2 : ANRT, 1986. http://catalogue.bnf.fr/ark:/12148/cb376011466.

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Bendíček, Martin. "IP Multimedia Subsystem." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2008. http://www.nusl.cz/ntk/nusl-217500.

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This Master’s thesis deals with IMS architecture problems. This thesis describes its creation and progress, also structure of this architecture is mentioned. Text of this thesis describes function of the most important parts of the architecture, such as Proxy-CSCF, Interrogating-CSCF, Serving-CSCF and HSS. IMS architecture uses SIP protocol for establishment, maintenance and closing session and Diameter protocol for network management functions. That is why this thesis also describes characteristics of these two protocols. Next part of the thesis is focused on Open-source platform Open IMS Core and its installation. Open IMS Core platform was developed for testing IMS technologies within an internal project at the Fraunhofer Institute FOKUS in Berlin. Nowadays it is used by major part of vendors and providers for testing their products and services. As a main theme of this thesis, there was made a simple network, which consists of three users. This network is established on fundamentals of IMS and it was made in Open IMS Core. So in one chapter is outlined a process of its creation. There is described a process of adding a user list to database server HSS. In the next part there are mentioned some information about setup of virtual IMS terminal. Eventually there are shown some possibilities of how to catch traffic in the network. In this chapter there are also state diagrams, which describe a process of registration of IMS terminal and also a process of establishment, maintenance and closing session.
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Davhana, Shandukani Albert. "The influence of mobile internet on advertising to consumers in the short–term insurance industry / by Shandukani A. Davhana." Thesis, North-West University, 2009. http://hdl.handle.net/10394/4479.

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Marketing and advertisement activities are transforming as new digital media streams emerge. It is believed that the first major digital transition took place when broadcast media such as television and cinema, also called first screen, to the PC Internet, referred to as the second screen, entered the media industry. The last couple of years saw an expanding transition into the third screen, which is the mobile handset, commonly known as cellphones in South Africa. The rapid explosion of mobile phones and other mobile devices has created a new marketing channel. The use of Short Messaging Service, Multimedia Message Service, Graphic WAP Banners, and Video Clips to communicate with customers through their mobile devices / cellphones has gained popularity, making the mobile phone the ultimate medium for one–to–one or one–to–many marketing. And the more mobile handsets penetrate the mass market, the greater are the opportunities for advertising experiences. This exploratory study investigates the impact / effectiveness of mobile advertising to consumers in the short–term insurance industry. The study briefly focuses on whether marketers are reaping the benefits of using this medium to communicate and market their products and services to the identified target market. The findings indicate that mobile advertising has an impact on consumers in the short–term insurance industry. It was also envisaged that where mobile advertising seems to have no effect, the root of the problem lies in the mass marketing approach. Customers are looking for full customisation of mobile marketing messages, based on their individual requirements, tastes, preferences, location, time, and it should also add value to consumers. For maximum impact, it is also recommended that marketers should build measurements, targeting and optimisation into their campaign processes.<br>Thesis (M.B.A.)--North-West University, Potchefstroom Campus, 2011.
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Sheu, Han-Nung, and 許瀚濃. "Factors Influencing Multimedia Computer-Assisted-Learning for Junior High School Students." Thesis, 1997. http://ndltd.ncl.edu.tw/handle/77609808596006659504.

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碩士<br>國立高雄師範大學<br>工業科技教育學系<br>85<br>The main purpose for this analysis is to discover the effectiveness of Multimedia Computer-Assisted-Learning in relative basis. From this article we re-structure the special learning quality, computer attitude, learning adaptability and relative information, as a reference to use for the Multimedia Computer-Assisted-Learning. We are hoping after this analysis,to understand the effectiveness and be able to control the progress of Multimedia Computer-Assisted-Learning, base on different student''''s special learning quality to provide the right learning skill, to reach the best learning result. We use Multimedia compact disc as a learning tool, experiencing individual home study, collective study in school and traditional study, three different studying methods base on the different student''''s special learning qualities'''' main differences and learning result. Based on the summaries of all information and analysis result, we arrived the following conclusion with five main points: 1). Junior High School Student with the proper computer attitude, with the Multimedia Computer-Assisted- Learning provide better learning result. 2). Individual Home Study for Multimedia Computer-Assisted-Learning provide better result than collective study in school and also better result than the traditional study method. 3). The learning adaptability will effect the Multimedia Computer-Assisted- Learning''''s learning effectiveness. 4). Parent''''s educational background will effect student''''s effectiveness towards the Multimedia Computer-Assisted-Learning. 5). Multimedia Computer-Assisted-Learning should be view as a learning tool.
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Xu, Han-Nong, and 許瀚濃. "Factors Influencing Multimedia Computer-Assisted-Learning for Junior High School Students." Thesis, 1997. http://ndltd.ncl.edu.tw/handle/93718291807412597423.

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CHEN, CHING-YING, and 陳靜瑩. "The influence of the blended E-learing system on multimedia application curriculum." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/64910627660740329007.

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Kuo, Ching-lan, and 郭靜蘭. "THE INFLUENCE OF INTERACTIVE MULTIMEDIA MATERIALS TO LEARNING EFFECT IN FLOW THEORY." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/84778253835254419703.

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碩士<br>南華大學<br>企業管理系管理科學碩博士班<br>97<br>The purpose of this study aims to investigate if the children can obtain flow experience or not when assisted by interactive multimedia materials and if flow experience accompanies better learing effects.      The objects of this study are grade fourth students of a primary school in Chia-Yi County. The researcher selected quality way with experiment-contrast groups, interview case and induced references to analyze whether students got improved obviously or not.      The research has three findings. First, the students assisted by interactive multimedia materials all got improved obviously. Second, if the students with interactive multimedia materials got improved obviously, they also had flow experience obviously. The last, if the students assisted by interactive multimedia materials improved unobviously, they would belong to the learning ambiguous zone.
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林碧玉. "A Study of Using Multimedia Materials on Learning Disability Students and Its Influences." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/era584.

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碩士<br>佛光大學<br>未來學系<br>96<br>The purpose of this research is to investigate the influence of manipulation of multimedia teaching materials upon the future learning of school children with learning disability. The evidence-based research is the major method for investigation and the questionnaire survey is the auxiliary one. The main tools for evidence-based research are a lot of the training software for visual and perceptive development, which are produced by us. Furthermore, we also design the questionnaires for investigation. According to the result of this research, the conclusions and suggestions can be drawn as following: 1. The design principles of software and learning motivation: In the aspect of software usage, the design of software should satisfies the demands of the largest frame、 the least acousto-optic interference、the lowest hardware load and the simplest operating interface. In the aspect of learning situation, the design of software should provide the interest、the independent rate of learning progress、the online-feedback auxiliary system and the complete learning records. This research also found the key factors for affecting the learning motivation are the content、the location、the mode and the mood of teaching. The concern and expect from themselves of school children、peers、teachers and parents cannot affect the learning motivation obviously in this research. 2. The learning efficiency: All the test results for school children using different training grades and variances in visual discrimination、visual memory and visual figure-ground, respectively; reached the remarkable levels (p<0.05), which means the pretest and posttest differences of required time for these training are very apparent. This implies that the learning effects of visual discrimination、visual memory and visual figure-ground for the tested school children are upgraded after using the training software for visual and perceptive development. The outcome of this research is 76% of tested students agree with the helpfulness for discriminating the different words in similar pattern after the training courses of visual discrimination. And, there are over 70% of tested students think it is more efficient for memorizing the new words and phrases after the visual memory training courses. Additionally, there are 76% of tested students approve the training courses of visual figure-ground can benefit them to concentrate their attention on the characters or pictures’ contents of textbooks. The author appeals to the teachers and the parents for adequately adjusting their concern and expect of the children and, leaving more independent space to them for advancing their mutual relationship. Meanwhile, it is necessary to encourage the teachers to make more metal and physical efforts in teaching content、location、mode and mood. Then, the learning motivation of school children with learning disability can be promoted and the achievements of teaching can be richer. Furthermore, in order to enhance the quality and the quantity of multimedia teaching materials and to benefit the teachers and the students, people of noble aspirations for developing the multimedia teaching materials should form a specialized cooperation team cross the different fields to publish their works continuously. Keywords:Learning disability、Multimedia、Motivation.
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Lu, Chun-Hung, and 呂俊弘. "The Influences of Multimedia Computer- Assisted Learning (CAL) on Elementary School’s tchoukball Instruction." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/26665120085174588243.

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碩士<br>國立體育大學<br>運動科學研究所<br>97<br>The purpose of this research was to examine the effects of multimedia computer assisted instruction on elementary school’s tchoukball instruction. A quasi-experimental study was used in this research. Three classes of fourth grade students were selected as samples from an elementary school in Taoyuan County, Taiwan.Subjects were randomly selected from three classes. Subjects were randomly divided into three different learning groups, the multimedia computer assisted instruction(MCAI), multimedia computer assisted learning( MCAL), and the traditional instructions (TI) groups. There is an eight classes instruction after the cognition, affection, objective and subjective skills pre-tests. After the classes, there is a post-test. Ten days later, there is a cognition reservation-test. Datas were collected and discussed by one way ANOVA of independent sample and covariance. Results were found: (1) The objective and subjective skills test and cognition reservation-test of MCAI group were significantly better than those of TI group, except cognition and affection test. (2) The affection of MCAL group is significantly better than TI group, but no significant difference was found in the cognition, objective and subjective skills, and cognition reservation tests. (3) The cognition, objective and subjective skills, and cognition reservation of MCAI group were better than those of MCAL group. However, in all tests, the two groups were not significantly different.
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Cheng, Ya-Wen, and 鄭雅文. "Examining Factors Influencing Christian Preachers’ Use of Multimedia in Preaching:A Revised UTAUT Model." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/72041196012948879717.

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碩士<br>大葉大學<br>管理學院碩士在職專班<br>103<br>With the influence of modern communication technology, public speeches tend to be diversified forms. Accordingly, audience’s attention varies, from weakened or strengthened, with different ways of speeches. Take the preaching as an example, some preachers have employed computer-based multimedia to enrich their sermons, and found that it actually helps enhance the audience’s attention and understandings. To encourage preaching with the assistance of multimedia, the top priority is to understand why those preachers adopt multimedia in their sermons. Besides, to explore the enabling factors why preachers use computer-based multimedia in their sermons, the modified UTAUT (Unified Theory of Acceptance and Use of Technology) was employed as the research framework, along with two other variables: MRT (Media Richness Theory) and CSE (Computer Self-Efficacy). A questionnaire based on prior studies was administrated to randomly select Christian preachers in Taiwan. A total of 288 effective samples were obtained. Data was analyzed by SEM (Structural Equation Modeling) to verify the reliability and validity of the questionnaire, and hypotheses. Results indicate that performance expectations, facilitating conditions, computer self-efficacy and media richness significantly influenced the preachers’ intentions to use computer-based multimedia in preaching respectively. Performance expectations, computer self-efficacy and media richness were the crucial factors influencing the preachers’ intentions to choose the computer-based multimedia to be applied in preaching. To encourage preachers to use the computer-based multimedia, churchs should provide them with related resources and platforms, and computer training seminars should be given to increase the preachers’ computer self-efficacy. Each church should establish IT groups to help preachers operate the multimedia system during their preaching. Finally, IT training should be put into preachers’ education, so they could have a better knowledge towards computer appliance and multimedia.
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Huang, Chiao-ni, and 黃巧妮. "The Influence of Computerized Multimedia Message Designs on Primary School Students'' English Listening Comprehension." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/92536617236641160070.

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碩士<br>國立臺南大學<br>教育經營與管理研究所<br>93<br>Under the era of integrating IT (information technology) into instruction, most researches in English teaching approve the effectiveness of multimedia message designs for English listening comprehension learning. However, how the effectiveness of which on primary school students inspires the concern of mine. This research aimed to examine the influence of computerized multimedia message designs on primary school students’ English listening comprehension. A vocal message and three different visual aids of word, picture, and animation were designed and self-designed English listening comprehension test and English listening learning attitude scale were developed to proceed the experiment. Ten classes with a total of 405 sixth-grade students were randomly selected from a public primary school in Taichung and were randomly assigned to five treatments. ANOVA, ANCOVA and two-way ANCOVA were used in data analysis and from which to derive the findings of this research as followings. 1.The message design of a vocal message plus two visual aids of word and animation helped the listening comprehension of primary school students the most. 2.The message design of a vocal message plus two visual aids of word and animation helped the retained in listening comprehension of primary school students the most. 3.The message design of a vocal message plus a visual aid of animation or the message design of a vocal message plus two visual aids of words and pictures helped the high-proficiency students the most; the message design of a vocal message plus two visual aids of word and animation, helped the low-proficiency students the most. Further more, the message design of a vocal message plus a visual aid of word was inefficacy to primary school students. 4.Primary school students’ English listening learning attitude toward using multimedia ranked from the massage design of a vocal message plus two visual aids of word and animation, the massage design of a vocal message plus a visual aid of animation, the massage design of a vocal message plus a visual aid of picture, the massage design of a vocal message plus two visual aids of word and picture, the massage design of a vocal message and one visual aid of word. Although the findings approved the effectiveness in assisting listening comprehension learning of primary school students with computerized multimedia visual aids, sometimes, the visual aids are not quite easy to get in our daily life. Therefore, integrating multimedia message design into English listening comprehension teaching should notice that visual aids are only the assistance of listening, which should be lessened according to the efficiency of students.
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Shen, Chia-Hsiang, and 沈佳祥. "Research of The Influence of Applying Checklist and Multimedia Feedback on Athletes ' Movement Perception." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/nf3dn6.

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碩士<br>國立體育大學<br>體育推廣學系<br>106<br>Checklist is one of the commonly used tools in learning image feedback is often used to adjust their learning. This study to explore the effect on the use of checklists and multimedia feedback to the perception of movement of sports players. The subjects were four tug-of-war team beginners who has participated in training for three months in a junior high school in New Taipei City. The experimental consist of step back dragging two tires 2.4 times weight of the subjects’ body weight. One day before the test, Metacognition, individual interviews and confirmation of skill recognition were administrated. The experiment is arranged four times a day for eight days, and twice a day for the final day. The difference between intrinsic and external monitoring were evaluated. The paired T-test was used on the first 10 and the last 10 data of the checklist to analyze the significances of motion perception, motion cognition and motion technology. The training diaries and individual interviews were analyzed to realize the changes in cognitive and motor perception levels. The study shows: 1.through the checklist with self-image feedback, the players’ post-cognition skills have elevated and planning and monitoring significantly improved. 2.perception of movement and cognition of movement have been improved especially after 20 times operations.3.There were overall improvement of the technical skills of players through the use of checklists and image feedback.
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Tsai, Ya-Mei, and 蔡雅美. "Influence of Multimedia Teaching of Water Resources Issues on Primary School Senior Student’s Learning Effectiveness." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/58984896157893120451.

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碩士<br>康寧大學<br>休閒資源暨綠色產業研究所<br>101<br>According to the Fourth Assessment Report conducted by the Intergovernmental Panel on Climate Change (IPCC), the climate change has led to the uneven spatial and time distribution of precipitation. Education plays an important role in drawing people’s attention to efficiently using water resources and arousing their awareness on environmental issues. 71 senior students from two primary schools in Jiji Town have been taken as our research subjects, separated into the experimental group and the control group in “courses of multimedia in education of water resources.” We used self-compiled “knowledge assessment and attitude scale of concepts related to water resources” as our research tool. We conducted questionnaires before and after “courses of multimedia in education of water resources,” applying methods such as descriptive statistics, Independent T Test, One-way ANOVA, Paired Samples T-Test, and Pearson’s Correlation for statistical analysis. We have induced conclusions listed below according to the results of our research: The four main sources for students to acquire knowledge about water resources before our experiment were teachers, course books, the Internet, extracurricular books, and TV programs. Obvious partial differences were presented in the analyses of the influence of background variables on learning outcomes, among which the sixth-grade students, low-income families, those that are exposed to only one or two accesses to knowledge, and those that have not attended any environmental courses, have shown the biggest improvement. No obvious differences were shown in other background variables. According to the analytic results of the pre-assessment, there is a positive correlation between sufficient knowledge of water resources and students’ learning attitude. After the teaching experiment, we found that the knowledge and attitude of students in the experimental group have shown obvious differences before and after the assessment. Their performances after the assessment were better than those before the assessment. By analyzing the post-assessment, we see distinctive differences of the knowledge and attitude shown between these two groups of students, whereas the experimental group have performed far better than the control group. As a result, we could conclude that education of water resources in Science and Technology courses in primary schools, are still waiting to be integrated with environmental education. Also, by implementing multimedia in education, we are able to improve students’ basic concepts regarding water resources in the field of environmental education.
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Yang, Chi-Hua, and 楊繼華. "A Study on Influencing Factors and Solution of Marketing Strategy in Multimedia Package Software of Taiwan." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/81654869931252902477.

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碩士<br>元智大學<br>資訊傳播學系<br>92<br>The objective of this thesis is primary to discuss the Marketing strategy of those who are in multimedia package software industry with concern on their response strategy and what are some of the key factors in the change of the marketing environment that will affect them. This research will collect related literature review in the area of the marketing environment and marketing strategy as the research foundation, as well as collecting the literary data on the information software industry, and so on domestically. As for the research method, a substance research is adopted, and an in-depth interview is conducted in the light of self development domestically, and the agency acting on behave of the multimedia package software tool professionals, while to discuss the affect on the marketing strategy of those business professionals from the aspect of influence on marketing environment, aspect on enterprise’s organization, and aspect on consumers, as well as the response strategy by the business professionals. After the in-depth interview, it was discovered from the research result that the multimedia software tool products domestically are primary the tool manufactured by the industry of the digital contents, which the change in the film making environment domestically, has a direct and indirect affect on the business professionals. Because the extent of the product line of those business professionals is insufficient, therefore, when the marketing environment is changing, it will affect many product items at the same time, causing the market to be washed away. As for those business professionals, they should strengthen their response strategy on marketing mix and products mix, as well as to control the change in the marketing environment at all time, with having to rely on the planning by the marketing employee, in order to guard against the unknown. Those business professionals should pay attention during their marketing on conveying the information such as the products innovation and application, as well as pay attention on the consumers. The business professionals should make best use on the application of the latest technology such as media technology, in order to strengthen the effect on the consumer community.
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