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Journal articles on the topic 'Multimedia and web based applications'

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1

Chen, Chao, Tao Meng, and Lin Lin. "A Web-Based Multimedia Retrieval System with MCA-Based Filtering and Subspace-Based Learning Algorithms." International Journal of Multimedia Data Engineering and Management 4, no. 2 (2013): 13–45. http://dx.doi.org/10.4018/jmdem.2013040102.

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The popularity of research on intelligent multimedia services and applications is motivated by the high demand of the convenient access and distribution of pervasive multimedia data. Facing with abundant multimedia resources but inefficient and rather old-fashioned keyword-based retrieval approaches, Intelligent Multimedia Systems (IMS) demand on (i) effective filtering algorithms for storage saving, computation reduction, and dynamic media delivery; and (ii) advanced learning methods to accurately identify target concepts, effectively search personalized media content, and enable media-type driven applications. Nowadays, the web based multimedia applications become more and more popular. Therefore, how to utilize the web technology into multimedia data management and retrieval becomes an important research topic. In this paper, the authors developed a web-based intelligent video retrieval system that integrates effective and efficient MCA-based filtering and subspace-based learning to facilitate end users to retrieve their desired semantic concepts. A web-based demo shows the effectiveness of the proposed intelligent multimedia system to provide relevant results of target semantic concepts retrieved from TRECVID video collections.
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Fuentes, L., and J. M. Troya. "A Java framework for Web-based multimedia and collaborative applications." IEEE Internet Computing 3, no. 2 (1999): 55–64. http://dx.doi.org/10.1109/4236.761654.

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Fitro, Nur Hakim, and Solechan Achmad. "Design and Implementation Multimedia Learning Success for Vocational Schools." International Journal of Electrical and Computer Engineering (IJECE) 8, no. 2 (2018): 1067–73. https://doi.org/10.11591/ijece.v8i2.pp1067-1073.

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This research aims to design a web-based multimedia applications, interactive learning, in order to improve the learning outcomes of students, especially students of Vocational High School. Multimedia Learning has been designed with some additional content in the form of applications: decision support system for multimedia usage based on Model of Multimedia Learning Success. The population obtained from respondents vocational school in Central Java, which is already implementing multimedia learning. The method used is qualitative analysis in the form of: the development of multimedia learning integrated with decision support systems. Design and implementation of multimedia learning success system that is abbreviated "Sikemuning". Sikemuning can be used to measure or provide guidance for teachers in the use of multimedia. Interviews with several respondents teachers from vocational schools in Central Java showed that: the system success multimedia learning developed in this study can be used as feedback to assess the success and effectiveness of the implementation of learning activities, multimedia learning can improve the performance and intelligence of vocational school students.
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Czarnul, Paweł, Tomasz Dziubich, and Henryk Krawczyk. "Evaluation of Multimedia Applications in a Cluster-Oriented Environment." Metrology and Measurement Systems 19, no. 2 (2012): 177–90. http://dx.doi.org/10.2478/v10178-012-0016-9.

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Evaluation of Multimedia Applications in a Cluster-Oriented Environment In the age of Information and Communication Technology (ICT), Web and the Internet have changed significantly the way applications are developed, deployed and used. One of recent trends is modern design of web-applications based on SOA. This process is based on the composition of existing web services into a single scenario from the point of view of a particular user or client. This allows IT companies to shorten the product-time to market process. On the other hand, it raises questions about the quality of the application, trade-offs between quality factors and attributes and measurements of these. Services are usually hosted and executed in an environment managed by its provider that assures the quality attributes such as availability or throughput. Therefore, in this paper an attempt has been made to perform quality measurements towards the creation of efficient, dependable and user-oriented Web applications. First, the process of designing service-based applications is described. Next, metrics for subsequent measurements of efficiency, dependability and usability of distributed applications are presented. These metrics will assess the efforts and trade-offs in a Web-based application development. As examples, we describe a pair of multimedia applications which we have developed in our department and executed in a cluster-based environment. One of them runs in the BeesyCluster middleware and the second one in the Kaskada platform. For these applications we present results of measurements and conclude about relations between quality attributes in the presented application development model. This knowledge can be used to reason about such relations for new similar applications and be used in rapid and quality development of the latter.
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Jiani Guo and L. N. Bhuyan. "Load Balancing in a Cluster-Based Web Server for Multimedia Applications." IEEE Transactions on Parallel and Distributed Systems 17, no. 11 (2006): 1321–34. http://dx.doi.org/10.1109/tpds.2006.159.

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Guerrero, Luis A., and David A. Fuller. "A Web-based OO platform for the development of multimedia collaborative applications." Decision Support Systems 27, no. 3 (1999): 255–68. http://dx.doi.org/10.1016/s0167-9236(99)00050-0.

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Su, Yawen, Guofu Chen, Moyan Li, Tengfei Shi, and Diandian Fang. "Design and Implementation of Web Multimedia Teaching Evaluation System Based on Artificial Intelligence and jQuery." Mobile Information Systems 2021 (November 17, 2021): 1–11. http://dx.doi.org/10.1155/2021/7318891.

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It is an important reflection of modern education and an overwhelming way to strengthen the quality of teaching. In the current environment, the traditional multimedia classroom management model can no longer adapt to the current rapidly developing network environment. How to manage more and more campus multimedia classrooms is an urgent problem to be solved. The informatization construction and application of multimedia classrooms is the key to the realization of educational informatization. The traditional multimedia classroom management model has not been able to adapt to the rapidly developing network environment, which is mainly manifested in the following aspects: electronic education management personnel cannot discover and process teaching in a timely manner. Equipment failure has not formed a set of standard troubleshooting procedures and cannot accurately record the status, use time, and maintenance records of various teaching pieces of equipment. This will not only affect the teaching quality of colleges and universities but also slow down the process of education informatization. This paper develops a web-based multimedia teaching equipment management system based on artificial intelligence and jQuery, which realizes the centralized control and management of various multimedia teaching equipment. According to the actual needs of multimedia teaching, this paper follows the design and development of software engineering, using artificial intelligence, jQuery, Ajax, and Spring MVC technology to design and develop a web-based multimedia teaching equipment management system. On the basis of realizing the centralized control and management of multiple multimedia teaching equipment, it can also track and record the use status and maintenance content of the multimedia teaching equipment to form an information knowledge base of the multimedia equipment, which is convenient for later maintenance and management. Through the use of this system, management can be systematized, standardized, and automated, reducing the tedious workload of management and maintenance personnel. It can speed up the information management process of multimedia teaching equipment and improve the work efficiency of related managers. A course can be studied online, and an online teaching system has been developed. According to our survey on Mandarin online course training in Northwest China (N = 343), we found that 81.6% of samples are satisfied with the Mandarin online training courses; 21.6% think that they have learned new teaching methods/teaching concepts from the teacher through the Mandarin training; 36.2% think that they have learned the theoretical knowledge of Mandarin through the Mandarin training. Gender, age, ethnicity, and learning experience are related to the difficulty of learning Mandarin online courses. Therefore, we can satisfy learners of different ages, learning foundations, and cultural backgrounds by designing different online course patterns, so as to enhance the high-quality promotion of Mandarin.
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Lai, Ah-Fur, and Deng-Jyi Chen. "Web-Based Two-Tier Diagnostic Test and Remedial Learning Experiment." International Journal of Distance Education Technologies 8, no. 1 (2010): 31–53. http://dx.doi.org/10.4018/jdet.2010010103.

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Offering a series of diagnosis and individual remedial learning activities for a general class by means of web and multimedia technology can overcome the dilemma of conventional diagnosis and remedial instruction. The study proposes a three-layer conceptual framework and adopts a two-tier diagnostic test theory to develop a web-based two-tier diagnostic test and remedial learning management system called “the Dr. System.” The study also designs the two-tier diagnostic test items of electro-magnetic concepts and the related multimedia remedial learning materials based on the theory of modular course for the purpose of investigating the remedial learning effects. In addition, the study helps the participants eliminate their misconception through a quasi-experiment at an elementary school in a metropolitan area of northern Taiwan. The results show that the learners of the experimental group who received the treatment under the Dr. System performed significantly better than those who took the traditional remedial class. The study also indicates that the web-based two-tier diagnostic test helps us understand learners’ misconceptions. As a result, it also provides learners useful remedial multimedia materials, which are necessary for them to eliminate their individual misconceptions in the remedial learning process.
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Menemencioğlu, Oğuzhan, and İlhami Muharrem Orak. "A Review on Semantic Text and Multimedia Retrieval and Recent Trends." International Journal of Multimedia Data Engineering and Management 6, no. 1 (2015): 54–74. http://dx.doi.org/10.4018/ijmdem.2015010104.

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Semantic web works on producing machine readable data and aims to deal with large amount of data. The most important tool to access the data which exist in web is the search engine. Traditional search engines are insufficient in the face of the amount of data that consists in the existing web pages. Semantic search engines are extensions to traditional engines and overcome the difficulties faced by them. This paper summarizes semantic web, concept of traditional and semantic search engines and infrastructure. Also semantic search approaches are detailed. A summary of the literature is provided by touching on the trends. In this respect, type of applications and the areas worked for are considered. Based on the data for two different years, trend on these points are analyzed and impacts of changes are discussed. It shows that evaluation on the semantic web continues and new applications and areas are also emerging. Multimedia retrieval is a newly scope of semantic. Hence, multimedia retrieval approaches are discussed. Text and multimedia retrieval is analyzed within semantic search.
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Jesshope, C., A. Shafaranko, and H. Slusanschi. "Low-bandwidth multimedia tools for Web-based lecture publishing." Computing & Control Engineering Journal 9, no. 4 (1998): 156–62. http://dx.doi.org/10.1049/cce:19980402.

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Da Sylva, Lyne, and James M. Turner. "Using Ancillary Text to Index Web-based Multimedia Objects." Digital Scholarship in the Humanities 21, no. 2 (2006): 219–28. http://dx.doi.org/10.1093/llc/fql018.

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Hakim, Fitro Nur, and Achmad Solechan. "Design and Implementation Multimedia Learning Success for Vocational Schools." International Journal of Electrical and Computer Engineering (IJECE) 8, no. 2 (2018): 1067. http://dx.doi.org/10.11591/ijece.v8i2.pp1067-1073.

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<p>This research aims to design a web-based multimedia applications, interactive learning, in order to improve the learning outcomes of students, especially students of Vocational High School. Multimedia Learning has been designed with some additional content in the form of applications: decision support system for multimedia usage based on Model of Multimedia Learning Success. The population obtained from respondents vocational school in Central Java, which is already implementing multimedia learning. The method used is qualitative analysis in the form of: the development of multimedia learning integrated with decision support systems. Design and implementation of multimedia learning success system that is abbreviated "Sikemuning". Sikemuning can be used to measure or provide guidance for teachers in the use of multimedia. Interviews with several respondents teachers from vocational schools in Central Java showed that: the system success multimedia learning developed in this study can be used as feedback to assess the success and effectiveness of the implementation of learning activities, multimedia learning can improve the performance and intelligence of vocational school students.</p>
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Kumar, Abhishek, Abdul Khader Jilani Saudagar, Mohammed AlKhathami, et al. "Customized Curriculum and Learning Approach Recommendation Techniques in Application of Virtual Reality in Medical Education." JUCS - Journal of Universal Computer Science 28, no. (9) (2022): 949–66. https://doi.org/10.3897/jucs.94161.

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Virtual Reality (VR) has made considerable gains in the consumer and professional markets. As VR has progressed as a technology, its overall usefulness for educational purposes has grown. On the other hand, the educational field struggles to keep up with the latest innovations, changing affordances, and pedagogical applications due to the rapid evolution of technology. Therefore, many have elaborated on the potential of virtual reality (VR) in learning. This research proposes a novel techniques customized curriculum for medical students and recommendations for their learning process based on deep learning techniques. Here the data has been collected based on the pre-historic performance of the student and their current requirement and these data have been created as a dataset. Then this has been processed for analysis based on CAD system integrated with deep learning techniques for creating a customized curriculum. Initially this data has been processed and analysed to remove missing and invalid data. Then these data were classified for creation of the curriculum using a gradient decision tree integrated with naïve Bayes. From this, the customized curriculum has been generated. Based on this customized curriculum, the learning approach recommendation has been carried out using the fuzzy rules integrated knowledge-based recommendation system. The experimental results of the proposed technique have been carried out with an accuracy of 98%, specificity of 82%, F-1 score of 79%, information overload of 75%, and precision of 81%.
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Peredo-Valderrama, Rubén, and Iván Peredo-Valderrama. "Aplicación web para práctica con vectores y soporte educativo bajo el modelo de Educación Basada en Web." Científica 26, no. 1 (2022): 1–11. http://dx.doi.org/10.46842//ipn.cien.v26n1a03.

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La propuesta presenta una aplicación web para práctica con vectores en el plano cartesiano xy, siendo una herramienta de apoyo en materias como: mecánica, cálculo vectorial, álgebra lineal, electromagnetismo, etc., constituyendo una herramienta avanzada donde los estudiantes practiquen sus saberes de una manera práctica, en conformidad con el modelo de Educación Basada en Web (Web Based Education, WBE por sus siglas en inglés). Los vectores son un concepto extensamente empleado en diferentes materias, pero este concepto es complejo, complicado de comprender, y ante la crisis sanitaria por COVID-19 que seguimos viviendo hasta el momento, ha expuesto la necesidad de herramientas de apoyo para educandos y educadores, con el objetivo de complementar sus clases diarias, con actividades prácticas para crear experiencias más enriquecedoras en las aulas. La propuesta presentada busca producir actividades prácticas multimedia con vectores, para ecuaciones, suma y resta de vectores; a través de la personalización de los vectores para multiplicación escalar configurando los coeficientes de la ecuación del vector, renderizando las características de los vectores como: ángulo, componentes del vector y magnitud. La propuesta presentada se ajusta con la designada Educación 4.0, apoyando proyectos y competencias con vectores, proveyendo experiencias prácticas más enriquecedoras, incorporando de manera innovadora la tecnología en el proceso enseñanza/aprendizaje con vectores. Las aportaciones de la propuesta en el Front-end se basa en el modelo de componentes con las siguientes ventajas: conquista de la complejidad, manejo del cambio, y maximiza la reutilización de las partes del proyecto. La utilización de patrones de software ha permitido mejorar la arquitectura de la propuesta mejorando: composición, escalabilidad, maximización de la reutilización y mantenibilidad. El CRUD de la propuesta ha posibilitado la elaboración de ejercicios multimedia interactivos, reconfigurables y dinámicos.
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Gallo, Crescenzio, Franco Malatacca, and Angelo Fratello. "Web Information System Platforms for Publishing Spatial Data." International Journal of Web Portals 5, no. 2 (2013): 32–47. http://dx.doi.org/10.4018/jwp.2013040103.

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The best tools to manage the exchange of information and services between heterogeneous subjects through new technological tools with particular reference to information systems are certainly the Web-based information systems. Leveraging the infrastructure of the Web, these systems may be able to handle multimedia data, to perform distributed and cooperative applications based on service, in addition to customizing applications and related data. This paper provides an overview on Web Information Systems with particular reference to GIS, presenting a description of the usage scenarios and a comparison between two significant platform for publishing spatial data.
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LI, YUNJIA, MIKE WALD, and GARY WILLS. "APPLYING LINKED DATA IN MULTIMEDIA ANNOTATIONS." International Journal of Semantic Computing 06, no. 03 (2012): 289–313. http://dx.doi.org/10.1142/s1793351x12400090.

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Current multimedia applications in Web 2.0 have generated large repositories for multimedia resources and annotations, so there is an urgent requirement to interlink annotations of these resources across different repositories to achieve better indexing and searching. To solve this problem, many researchers have been trying to apply semantic Web technologies to media fragments and annotations. Linked data has brought forward a promising way to expose, index and search media fragments and annotations which used to be isolated in different applications. This paper discusses in depth three key research problems when applying linked data principles in multimedia annotations: choosing URIs for media fragments, dereferencing media fragments and ontology alignment. An architecture is designed based on the possible solutions of the research problems. The key idea of the architecture is that it should act like an extra layer built on top of existing applications when publishing linked data. A demo is built as an implementation of the architecture to show that media fragments can be published and linked to various datasets in the linked data cloud. In the future, some algorithms should be designed to make full use of the interlinked media fragments and annotations for indexing and searching.
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Muallim, Muajiz, Mustain Mustain, and Siti Maria Ulfa. "Exploring Trends of Web-Based Vocabulary Learning Apps in Indonesian Research: A Systematic Literature Review." IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature 12, no. 2 (2025): 2124–40. https://doi.org/10.24256/ideas.v12i2.5778.

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Research on web-based vocabulary learning applications has gained momentum in recent years, reflecting the growing interest in technology-enhanced education across Indonesia. However, a comprehensive understanding of how these studies have evolved and contributed to the field remains limited. This systematic review aims to analyze research trends on web-based applications for vocabulary acquisition in Indonesia from 2019 to 2024, focusing on the themes, methodologies, and outcomes reported in these studies. Following the PRISMA framework, 80 studies were identified from databases such as Semantic Scholar and Garuda. After duplicate removal and relevance screening, 42 full-text articles were reviewed, with 35 meeting the final inclusion criteria. The analysis reveals an increasing focus on platforms like Duolingo, Quipper, and Memrise, with many studies employing experimental methods to assess vocabulary improvement. Key trends include the integration of gamification and multimedia elements to enhance engagement and learner motivation. The review reveals an increasing focus on web-based vocabulary learning applications in Indonesian research from 2019 to 2024, with most studies adopting experimental designs to evaluate short-term learning outcomes. The findings highlight several applications such as Duolingo, Quipper, and Memrise are frequently employed, with positive effects on vocabulary acquisition through gamification and multimedia features. However, the research predominantly focuses on small-scale implementations, with limited studies exploring long-term impacts or usage in diverse educational contexts.
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Pencheva, Evelina. "Third Party Multimedia Streaming Control with Guaranteed Quality of Service in Evolved Packet System." International Journal of Information Technology and Web Engineering 8, no. 3 (2013): 1–21. http://dx.doi.org/10.4018/ijitwe.2013070101.

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This paper studies implementation issues of Parlay X “Multimedia Streaming Control” and “Application-driven Quality of Service” web services in the Evolved Packet System (EPS). EPS is defined as evolution of mobile communication networks with broadband radio interface and Internet Protocol (IP) based core. The main signalling protocols in EPS used for multimedia session management and quality of service control are respectively Session Initiation Protocol (SIP) and Diameter. The functional architecture for third party multimedia streaming control with guaranteed quality of service considers deployment of an application server which exposes web service interfaces toward applications and control protocols toward the network. In a role of mediation functionality, this application server is responsible for the translation between web services interface operations and control protocol messages. In addition, it needs to maintain synchronized state models that reflect both third party application view and protocol view. An approach to automated functional verification of such type of application server providing “Multimedia Streaming Control” and “Application-driven Quality of Service” web service interfaces is suggested. Use cases that illustrate the approach applicability are described.
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Kuo, Chin-Hwa, David Wible, Meng-Chang Chen, Li-Chun Sung, Nai-Lung Tsao, and Chia-Lin Chio. "The Design of an Intelligent Web-Based Interactive Language Learning System." Journal of Educational Computing Research 27, no. 3 (2002): 229–48. http://dx.doi.org/10.2190/xjve-x9jm-ul46-er0t.

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The design of an Intelligent Web-based Interactive Language Learning (IWiLL) system to support English learning on the Internet is described. We designed two kinds of learning environments: 1) an interactive English writing environment; and 2) an authentic conversation learning environment. These are intended to improve learners' basic language skills in listening, reading, speaking, and writing. In addition, the system also offers authoring tools that facilitate teachers' content preparation. The system not only provides multimedia learning environments for users, but also builds a learner corpus, an archive of English texts written by learners for whom English is a second language. Further analysis of the learner corpus creates the potential to detect the users' persistent errors and then to provide adequate help to the users. An important aspect of the system is the careful integration of the multimedia environments in ways that systematically enrich the learners exposure to and grasp of specific aspects of the target language. For example, particular targeted vocabulary items can be encountered in text as well as video. The system also is designed to track a variety of facets of each learner's interaction with the environment. This tracked data in turn supports spiraling of English material that the learner has encountered.
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Kivuti, Edwin Mwosa. "Comparative Effect of Interactive Multimedia to Text-Based Content for Software Application Courses." International Journal of Information and Communication Technology Education 17, no. 4 (2021): 1–25. http://dx.doi.org/10.4018/ijicte.20211001.oa16.

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This study evaluated the comparative effect of interactive multimedia to text-based content on learners taking a software application course.111 participants took part in the study. The researcher employed the use of web analytics and online surveys to capture data. The study showed that there was a significant difference in the learner`s preference for either type of content. An exploratory study on the learner`s preference of specific interactive multimedia features showed that learners preferred the video presentation and the VDI than the other features. The study also evaluated the comparative effect of the two content types on the learner`s comprehension. For instances where learners made use of interactive multimedia they performed significantly better than instances where learners made use of text-based content. These results suggest that use of interactive multimedia can lead to better comprehension and participation than text-based content in self-paced software application courses.
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Baturay, Meltem Huri, Aysegul Daloglu, and Soner Yildirim. "Language practice with multimedia supported web-based grammar revision material." ReCALL 22, no. 3 (2010): 313–31. http://dx.doi.org/10.1017/s0958344010000182.

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AbstractThe aim of this study was to investigate the perceptions of elementary-level English language learners towards web-based, multimedia-annotated grammar learning. WEBGRAM, a system designed to provide supplementary web-based grammar revision material, uses audio-visual aids to enrich the contextual presentation of grammar and allows learners to revise target grammatical structures using interactive exercises such as gap-filling, combo-box and drag-and-drop exercises. This study gathered quantitative data on learner satisfaction, attention and participation and qualitative data with regard to the material’s content, visual and instructional design, usability, practicality and effectiveness. The findings indicate that learners enjoyed using the material and developed a positive attitude towards the system.
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Cueva-Fernandez, Guillermo, Jordán Pascual Espada, and Vicente García-Díaz. "Voice Application Generator Platform for Real Time Multimedia Vehicle Sensor based Notifications." International Journal of Handheld Computing Research 6, no. 1 (2015): 20–33. http://dx.doi.org/10.4018/ijhcr.2015010102.

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Nowadays, many software applications are used to offer services or functionalities to drivers. Even though, there is a lack of applications that offer drivers the possibility to express their need to generate a specific application in real time. In this research, the authors present an innovative platform that allows users to generate multimedia web applications that use real time vehicle sensor information. The creation of applications is specified through a voice interface to allow users to generate applications while driving. Information used in the applications is collected combining mobile device sensors (accelerometer, GPS, light sensor, barometer, etc.) and vehicle real time On-board Diagnosis port information (speed, engine revolutions per minute, fuel consumption, coolant temperature, throttle, battery voltage, etc.). The domain of generated applications includes driving safety, road state, parameter notifications, social applications, etc. The generated applications can display visual information systems such as maps, audio, video and measurement gauges. For the analysis of this paper, the authors present three prototypes to demonstrate the platform capabilities.
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Herng-Yow Chen and Kuo-Yu Liu. "Exploring Multimedia Correlation and Synchronization for Web-Based Language Learning." IEEE Multimedia 13, no. 4 (2006): 50–61. http://dx.doi.org/10.1109/mmul.2006.80.

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Shafiq, B., A. Ghafoor, S. Baqai, H. Fahmi, and A. Khokhar. "Wireless netwark resource management for web-based multimedia document services." IEEE Communications Magazine 41, no. 3 (2003): 138–45. http://dx.doi.org/10.1109/mcom.2003.1186558.

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Della Mea, V., and C. A. Beltrami. "Current Experiences with Internet Telepathology and Possible Evolution in the Next Generation of Internet Services." Analytical Cellular Pathology 21, no. 3-4 (2000): 127–34. http://dx.doi.org/10.1155/2000/836847.

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The last five years experience has definitely demonstrated the possible applications of the Internet for telepathology. They may be listed as follows: (a) teleconsultation via multimedia e‐mail; (b) teleconsultation via web‐based tools; (c) distant education by means of World Wide Web; (d) virtual microscope management through Web and Java interfaces; (e) real‐time consultations through Internet‐based videoconferencing. Such applications have led to the recognition of some important limits of the Internet, when dealing with telemedicine: (i) no guarantees on the quality of service (QoS); (ii) inadequate security and privacy; (iii) for some countries, low bandwidth and thus low responsiveness for real‐time applications. Currently, there are several innovations in the world of the Internet. Different initiatives have been aimed at an amelioration of the Internet protocols, in order to have quality of service, multimedia support, security and other advanced services, together with greater bandwidth.The forthcoming Internet improvements, although induced by electronic commerce, video on demand, and other commercial needs, are of real interest also for telemedicine, because they solve the limits currently slowing down the use of Internet. When such new services will be available, telepathology applications may switch from research to daily practice in a fast way.
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Luiz Schiavoni, Flávio, Luan Luiz Gonçalves, and José Mauro da Silva Sandy. "Mosaicode and the visual programming of web application for music and multimedia." Revista Música Hodie 18, no. 1 (2018): 132–46. http://dx.doi.org/10.5216/mh.v18i1.53577.

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 The development of audio application demands a high knowledge about this application domain, traditional program- ming logic and programming languages. It is possible to use a Visual Programming Language to ease the application development, including experimentations and creative exploration of the language. In this paper we present a Visual Programming Environment to create Web Audio applications, called Mosaicode. Different from other audio creation platforms that use a visual approach, our environment is a source code generator based on code snippets to create complete applications.
 
 
 
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Jumani, Awais K., Mashooque A. Memon, and Muneer A. Kartio. "A Technique to Measure Students’ Mental Approach using Web and Game Based E-Learning Application." Annals of Emerging Technologies in Computing 2, no. 3 (2018): 19–26. http://dx.doi.org/10.33166/aetic.2018.03.003.

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With the advent of E-Learning (Electronic Learning) and M-Learning (Mobile Learning), many educational software or tools have been developed, a major part of which are game-based applications. Even though, most of which are freely available on the web, there are only few intuitions make practical and effective use of these learning applications. Because these applications utilises various elements of multimedia such as audio, video, image and animation, they help visualise the learning materials and hence have higher span of at attention. To investigate the effect of web and game based E-Learning and M-Learning, an experiment was conducted amongst the students of three different schools in Pakistan and the results were analysed. The results of our research reveal that utilisation of such web and game based learning tools are much more effective compared to the traditional teaching methods without applying any ICT (Information and Communication Technology) tools.
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Kofranek, Jiri, Stanislav Matousek, Jan Rusz, et al. "The Atlas of Physiology and Pathophysiology: Web-based multimedia enabled interactive simulations." Computer Methods and Programs in Biomedicine 104, no. 2 (2011): 143–53. http://dx.doi.org/10.1016/j.cmpb.2010.12.007.

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Montesi, Danilo, Alberto Trombetta, and Peter A. Dearnley. "A similarity based relational algebra for Web and multimedia data." Information Processing & Management 39, no. 2 (2003): 307–22. http://dx.doi.org/10.1016/s0306-4573(02)00054-7.

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Preciado, Juan, Marino Linaje, and Fernando Sánchez-Figueroa. "Adapting Web 1.0 User Interfaces to Web 2.0 Multidevice User Interfaces using RUX-Method." JUCS - Journal of Universal Computer Science 14, no. (13) (2008): 2239–54. https://doi.org/10.3217/jucs-014-13-2239.

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The development of Web applications, both functionality and Web User Interfaces (UIs), has been facilitated over the last few years using Web models and methodologies. However, new requirements that overcome traditional HTML-based Web 1.0 User Interfaces limits have arisen. Developers and tool vendors have answered these limits introducing Rich Internet Applications (RIAs). RIA technologies provide Web 2.0 UI capabilities such as high interactivity and native multimedia support among others. Currently, numerous developers are adapting many of their legacy Web 1.0 applications to Web 2.0 introducing Web 2.0 UI capacities while maintaining the business logic. Nevertheless, there is a lack of methodologies to support this adaptation process. In this paper we show how to use a model driven method called RUX-Method for the systematic adaptation of existing Web 1.0 UIs to Web 2.0 multidevice UIs. This method focuses on new UI capabilities provided by RIAs while taking advantage of functionality already provided by existing Web models. The proposal follows a common UI design for all the devices and an ad-hoc design approach for each device attending to its specific features.
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Dony Novaliendry, Asyifa Rahmani, Titi SriWahyuni, and Bayu Ramadhani Fajri. "Web-Based Virtual Laboratory Design in Class XI Chemistry Subject." International Journal of Online and Biomedical Engineering (iJOE) 19, no. 17 (2023): 4–18. http://dx.doi.org/10.3991/ijoe.v19i17.45491.

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Practicum activities are crucial for supporting students’ success in the teaching and learning process. To conduct the practicum, several factors are required, which vary depending on the field of practice. Adequate facilities and equipment are also necessary. The purpose of this research is to develop a web-based interactive virtual learning application for chemistry lab experiments. The stages involved in creating an application using the multimedia development life cycle (MDLC) method include planning, designing, collecting material, manufacturing, testing, and distribution. Creating applications using Unity software and designing assets with Adobe Illustrator. Virtual labs can help overcome the lack of costs associated with procuring laboratory equipment and materials, reduce the risk of work accidents, and can be accessed from anywhere.
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Rangkuti, Melia Ivana Putri, and M. Fakriza. "Development Of Interactive Learning Applications For English Subjects." Brilliance: Research of Artificial Intelligence 3, no. 2 (2024): 485–93. http://dx.doi.org/10.47709/brilliance.v3i2.3569.

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The use of technology in learning is used as a means of learning. Learning media is anything that is used in the process of learning activities and can stimulate students' thoughts, feelings, interests and attention when learning, so that the process of interaction, communication and education between teachers and students can take place in accordance with the learning objectives. This research aims to produce a product in the form of a web-based interactive multimedia learning application, which is of good quality and highly suitable for use as a learning medium for students in English subjects. The research location was conducted at UPT SMP Negeri. 35 Medan. This multimedia learning product has gone through a strict review and revision process, based on suggestions from teachers and supervisors. This product was tested in a class with 31 students. The results show that learning management at UPT SMP Negeri 35 Medan using this interactive application has achieved learning management well, this can be seen from the acquisition section to the retrieval system of existing information/learning. Thus, this product can be used in the learning process to provide new, more meaningful experiences to students. In addition to this multimedia product, the teaching materials can be studied anywhere and at any time, which can increase students' learning motivation.
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Oliveira, Eva, Teresa Chambel, and Nuno Magalhães Ribeiro. "Sharing Video Emotional Information in the Web." International Journal of Web Portals 5, no. 3 (2013): 19–39. http://dx.doi.org/10.4018/ijwp.2013070102.

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Video growth over the Internet changed the way users search, browse and view video content. Watching movies over the Internet is increasing and becoming a pastime. The possibility of streaming Internet content to TV, advances in video compression techniques and video streaming have turned this recent modality of watching movies easy and doable. Web portals as a worldwide mean of multimedia data access need to have their contents properly classified in order to meet users’ needs and expectations. The authors propose a set of semantic descriptors based on both user physiological signals, captured while watching videos, and on video low-level features extraction. These XML based descriptors contribute to the creation of automatic affective meta-information that will not only enhance a web-based video recommendation system based in emotional information, but also enhance search and retrieval of videos affective content from both users’ personal classifications and content classifications in the context of a web portal.
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Coughlan, Jane, and Willem-Paul Brinkman. "Design Considerations for Delivering E-Learning to Surgical Trainees." International Journal of E-Health and Medical Communications 2, no. 2 (2011): 14–23. http://dx.doi.org/10.4018/jehmc.2011040102.

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Challenges remain in leveraging e-health technologies for continuous medical education/professional development. This study examines the interface design and learning process features related to the use of multimedia in providing effective support for the knowledge and practice of surgical skills. Twenty-one surgical trainees evaluated surgical content on a CD-ROM format based on 14 interface design and 11 learning process features using a questionnaire adapted from an established tool created to assess educational multimedia. Significant Spearman’s correlations were found for seven of the 14 interface design features – ‘Navigation’, ‘Learning demands’, ‘Videos’, ‘Media integration’, ‘Level of material’, ‘Information presentation’ and ‘Overall functionality’, explaining ratings of the learning process. The interplay of interface design and learning process features of educational multimedia highlight key design considerations in e-learning. An understanding of these features is relevant to the delivery of surgical training, reflecting the current state of the art in transferring static CD-ROM content to the dynamic web or creating CD/web hybrid models of education.
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Anwar, Abu, Samsi Hasan, and Elin Haerani. "Increasing Student Learning Enthusiasm Through Multimedia-Based Learning." AL-ISHLAH: Jurnal Pendidikan 15, no. 3 (2023): 3210–17. http://dx.doi.org/10.35445/alishlah.v15i3.3430.

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A teaching device is a medium that can be used to convey material from a teacher to students. The delivery of material designed in the form of multimedia aims to make it easier for students to understand the material both in the form of desktop and web-based applications. A common problem faced by students is that there are still many who have not achieved satisfactory learning achievement. With the existing limitations, learning tools that support learning achievement are absolutely necessary. This research focuses on increasing student enthusiasm for learning in the Ulumul Quran course. Learning activities with multimedia-based applications aim to increase students' enthusiasm for learning, so that the material is absorbed more quickly and students are not bored. Initial observations included a literature review and interviews to identify class issues for lesson analysis and possible remedies. In developing the solution, the problem is identified based on course material, class schedule, student characteristics, class atmosphere, learning methods/approaches, process assessment, and learning outcomes. Then analyse data and demands and design a multimedia-based e-learning system. The conclusion of this study states that students are able to increase their enthusiasm for learning the subject 'Ulumul Qur'an. There is an increase in student enthusiasm for learning with multimedia-based learning. This can be seen in the average N-Gain value obtained 0.466. The significant value obtained from the calculation results is smaller than the significant level α = 0.05 (0.000 0.05) than H0, which states that there is no difference in the enthusiasm for learning of students who study.
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Hwang, Wu-Yuin, Rustam Shadiev, Jung-Lung Hsu, Yueh-Min Huang, Guo-Liang Hsu, and Yi-Chun Lin. "Effects of storytelling to facilitate EFL speaking using Web-based multimedia system." Computer Assisted Language Learning 29, no. 2 (2014): 215–41. http://dx.doi.org/10.1080/09588221.2014.927367.

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Berdak, Przemysław, and Małgorzata Plechawska-Wójcik. "Performance analysis of Unity3D engine in the context of applications run in web browsers." Journal of Computer Sciences Institute 5 (December 30, 2017): 167–73. http://dx.doi.org/10.35784/jcsi.616.

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The aim of the work is the performance analysis of the Unity3D engine in the contex of applications running with a web browser and WebGL technology.. The paper presents literature review was carried out in the scope of creating multimedia applications run in web browsers, graphics engines and WebGL technology . Additionally, technical issues related with converting Unity3D application to WebGL technology are discussed. The research are performed based on computer simulations with five scenes created with Unity3D environment, which include the main capabilities of this engine. Finally, it was presented the results of these studies and the conclusions.
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Fox, Geoffrey, and Kim Mills. "Web Technologies and the Potential for Innovation in Distance Education." International Journal of Modern Physics C 08, no. 01 (1997): 107–19. http://dx.doi.org/10.1142/s0129183197000102.

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Web-based distance education technologies may improve education and support totally new educational systems. Web technologies present new opportunities for delivering multimedia information and interacting with physical simulations. This paper describes some infrastructure and human interaction issues, a text-indexed video, and a Web-based image storage and presentation system, and three on-going distance education projects.
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Xu, Zheng, Xiangfeng Luo, Yunhuai Liu, Lin Mei, and Chuanping Hu. "Measuring Semantic Relatedness between Flickr Images: From a Social Tag Based View." Scientific World Journal 2014 (2014): 1–12. http://dx.doi.org/10.1155/2014/758089.

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Relatedness measurement between multimedia such as images and videos plays an important role in computer vision, which is a base for many multimedia related applications including clustering, searching, recommendation, and annotation. Recently, with the explosion of social media, users can upload media data and annotate content with descriptive tags. In this paper, we aim at measuring the semantic relatedness of Flickr images. Firstly, four information theory based functions are used to measure the semantic relatedness of tags. Secondly, the integration of tags pair based on bipartite graph is proposed to remove the noise and redundancy. Thirdly, the order information of tags is added to measure the semantic relatedness, which emphasizes the tags with high positions. The data sets including 1000 images from Flickr are used to evaluate the proposed method. Two data mining tasks including clustering and searching are performed by the proposed method, which shows the effectiveness and robustness of the proposed method. Moreover, some applications such as searching and faceted exploration are introduced using the proposed method, which shows that the proposed method has broad prospects on web based tasks.
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Lee, Seunghwa, and Joon Yoo. "Reinforcement Learning Based Multipath QUIC Scheduler for Multimedia Streaming." Sensors 22, no. 17 (2022): 6333. http://dx.doi.org/10.3390/s22176333.

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With the recent advances in computing devices such as smartphones and laptops, most devices are equipped with multiple network interfaces such as cellular, Wi-Fi, and Ethernet. Multipath TCP (MPTCP) has been the de facto standard for utilizing multipaths, and Multipath QUIC (MPQUIC), which is an extension of the Quick UDP Internet Connections (QUIC) protocol, has become a promising replacement due to its various advantages. The multipath scheduler, which determines the path to which each packet should be transmitted, is a key function that affects the multipath transport performance. For example, the default minRTT scheduler typically achieves good throughput, while the redundant scheduler gains low latency. While the legacy schedulers may generally give a desirable performance in some environments, however, each application renders different requirements. For example, Web applications target low latency, while video streaming applications require low jitter and high video quality. In this paper, we propose a novel MPQUIC scheduler based on deep reinforcement learning using the Deep Q-Network (DQN) that enhances the quality of multimedia streaming. Our proposal first takes into account both delay and throughput as a reward for reinforcement learning to achieve a low video chunk download time. Second, we propose a chunk manager that informs the scheduler of the video chunk information, and we also tune the learning parameters to explore new random actions adequately. Finally, we implement our new scheduler on the Linux kernel and give results using the Mininet experiments. The evaluation results show that our proposal outperforms legacy schedulers by at least 20%.
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MORE, MAHADEV A. "CONTENT BASED IMAGE RETRIVAL USING DIFFERENT CLUSTERING TECHNIQUES." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 07, no. 09 (2023): 1–11. http://dx.doi.org/10.55041/ijsrem25835.

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CBIR (Content based image retrieval) is the software system for retrieving the images from the database by using their features. In CBIR technique, the images are retrieved from the dataset by using the features like color, text, shape,texture and similarity. Object recognition technique is used in CBIR. Research on multimedia systems and content-based image retrieval is given tremendous importance during the last decade. The reason behind this is the fact that multimedia databases handle text, audio, video and image information, which are of prime interest in web and other high end user applications. Content-based Image retrieval deals with the extraction of knowledge, image data relationship, or other patternsnot expressly keep within the pictures. It uses ways from computer vision, image processing, image retrieval, data retrieval, machine learning, database and artificial intelligence. Rule retrieval has been applied to large image databases. The proposedsystem gives average accuracy of 90%. Keywords— CBIR, Color feature, Shape feature, Texture feature, Feature extraction, Clustering, Image Retrieval.
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Kolbitsch, Josef. "Fine-Grained Transclusions of Multimedia Documents in HTML." JUCS - Journal of Universal Computer Science 11, no. (6) (2005): 926–43. https://doi.org/10.3217/jucs-011-06-0926.

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Transclusions are a technique for virtually including existing content into new documents by reference to the original documents rather than by copying. In principle, transclusions are used in HTML for the inclusion of entire text documents, images, movies and similar media. The HTML specification only takes transclusions of entire documents into account, though. Hence it is not possible, for instance, to include a part of an existing image into an HTML document. In this paper, fine-grained transclusion of multimedia documents on the Web are proposed, which presents a logical realisation of the concept of transclusions in HTML. The proposal makes it possible, for instance, to include sections of existing images or small portions of entire movies into HTML documents. Two different approaches to implementing the functionality presented are detailed. The first architecture is based on a transparent extension module to conventional HTTP servers, whereas the alternative design makes use of a CGI program. Both approaches are fully self-contained, reside on an HTTP server and do not require browser plug-ins or any other special software components to be installed on client computers. An amendment to the HTTP specification is not required either. A prototype implementation demonstrates the proposal for a number of document types.
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Wang, Chian, Dao-Zhi Wang, and Jia-Li Lin. "ADAM: An adaptive multimedia content description mechanism and its application in web-based learning." Expert Systems with Applications 37, no. 12 (2010): 8639–49. http://dx.doi.org/10.1016/j.eswa.2010.06.089.

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Xie, Mingli, and Supinda Lertlit. "The role of multimedia technologies in teaching foreign languages in an international context." Scientific Herald of Uzhhorod University Series Physics 2024, no. 55 (2024): 1589–99. http://dx.doi.org/10.54919/physics/55.2024.158gb9.

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Relevance. The research on the impact of multimedia technologies on international educational environments is primarily driven by the constant change in pedagogical strategies and the improvement of technical equipment that accompanies the educational process.Purpose. The study aims to analyse the peculiarities of the use, role and effectiveness of multimedia technologies in modern education on the example of the experience of different countries.Methodology. The comparative and contrastive, pedagogical, analytical and synthetic methods were used in this study. Based on the analysis of various educational environments, the following conclusions were drawn phonetic competence was developed through animated videos, presentations, and video and audio applications, lexical skills were developed through presentations, games, video and audio materials, web applications, grammatical and syntactic competences required the use of audio and video materials.Results. Among the multimedia learning tools mentioned were applications: VLC Media Player, KMPlayer, GOM Player � for playing audio content, Moho, Boom Harmony, FlipaClip � for creating animations, Google Slides, Prezi, Microsoft PowerPoint � for creating presentations. In the international context, the most commonly used applications are Duolingo: Language Lessons, Babbel � Learn Languages, AnkiDroid Flashcards, Quizlet: AI-powered Flashcards, and Memrise: speak a new language. According to the American experience, the greatest impact of multimedia use was on the development of phonetic, grammatical, and lexical skills. From the point of view of the French experience, the highest level of growth was recorded in information comprehension skills, followed by vocabulary, writing skills and argumentation.Conclusions. Based on the Indian and Thai experience, it can be concluded that the growth in language skills was about 50%. This work can be used to analyse pedagogical experience in an international context, to build educational strategies for learning foreign languages through the use of multimedia, and to identify the main criteria that contribute to the improvement of language skills.
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Ehigiator, Egho-Promise, and Sitti Mensah. "Web Framework Content Based Filtering for Picture Sharing." Advances in Multidisciplinary & Scientific Research Journal Publications 15, no. 1 (2024): 29–46. http://dx.doi.org/10.22624/aims/cisdi/v15n1p3.

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Information technology has greatly impacted the multimedia industry, particularly in the areas of video and audio content. There are various applications available for managing individual videos and converting them into formats suitable for online sharing. With the widespread use of mobile phones and computers, capturing and storing pictures and videos has become a common practice. These files can be easily shared on different networks, including popular platforms like Facebook, YouTube, and WhatsApp. The rise of web 2.0 has led to an increase in file sharing, including explicit content, as uploads are often not properly filtered. Social media platforms play a significant role in facilitating real-time video sharing, but they also host unwanted content such as violent and pornographic videos. This research aims to develop a web framework application that filters images and videos before they are uploaded to interconnected networks, ensuring that unwanted content is detected and flagged. Users will not be blocked from sharing content, but the system will help identify and address inappropriate material. Keywords: Picture Sharing, Web Framework, Content-Based Filtering, Online Security . CISDI Journal Reference Format Ehigiator Egho-Promise & Mensah Sitti (2024 Web Framework Content Based Filtering for Picture Sharing. Computing, Information Systems, Development Informatics & Allied Research Journal. Vol 15 No 1, Pp 29--46. dx.doi.org/10.22624/AIMS/CISDI/V15N1P3. Available online at www.isteams.net/cisdijournal
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Nickchen, Daniel, and Bärbel Mertsching. "Combining Mathematical Revision Courses with Hands-on Approaches for Engineering Education using Web-Based Interactive Multimedia Applications." Procedia - Social and Behavioral Sciences 228 (July 2016): 482–88. http://dx.doi.org/10.1016/j.sbspro.2016.07.074.

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Chang, Mei-Mei, and Mei-Chen Lin. "Experimental Study on Strategy-Oriented Web-Based English Instruction for EFL Students." Journal of Educational Computing Research 56, no. 8 (2017): 1238–57. http://dx.doi.org/10.1177/0735633117739410.

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This quasi-experimental study investigated whether a strategy-oriented media-based reading program could improve English as a Foreign Language (EFL) students’ reading comprehension. Eighty-five students who were registered for English Reading at a university were recruited through convenience sampling to take part in the study. In this study, a web-based Strategy-oriented Multimedia-Assisted Reading Training (SMART) program was designed and implemented. On the basis of a literature review, four instructional strategies were selected and implemented in this program. The SMART program was used by students in the experimental group but not by students in the control group. Students in both groups were taught by the same instructor with the same instructional materials. The experiment lasted for 10 weeks, and the effects of the SMART program on students’ reading comprehension were investigated. A questionnaire on students’ attitudes toward the use of the strategies was given only to the experimental group. The results show that mean score of the reading test was significantly higher for the experimental group than for the control group. Students’ feedback about using the SMART program was positive and encouraging.
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Purnama, Herwulan Irine, Insih Wilujeng, and Cepi Safruddin Abdul Jabar. "Web-based E-learning in Elementary School: A Systematic Literature Review." JOIV : International Journal on Informatics Visualization 7, no. 3 (2023): 749. http://dx.doi.org/10.30630/joiv.7.3.1203.

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This article presents literature review on web-based e-learning in elementary school in the latest literature. SLR method and PRISMA protocol with the stages of identification, screening, eligibility, inclusion, and abstraction, data analysis assisted by the Publish or Perish 7 application, VOSviewer, and NVIVO 12 Plus. The results of searching for articles on Scopus through the Publish or Perish 7 application are 507. Then the articles were filtered according to compatible themes into 50 articles. The topic findings are web-based e-learning, elementary school, the impact of web-based e-learning and web-based e-learning concept, academic performance, teaching/learning strategies, online learning, Covid-19, HPC database, web-based applications, distance learning, 3D visualization, automation, strategic learning, semantic web, technology, education, linguistic content, big data architecture, learning setting, e-readiness, linguistic content, STEM, etc., that are directly or indirectly connected. The 50 articles were analyzed according to the specified topics through the NVIVO 12 Plus application, and the results were described according to the research questions. The findings in this article explain that web-based e-learning integrates pedagogy and technology and becomes part of digital multimedia implemented in e-learning, blended learning, and face-to-face that impacts elementary school students and teachers directly or indirectly. Future research needs to explore web-based e-learning in schools that is current, safe, and needed by students and teachers.
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Meisner, Gerald W., and Harol Hoffman. "Technology Tools, A Web-Based Learning Environment for the Science and Mathematics Classroom." International Journal of Modern Physics C 08, no. 01 (1997): 41–47. http://dx.doi.org/10.1142/s0129183197000059.

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TechTools™ is a professional development program for science and mathematics teachers for purposes of promoting a constructivist pedagogy with modern technologies: probeware, image processing, multimedia, e-mail, and the WWW. We report preliminary results on (1) changes in teachers' use of technology tools, classroom pedagogy and attitude, and (2) systemic ingredients which are catalytic and inhibitors to the technology reformation necessary in the educational system.
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Elahi, Ehsan, Jorge Morato, and Ana Iglesias. "Improving Web Readability Using Video Content: A Relevance-Based Approach." Applied Sciences 14, no. 23 (2024): 11055. http://dx.doi.org/10.3390/app142311055.

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With the increasing integration of multimedia elements into webpages, videos have emerged as a popular medium for enhancing user engagement and knowledge retention. However, irrelevant or poorly placed videos can hinder readability and distract users from the core content of a webpage. This paper proposes a novel approach leveraging natural language processing (NLP) techniques to assess the relevance of video content on educational websites, thereby enhancing readability and user engagement. By using a cosine similarity-based relevance scoring method, we measured the alignment between video transcripts and webpage text, aiming to improve the user’s comprehension of complex topics presented on educational platforms. Our results demonstrated a strong correlation between automated relevance scores and user ratings, with an improvement of over 35% in relevance alignment. The methodology was evaluated across 50 educational websites representing diverse subjects, including science, mathematics, and language learning. We conducted a two-phase evaluation process: an automated scoring phase using cosine similarity, followed by a user study with 100 participants who rated the relevance of videos to webpage content. The findings support the significance of integrating NLP-driven video relevance assessments for enhanced readability on educational websites, highlighting the potential for broader applications in e-learning.
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