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1

Lee, Sum Chi, and Donald Mackay. "Displaying multimedia environmental partitioning by triangular diagrams." Environmental Toxicology and Chemistry 14, no. 11 (1995): 1839–46. http://dx.doi.org/10.1002/etc.5620141105.

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Li, Ya Juan. "Research on the Multimedia Teaching in Chinese Universities." Advanced Materials Research 971-973 (June 2014): 2621–24. http://dx.doi.org/10.4028/www.scientific.net/amr.971-973.2621.

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Multimedia technology integration is becoming a core part in the development of teaching. Multimedia teaching adapts to the needs of the higher education, and realizes three-dimensional teaching process. But we find that there are some problems in multimedia teaching in practice, such as misunderstanding of multimedia teaching methods, poor teaching effectiveness, etc. The main reasons are the irrational teacher evaluation system, poor ability of information teaching, etc. We should reform the teacher evaluation system, and strengthen the training of teachers and so on.
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Pederson, Beth M., Louis J. Thibodeaux, Kalliat T. Valsaraj, and Danny D. Reible. "Testing a multimedia compartmental model with monitoring data." Environmental Toxicology and Chemistry 20, no. 9 (2001): 2114–21. http://dx.doi.org/10.1002/etc.5620200935.

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Miss, Jayshree Dnyandeo Muley1 &. Prof.Harsha R. Vyawahare2. "A HYBRID APPROACH FOR INFORMATION RETRIEVAL USING BIG DATA ANALYTICS." GLOBAL JOURNAL OF ENGINEERING SCIENCE AND RESEARCHES [NC-Rase 18] (November 13, 2018): 171–78. https://doi.org/10.5281/zenodo.1485451.

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Digital world is growing very fast and become more complex in the volume (terabyte to petabyte), variety (structured and un-structured and hybrid), velocity (high speed in growth) in nature. This refers to as ‘Big Data’ that is a global phenomenon. NoSQL databases are better solution for the Big Data demands. Because the users want to analyze this data together, the integration of relational and NoSQL databases becomes necessity. A vast amount of research work has been done in the multimedia area, targeting different aspects of big data analytics, such as the capture, storage, indexing, mining, and retrieval of multimedia big data. It also aims to bridge the gap between multimedia challenges and big data solutions by providing the current big data frameworks, their applications in multimedia analyses, the strengths and limitations of the existing methods, and the potential future directions in multimedia big data analytics. In this paper discuss two approaches to data integration between relational and NoSQL databases: native and hybrid solutions explained on the example of integration transactional data from Oracle databases with data stored in MongoDB
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Bennett, Deborah H., Thomas E. McKone, and William E. Kastenberg. "Evaluating multimedia chemical persistence: Classification and regression tree analysis." Environmental Toxicology and Chemistry 19, no. 4 (2000): 810–19. http://dx.doi.org/10.1002/etc.5620190405.

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Wei, Dan Dan, and Le Xing Qiu. "Research on Key Technologies of Multimedia Courseware Operation Based on Authorware." Applied Mechanics and Materials 443 (October 2013): 571–75. http://dx.doi.org/10.4028/www.scientific.net/amm.443.571.

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Development and making of multimedia courseware also become the focus of instruction and research. This paper researches several key technologies in making multimedia courseware based on Authorware software, including multimedia materials loading, PowerPoint file calling, full screen realization and screen resolution recovery, program package, etc,In order to better reflect the Authorware multimedia teaching courseware making characteristics and function.
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L. Stanchev, Peter. "Multimedia Standards." Digital Presentation and Preservation of Cultural and Scientific Heritage 1 (September 30, 2011): 7–14. http://dx.doi.org/10.55630/dipp.2011.1.1.

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The aim of this paper is to review some of the standards, connected with multimedia and their metadata. We start with MPEG family. MPEG-21 provides an open framework for multimedia delivery and consumption. MPEG- 7 is a multimedia content description standard. With the Internet grow several format were proposed for media scenes description. Some of them are open standards such as: VRML1, X3D2, SMIL3, SVG4, MPEG-4 BIFS, MPEG-4, XMT, MPEG-4, LaSER, COLLADA5, published by ISO, W3C, etc. Television has become the most important mass medium. Standards such as MHEG, DAVIC, Java TV, MHP, GEM, OCAP and ACAP have been developed. Efficient video-streaming is presented. There exist a large number of standards for representing audiovisual metadata. We cover the Material Exchange Format (MXF), the Digital Picture Exchange (DPX), and the Digital Cinema Package (DCP).
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Xu, Xianhong. "Study on Effective Using of Multimedia Teaching System and Enhancing Teaching Effect." International Journal of Emerging Technologies in Learning (iJET) 12, no. 06 (2017): 187. http://dx.doi.org/10.3991/ijet.v12i06.7093.

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Through the method of questionnaire survey about multimedia teaching form, some ubiquitous problems have been reflected such as cognitive deviation, blind using, the poor quality of courseware, the poor activity of classroom, etc. The expected effect of multimedia teaching cannot be achieved, and the effectiveness of multimedia teaching is faced with some suspicions. The effectiveness of multimedia teaching contains two aspects: effective using of multimedia teaching system and the effectiveness of teaching effect. We should enhance management and direction, correctly understand and reasonably treat multimedia teaching, avoid the blindness of multimedia construction and use, increase the quality of courseware, promote teacher’s professional level and classroom dynamics, organically combine traditional and multimedia teaching, and take a series of measures to improve the effectiveness of multimedia teaching.
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Oswal, Prateek, and Divakar Singh. "Survey paper on various mining methods on multimedia Images." INTERNATIONAL JOURNAL OF COMPUTERS & TECHNOLOGY 8, no. 3 (2013): 898–901. http://dx.doi.org/10.24297/ijct.v8i3.3400.

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Multimedia mining is a young but challenging subfield in data mining .Multimedia explanation represents an application of computer vision that presents the recognition of objects or ideas related to a multimedia document as a image. There is not unified conclusion in the concept, content and methods of Multimedia mining, Multimedia mining architecture and framework has to be further studied. there are various mining methods that we can apply on multimedia images like association rule mining, sequence mining, sequence pattern mining etc. In this survey paper we are focusing all this methods. We also discussed feature selection methods of various images.
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Mahmoudi, Saïd, and Mohammed Amin Belarbi. "Large Scale Multimedia Management: Recent Challenges." Information 13, no. 1 (2022): 28. http://dx.doi.org/10.3390/info13010028.

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Lian, Shiguo. "Trust Issues and Solutions in Multimedia Content Distribution." International Journal of Dependable and Trustworthy Information Systems 1, no. 3 (2010): 32–54. http://dx.doi.org/10.4018/jdtis.2010070103.

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Multimedia content distribution is a key technique for multimedia services, which transmits multimedia content from a sender to certain receiver(s). With the popularity of multimedia services, the trust issues in content distribution becomes urgent, including the authorized access, privacy protection, trusted payment, piracy surveillance, and so forth. This chapter introduces the trust issues in multimedia content distribution (e.g., authorization, authentication, privacy, payment, ownership, illegal distribution, forgery, etc.), reviews the latest research progress of the solutions, and presents some open issues and promising research topics. It is expected to provide valuable information to researchers or engineers in this field.
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Satish, Bansal. "A REVIEW: IMAGE RETRIEVAL USING WEB MULTIMEDIA MINING." International Journal of Advances in Engineering & Scientific Research 1, no. 4 (2014): 113–17. https://doi.org/10.5281/zenodo.10720525.

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<strong>Abstract</strong> <em>Multimedia object include audio, video, Image, text etc. where image retrieve play very important role to find any kind of image information which use in business images, satellite images, medical images and so on. Web Multimedia mining is one kind of web mining which retrieving useful multimedia information from web. Image retrieval using web multimedia mining deals with the retrieval of useful image based on the user&rsquo;s search requirement. This paper focus on web mining, multimedia mining which retrieve all kind of data or image information based on the search pattern of the user&rsquo;s.</em> <strong><em>Keyword</em></strong><em>: Web Mining, Multimedia Image retrieval, Image Mining, Multimedia Data Mining.</em>
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Zhan, Ju Hong, Chun Xia Li, and Wen Xin Nie. "Advantages and Problems of Multimedia-Based College English Teaching Mode." Advanced Materials Research 271-273 (July 2011): 1644–46. http://dx.doi.org/10.4028/www.scientific.net/amr.271-273.1644.

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Multimedia-based teaching and learning is an interesting, interactive, innovative and individualized teaching-learning mode. But according to our survey, there are often some problems in multimedia teaching and learning in practice, such as: lack of emotional exchange between students and teachers, insufficiency of student’s independent learning ability, students’ dilemma in what to choose to learn from diverse online contents, unexpected technical failures, etc. All these factors affect the effectiveness of multimedia teaching. Teachers and students who involve in the multimedia-based English teaching-learning should pay full attention to the problems above, so as to take full advantage of the multimedia technology to improve the effectiveness of the multimedia teaching and learning.
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Karydis, Ioannis, Andreas Kanavos, Spyros Sioutas, Markos Avlonitis, and Nikos Karacapilidis. "Multimedia Content's Brokerage." International Journal of E-Services and Mobile Applications 12, no. 2 (2020): 40–58. http://dx.doi.org/10.4018/ijesma.2020040103.

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Metadata-based similarity measurement is far from obsolete nowadays, despite research's focus on content and context-based information. It allows for aggregating information from textual references, measuring similarity when content is not available, traditional keyword searches in search engines, merging results in meta-search engines, etc. Existing similarity measures do not take into consideration neither the unique nature of multimedia metadata nor the requirements of metadata-based information retrieval of multimedia. This work presents a commonly available author-title multimedia metadata hybrid similarity measure customised that has been shown to be experimentally significantly more effective than baseline measures. In addition, the work presents an architecture and a web-based implementation of an information system for data collection and validation by expert users that allows distributed, binary and scalar result ground-truth definition for a similarity measurement that can be used in digital content's identification and sales.
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Li, Guowei. "Application and Effect Analysis of Multimedia Technology in Vocal Music Teaching." Higher Education and Practice 1, no. 7 (2024): 92–94. https://doi.org/10.62381/h241714.

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This paper analyzes the specific application of multimedia technology in the introduction of vocal music course, skill demonstration and guidance, work analysis, etc., and takes the vocal music course of a music college as an example, and shows how multimedia technology promotes the overall development of students, including the improvement of creativity, critical thinking and independent learning ability. By comparing the data before and after the introduction of multimedia technology, the paper confirms the remarkable effect of multimedia technology in improving teaching efficiency, stimulating learning interest and promoting students all-round development.
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Shin, Dohyun. "Dramaturgy Across Borders: Multimedia/Transnational Medea(s) of La MaMa ETC." Journal of Modern English Drama 37, no. 3 (2024): 143–72. https://doi.org/10.29163/jmed.2024.12.37.3.143.

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Shang, Cheng Xi. "The Reflection for Multimedia Technology Application in Medical Chemistry Teaching." Advanced Materials Research 998-999 (July 2014): 1737–40. http://dx.doi.org/10.4028/www.scientific.net/amr.998-999.1737.

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With the development of modern science and information technology, the multimedia technology has been widely used in diverse fields. Specially, it plays an important role in medical chemistry teaching. Reviewing the history of its application in medical chemistry teaching in the past twenty years, we find that multimedia teaching is proved a better choice compared to traditional approaches for its scientific, advanced, vivid and visual features. However, with the popularization of multimedia education technology, there are some opinions about its deficiencies, such as information overmuch, multimedia offside, courseware content, etc. Hence, it is crucial for us to overcome the disadvantages existing in multimedia teaching and fully utilize its benefits. Based on the previous research work, some significant discussions and suggestions on multimedia technology application in medical chemistry teaching are presented in this paper.
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18

He, Xiaojun. "CAI and Its Application in Rural Junior English Class." English Language Teaching 8, no. 11 (2015): 11. http://dx.doi.org/10.5539/elt.v8n11p11.

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&lt;p&gt;Superiority in developing students’ listening, speaking, etc. This thesis explores how to provide a bett. In recent years, using multimedia is the direction of reform and main stream in English teaching. Compared with the traditional English teaching, multimedia-aided English teaching has its incomparable er environment for English teaching in rural junior school with the aid of multimedia and find some ways to improve teaching efficiency. It, based on the research done at home and abroad on the application of multimedia in English teaching, and on the description of the current situation of rural English teaching in China, analyzes how to apply multimedia in rural junior English teaching, and then presents some things to bear in mind when applying multimedia in teaching.&lt;/p&gt;
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19

Liu, Jun. "On the Impact of Multimedia Technology and the Integration of College Physical Education Curriculum on School Physical Education Teaching." Region - Educational Research and Reviews 6, no. 6 (2024): 29. http://dx.doi.org/10.32629/rerr.v6i6.2212.

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With the continuous deepening of educational reform, the application of multimedia technology in physical education teaching in universities is becoming increasingly widespread. Multimedia technology is an information processing, storage, and dissemination system based on computer networks, which includes a collection of various media such as text, graphics, images, animation, sound, etc. When applied to physical education teaching in universities, it is beneficial for students to understand and master the teaching content, improve their learning interest, and help them achieve efficient learning. The article mainly analyzes the current application status and necessity of multimedia technology in college physical education courses, and proposes integration measures between multimedia technology and college physical education courses.
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Garg, Muskan, and Mukesh Kumar. "Review on event detection techniques in social multimedia." Online Information Review 40, no. 3 (2016): 347–61. http://dx.doi.org/10.1108/oir-08-2015-0281.

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Purpose – Social Media is one of the largest platforms to voluntarily communicate thoughts. With increase in multimedia data on social networking websites, information about human behaviour is increasing. This user-generated data are present on the internet in different modalities including text, images, audio, video, gesture, etc. The purpose of this paper is to consider multiple variables for event detection and analysis including weather data, temporal data, geo-location data, traffic data, weekday’s data, etc. Design/methodology/approach – In this paper, evolution of different approaches have been studied and explored for multivariate event analysis of uncertain social media data. Findings – Based on burst of outbreak information from social media including natural disasters, contagious disease spread, etc. can be controlled. This can be path breaking input for instant emergency management resources. This has received much attention from academic researchers and practitioners to study the latent patterns for event detection from social media signals. Originality/value – This paper provides useful insights into existing methodologies and recommendations for future attempts in this area of research. An overview of architecture of event analysis and statistical approaches are used to determine the events in social media which need attention.
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Xia, San’ao. "Interactive Design Research of Multimedia Courseware in Teaching." Advanced Materials Research 271-273 (July 2011): 1472–77. http://dx.doi.org/10.4028/www.scientific.net/amr.271-273.1472.

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. With the rapid development of information technology and the popularization of the Internet, the modern educational technology represented by multimedia teaching has become the development and reformation direction of modern teaching methods thus making the development and application of multimedia courseware in classroom teaching the inevitable choice for modern education. People generally consider multimedia courseware as the teaching courseware of organic combination of multiple media such as picture, style, sound, animation and video frequency, etc. However, they have neglected the most active factor throughout the multimedia, namely, interactivity. As classroom teaching-based multimedia courseware is characterized by interactive design, realizing the interaction function of student and computer, teacher and student is in request of discussing the interactive design thinking and production method of multimedia courseware and illustrating interactive design technology of courseware with certain system and structure. The interactivity of multimedia courseware in teaching should be comprehensively analyzed from the description of learning resources and teaching system so as to attain better teaching effect and serve for optimizing classroom multimedia teaching methods.
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Khoroshevska, Iryna, and Oleksii Khoroshevskyi. "DIGITAL TRAINING GAMES AS COMPONENTS OF MULTIMEDIA EDUCATIONAL RESOURCE." Information Technologies and Learning Tools 105, no. 1 (2025): 52–72. https://doi.org/10.33407/itlt.v105i1.5862.

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The article discusses the importance of implementing digital training games within multimedia educational resources. It is mentioned that training games support activating the process of learning the educational materials by the users with their being represented in a game form. The user is able to consolidate their knowledge by participating in digital training games. These games should be a component of integral multimedia educational resource that may be implemented in the form of multimedia complexes, interactive courses, etc., with multicomponent contents containing multimedia handbooks, training video simulations, interactive tasks, hints and advice, interactive tests, relaxation elements, etc. Thus, digital training games are considered an essential structural and substantial element of multimedia educational resource. Within the framework of the article, the composition of training and development functions of the games are determined. The reasonability of the development and placement of instructions for digital training games is justified, and the sequence of steps that may be used for game development is provided. Types of training games, implementing which in multimedia educational resources is reasonable, are suggested. For the purpose of approbation of the suggested types of games, the experiment with the involvement of 4th-year students specializing in «Publishing and Printing» in the form of an established all-around semester task in the «Technologies of Electronic Publishing» subject in terms of development of multimedia educational resources containing digital training games has been conducted. The results have provided an opportunity to make sure that all the types of games have had practical implementation in the multimedia educational resources of various subjective profiles developed by the students (both for mastering complex moments of subjects and for activating their self-development and self-studies in various living environments). In the article, every type of game is illustrated with author-developed examples of their implementation by the students. The materials of this article may be considered as a source of information for developers of multimedia educational resources with game elements.
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Derdour, Makhlouf, Philippe Roose, Marc Dalmau, Nacéra Ghoualmi Zine, and Adel Alti. "MMSA: Metamodel Multimedia Software Architecture." Advances in Multimedia 2010 (2010): 1–17. http://dx.doi.org/10.1155/2010/386035.

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Interoperability explains how two or more systems or components exchange and process information. The heterogeneity communication mechanisms of the components (GPRS, WIFI, Bluetooth, ZigBee, etc.), transmission speed, as well as the variety of the media (sound, video, text, and image) they manage have a strong influence on the interoperability. That requires the management of the adaptation to an abstract level in order to avoid ad hoc nonreusable, and/or generalizable solutions. In this paper we propose a metamodel for architectures with heterogeneous multimedia components. It enables the description of the software architectures as a collection of components manipulating various types and formats of data, and interacting between them via specific adaptation connectors.
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Gouin, Todd, James M. Armitage, Ian T. Cousins, et al. "Influence of global climate change on chemical fate and bioaccumulation: The role of multimedia models." Environmental Toxicology and Chemistry 32, no. 1 (2012): 20–31. http://dx.doi.org/10.1002/etc.2044.

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Wisdom, Frey John. "Digital Forensics In Multimedia." Advances in Multidisciplinary and scientific Research Journal Publication 1, no. 1 (2022): 239–50. http://dx.doi.org/10.22624/aims/crp-bk3-p39.

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Digital forensics and multimedia forensics are rapidly growing disciplines where electronic information is extracted and interpreted using scientifically accepted and validated processes, to be used in and outside of a court of law. As personal computing and the internet becomes more widespread, these two fields are becoming increasingly important in law enforcement and cybercrime investigation.Digital forensics involves investigating computer systems and digital artefacts in general, while multimedia forensics is a sub-topic of digital forensics which focuses on extracting and analyzing contents such as images, videos, and audio to produce forensic evidence from both regular computer systems and special multimedia devices, such as digital cameras, voice recorders etc. This paper seeks to shed some light on digital forensics in multimedia, methods of authentication and challenges. Keywords: Forensics, Multimedia, Scrutiny, Analysis, Video, Voice, Data, Camera, Authentication BOOK Chapter ǀ Research Nexus in IT, Law, Cyber Security &amp; Forensics. Open Access. Distributed Free Citation: Frey John Wisdom (2022): Digital Forensics In Multimedia Book Chapter Series on Research Nexus in IT, Law, Cyber Security &amp; Forensics. Pp 239-250 www.isteams.net/ITlawbookchapter2022. dx.doi.org/10.22624/AIMS/CRP-BK3-P39
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Arndt, Timothy, Shi-Kuo Chang, Angela Guercio, and Paolo Maresca. "An XML-Based Approach to Multimedia Software Engineering for Distance Learning." International Journal of Distance Education Technologies 1, no. 1 (2003): 40–62. http://dx.doi.org/10.4018/jdet.2003010103.

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Multimedia Software Engineering (MSE) is a new frontier for both Software Engineering (SE) and Visual Languages (VL). In fact multimedia software engineering can be considered as the discipline for systematic specification, design, substitution and verification of visual patterns. In this paper we concentrate on the first of these possibilities, distance learning. One aim of this paper is to demonstrate how it is possible to design and implement conplex multimedia software systems for distance learning using a Teleaction Object transformer based on XML technology applying a Component-Based Multimedia Software Engineering approach. The paper shows a complete process of dataflow transformation that represents TAO in different ways (text, TAOML, etc.) and at different levels of abstraction. The transformation process is a reversible one. A component-based tool architecture is also discussed.
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Breitkopf, Cornelia, Ralph Kühne, and Gerrit Schüürmann. "Multimedia level-III partitioning and residence times of xenobiotics in water-rich and water-poor environments." Environmental Toxicology and Chemistry 19, no. 5 (2000): 1430–40. http://dx.doi.org/10.1002/etc.5620190528.

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Wania, Frank, and Chandrasagar B. Dugani. "Assessing the long-range transport potential of polybrominated diphenyl ethers: A comparison of four multimedia models." Environmental Toxicology and Chemistry 22, no. 6 (2003): 1252–61. http://dx.doi.org/10.1002/etc.5620220610.

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Franco, Antonio, and Stefan Trapp. "A multimedia activity model for ionizable compounds: Validation study with 2,4-dichlorophenoxyacetic acid, aniline, and trimethoprim." Environmental Toxicology and Chemistry 29, no. 4 (2010): 789–99. http://dx.doi.org/10.1002/etc.115.

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Arnot, Jon A., Don Mackay, Thomas F. Parkerton, Rosemary T. Zaleski, and Christopher S. Warren. "Multimedia modeling of human exposure to chemical substances: The roles of food web biomagnification and biotransformation." Environmental Toxicology and Chemistry 29, no. 1 (2010): 45–55. http://dx.doi.org/10.1002/etc.15.

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Maruya, Keith A., Nathan G. Dodder, Ashmita Sengupta, et al. "Multimedia screening of contaminants of emerging concern (CECS) in coastal urban watersheds in southern California (USA)." Environmental Toxicology and Chemistry 35, no. 8 (2016): 1986–94. http://dx.doi.org/10.1002/etc.3348.

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Sarzhanova, G., G. Smagulova, and E. Uteubaeva. "Using multimedia applications in teaching foreign language in terms of digitalization of education." Bulletin of the Karaganda University. Pedagogy series 100, no. 4 (2020): 124–25. http://dx.doi.org/10.31489/2020ped4/124-129.

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The article deals with the didactic potential and the possibilities of using educational multimedia applications in the teaching process. In the study the importance of teachers' mastering the skills of using multimedia ap-plications, as well as the knowledge of their essence and capabilities, methodological and psychological-didactic foundations of their usage is stated. The authors consider the notion and types of educational multi-media applications, peculiarities of their usage in various pedagogical scenarios. The technical support for creating multimedia applications by teachers can be represented by the special authoring software tools, that is, programs that provide opportunities for independent building of effective interactive multimedia applica-tions for non-programmers, such as Macromedia Flash, iSpring Suit, Macromedia Director, Authorware Pro-fessional, etc. Multimedia applications can be recommended for usage as a communicative component of the educational environment. The effective performance of pedagogical scenarios of multimedia usage in the ed-ucational process contributes to the development of the learner’s independence and creativity, his active posi-tion as a subject of communicative interaction.
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Xi, Yu Xi, and Yu F. Katkhanova. "Multimedia Technologies as a Component of the Modern Educational Environment." Prepodavatel XXI vek, no. 2/1 (March 30, 2023): 193–99. http://dx.doi.org/10.31862/2073-9613-2023-2-193-199.

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The article demonstrates the visualization of educational information by means of multimedia technologies included in the educational environment as a vivid trend. Its importance in the actively developing modern information space is revealed. Being a high-tech work of art, realized by means of hardware and software, multimedia has quickly become an effective component of educational activities, including text, graphics, animation, static and dynamic video, sound, etc. Among many means of visualizing educational information, multimedia is an effective media tool with complementary image (visual) and audio (auditory) components. Strengthening didactic capabilities of multimedia technology is carried out at the expense of dynamic visual information and various audio effects, contributing to the perception and assimilation of educational material. All this testifies to the fact that multimedia meets one of the leading didactic principles of learning which is visualization. This includes animated films, scientific or documentary videos, which, with proper methodological use in the modern educational environment, allow you to achieve the best learning outcomes. To a certain extent, the article notes the interactivity of multimedia and its importance in enhancing cognitive activity of students
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Gao, Xu Hong, and Qin Shi. "Research on the Evaluation System of Multimedia Teaching Effects in Higher Education Institutions." Advanced Materials Research 271-273 (July 2011): 1572–77. http://dx.doi.org/10.4028/www.scientific.net/amr.271-273.1572.

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Along with the in-depth development of higher education and teaching reform in China, multimedia technology has been widely applied in classroom teaching, which not only provides a new field for optimization of teaching process and renovation of teaching methods, but also plays a significant role on the enhancement of instructional quality and the promotion of teaching reform. However, some negative issues still affect teaching effect in present higher education institutions, because of being lack of an efficient and scientific instructional evaluation system. In this paper, after the analysis of the advantages of applying the multimedia for the sake of teaching method reformation and teaching effect improvement, the negative effects exist in the process of multimedia teaching application are discussed. Moreover, the measurements of employing multimedia teaching to promote teaching effect is proposed, and the procedures of building a scientific evaluation index system is summarized, which includes creating standards of multimedia teaching effectiveness, the management systems, and the composition of courseware, etc.
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М., О. Демент. "ФОРМУВАННЯ ІНФОРМАЦІЙНОЇ КОМПЕТЕНЦІЇ КУРСАНТІВ ДСНС УКРАЇНИ". Теорія та методика навчання та виховання, № 45 (1 квітня 2019): 60–71. https://doi.org/10.5281/zenodo.2620583.

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<em>New challenges faced by the State Emergency Service (SES) of Ukraine expand the purpose and tasks of cadets&rsquo; training at the National University of Civil Defense of Ukraine, which determines the relevance of this study. One of the effective ways to improve the quality of future officers&rsquo; training is to form their information competencies. So, it is necessary to learn them using multimedia simulators, multimedia technology, Internet etc. The purpose of the article is to determine the means of forming cadets&rsquo; information competence for the SES of Ukraine. The objectives of the article are to show the indicators of information competence, to identify the experimental and control groups, to open the means of forming information competence; to characterize the experiment results. To archive the purpose the theoretical and empirical methods for the research were used. The theoretical ones are comparative analysis of scientific, educational and methodical literature; analysis of documentation; classification and systematization. The empirical ones are pedagogical observation, questionnaires, interviews, conversation, testing, self-esteem; pedagogical experiment; methods of statistical data processing. The research results give the basis to declare that the offered tasks, exercises, the work with professional information, Internet tools, multimedia simulators, presentations help to master modern educational information technologies, and also the results confirm the tool effectiveness offered during the experiment. This testifies the success of experimental work including tasks performed by Internet means, online tasks, network tasks, the introduction of multimedia simulators, trainings, etc. in the process of forming information competence. Thus, only the complex use of different types, forms, techniques, technical means, the Internet, multimedia technologies, their involvement in various professional disciplines, the change in the types of training tasks, the multimedia presentation for students in general, so, everything contributes the forming information competence, that is confirmed by the dynamics of the experimental group.</em>
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Tomskaya, Maria, and Irina Zaytseva. "MULTIMEDIA REPRESENTATION OF KNOWLEDGE IN ACADEMIC DISCOURSE." Verbum 8, no. 8 (2018): 129. http://dx.doi.org/10.15388/verb.2017.8.11357.

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The article focuses on academic presentations created with the help of multimedia programmes. The presentation is regarded as a special form of new academic knowledge representation. An academic presentation is explored as a multimodal phenomenon due to the fact that different channels or modes are activated during its perception. Data perception constitutes a part of the context which in itself is a semiotic event involving various components (an addresser, an addressee, the message itself, the channel of communication and the code). The choice of the code and the channel depends on different factors (type of the audience, the nature of the message, etc). In this way, the information for non-professionals will be most likely presented through visualization with the help of infographics (schemes, figures, charts, etc). Talking about the professional audience the speaker may resort to visualization to a lesser degree or he may not use it at all. His message will be transmitted only with the help of verbal means, which will not prevent the audience from perceiving and understanding new knowledge correctly. The presentation regime of rapid successive slide show may be regarded the heritage of ‘clip thinking’ which is characterized by a non-linear, simultaneous way of information perception. At the present stage of technology development visualization is becoming the most common means of transmitting information in academic discourse, due to peculiarities of data perception by the man of today.
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37

Zhao, Ziyu. "Study and Design of Scalable Multimedia Service System." Mobile Information Systems 2022 (September 20, 2022): 1–9. http://dx.doi.org/10.1155/2022/3899472.

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In recent years, with the continuous advancement of multimedia technology and network technology, network-based multimedia applications are increasing day by day, both in scale and in the number of users. However, the randomness, time-varying, and complexity of user behavior and network make it impossible to guarantee the service quality (bandwidth, delay, etc.) of multimedia services, thus making it difficult to meet the demands of growing users for multimedia services. While meeting the application requirements, how to design and develop a scalable multimedia service system has become one of the key issues to support good multimedia services and better develop multimedia service services. In addition, the surge in user demand comes with various challenges. High-definition and smooth multimedia services require stable bandwidth. However, the randomness, time-varying, and complexity of user behaviors and network states usually make it difficult to guarantee the quality of services. It is of practical significance to study how to overcome these problems, and it is also a hotspot of current research. This paper mainly discusses the extensibility elements of the multimedia service system and puts forward the relationship between the extensibility of various elements and some design principles of the extensibility. In order to overcome the influence of random variation of the wireless channel on video playback, this paper adopts scalable coding technology. That is, through the analysis of the playback process, the underflow probability is proposed and defined, thereby establishing a constrained optimization problem. Finally, this paper also proposes the multimedia adaptive transmission in the network to do the optimization.
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Trisal, Kunal, and Aparna M. Bagde. "MULTIMEDIA CLOUD COMPUTING IN VEHICLES." International Journal of Engineering Applied Sciences and Technology 6, no. 7 (2021): 194–99. http://dx.doi.org/10.33564/ijeast.2021.v06i07.031.

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Intelligent Transportation Systems (ITSs) means services to improve safety and traffic efficiency. For example, vehicle-to-vehicle communication for road safety. In ITSs, vehicles are equipped with a number of sensors which provide different functions like weather forecast, temperature, GPS etc. All these features make the drive better and smooth. As a result, these vehicles produce a large amount of multimedia related data, which is critical and delay-sensitive, and requires on-time processing. The standalone devices embedded in the vehicles cannot do the required fast-processing due to their limited computation facilities. Cost minimisation, Quality of Experience, and resource allocation are some more problems related to multimedia related content processing, which have arrived in recent times. Thus, the concept of merging cloud computing with vehicles has emerged. Still conventional cloud computing is not suitable for this critical and delaysensitive multimedia related data. So a new computing paradigm called Multimedia Cloud Computing (MCC) has emerged. Thus, in this paper, a Dynamic Priority-based Efficient Resource Allocation and Computing scheme is proposed to overcome the above-mentioned issues.
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39

Yanenko, Yaroslav. "MULTIMEDIA CREATIVE PROJECT AS AN INNOVATIVE EDUCATIONAL TECHNOLOGY." Educological discourse, no. 4 (2020): 182–94. http://dx.doi.org/10.28925/2312-5829.2020.4.12.

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The article is devoted to the definition of the features of multimedia creative projects as innovative educational technology. As a result of the study, the main components of modern multimedia creative projects, in particular, graphic layouts, were identified; materials for social networks; site projects; text materials intended for distribution in modern media, etc. The article clarifies the possibilities of introducing multimedia creative projects into the process of blended learning for students. Multimedia creative projects is one of the ways to solve the problem of efficient use of time allotted in the disciplines for independent work of students and its effective combination with lectures and practical exercises. Multimedia creative projects can act as additional tools for modular and semester control. Public protection of multimedia creative projects is an effective way to test students' knowledge and skills. Specialists of the local media market and heads of media departments of Sumy State University take part in open defense by students of multimedia creative projects. This allows students to effectively present themselves to potential employers. The article notes the relationship of multimedia creative projects with classroom activities and features of the use of multimedia technologies in creative projects. Multimedia creative projects complement lectures and practical exercises in the sense of building professional competencies for future specialists and allow students to focus on specific topics or questions of the course. The article clarifies the role of multimedia creative projects in the training of future specialists, in particular, this is the application by students of theoretical knowledge in practice, it is the acquisition by them of new practical skills in the chosen field, this impact on the formation of professional student portfolios that can be used in the search for future work. When creating creative projects, students use various multimedia technologies. These technologies allow future professionals to develop messages designed for distribution in modern media.
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40

Zheliezniak, Serafym. "Specificity of Audiovisual Culture in Multimedia Space: Sound Aspect." Culture and Arts in the Modern World, no. 20 (May 30, 2019): 238–48. https://doi.org/10.31866/2410-1915.20.2019.172449.

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The purpose of the study is to identify the basic key properties of sound in audiovisual culture in a multimedia space, to determine how sound influences on the formation of this phenomenon. Methodology of the research. There were the scientific methods such as diachronic (presentation of the historical development of means for creating audio for a multimedia project), comparative (comparison and search of common and distinctive features in different properties and manifestations of audiovisual works in multimedia), analysis and synthesis (disclosure of separate components of audiovisual culture in the multimedia space, in particular audio, its characteristics related to multimedia, and the synthesis of the phenomenon from the positions of reached results) to accomplish the article purposes. Scientific novelty. The article presents a new view on the definition of the concepts of a multimedia product as a digital file that determines the specificity of working with it, the multimedia space as a set of computer tools and projects that combine several types of data such as text, graphics, video, sound, etc. The use of sound in multimedia products, the influence of the work features with sound on the artistic component of the multimedia product and on the audiovisual culture in general have been analyzed in a new way. Conclusions. The work outlines the general characteristics of audiovisual culture of the multimedia space. In particular, various types of multimedia works have been identified; their features, which are related to their nature &ndash; that is, a complex synthesis of the types of information available in the projects, have been given. The aesthetic component of multimedia space, transformed due to specific artistic and technological dynamics, in particular the emergence of new examples of audiovisual content in multimedia space, has been analyzed. The main stages of the development of methods and tools for creating background in multimedia are described. The basic characteristics of sound and its role in the audiovisual culture works in the multimedia are shown.
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Arjav A. Bavarva, Mayur N. Bhalia,. "A Novel Approach on Efficient Data Transfer in Multimedia Communication Network." Harbin Gongcheng Daxue Xuebao/Journal of Harbin Engineering University 44, no. 7 (2023): 686–95. http://dx.doi.org/10.52783/jheu.v44i7.456.

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In the Wireless sensor networks, the main crucial part as we observe based on literature analysis managing Real-time data, load balancing, security of data, managing data, and also transmitting large (multimedia data) from source to destination using WMSN. Using the proposed system work on energy efficiency and robustness of the system and based on result analysis achieve the better result as compared to the existing system.&#x0D; Introduction: The growth of wireless sensor networks during the past ten years has altered how data is gathered and retrieved from different areas. With the expansion of communication infrastructure, the requirement and use of Multimedia Wireless Sensor Networks is becoming more widespread on these days. These networks confront a number of difficulties in ensuring user data is secure, trustworthy, and private, just like any other WMSNs.&#x0D; Objectives: This paper works on multimedia data transmission in WMSN and for that works on 3-bit LSB Embedding for transmitting large-size data with min energy consumption rate as compared to other methods like AES, ECC, etc.&#x0D; Methods: 3-bit LSB Embedding will be done which provides secrecy of the data and then we will implement the Energy Efficient routing to the embedded multimedia data for WMSN .&#x0D; Results: The shortest path optimization, using energy efficient routing protocol, by sensor nodes to transfer multimedia-data from source-node to destination-node achieved in WMSN. The average energy consumption and throughput of 400 multimedia sensor nodes transferring large amount multimedia-data transfer from source-to-destination WMSN. Existing work shows that it has high energy consumption and low throughput as compare to the proposed work.&#x0D; Conclusions: In this paper, work on energy-efficient real time multimedia data trans receive using Wireless sensor network use 3-bit LSB data embedding in multimedia data transmission in a wireless sensor network for compress data. Based 3-bit LSB data embedding for digital audio, image, video, and 3D media. Given the tremendous developments in digital media communications ranging from conventional digital audio to immersive media, LSB data hiding plays an important role in providing high capacity and maintaining imperceptibility by considering mechanisms of the HAS and HVS. This paper uses a hybrid approach for secure data as well as compressing it using a 3-bit LSB embedding approach as well as for making energy optimization using a trust mechanism for set initial threshold values of parameters like min energy required, transmission power, location, transmission power, etc. in the transmission side source node and another surrounding node will be selected based on a parameter that we reserve than apply 3-bit LSB embedding on data and on the receiver and apply same de-embedding after selecting receiver node. And for establishing communication select the most appropriate and optimized path based on energy and location-based estimation. With the proposed structure we achieve significantly improve in results as achieve more throughput and less energy consumption as compared to the existing system.
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42

Cahill, Thomas M., and Donald Mackay. "Complexity in multimedia mass balance models: When are simple models adequate and when are more complex models necessary?" Environmental Toxicology and Chemistry 22, no. 6 (2003): 1404–12. http://dx.doi.org/10.1002/etc.5620220629.

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43

Lim, Dong-Hee, and Christian M. Lastoskie. "A dynamic multimedia environmental and bioaccumulation model for brominated flame retardants in Lake Huron and Lake Erie, USA." Environmental Toxicology and Chemistry 30, no. 5 (2011): 1018–25. http://dx.doi.org/10.1002/etc.482.

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44

Chen, Qiao Ping. "Research the Influence of Comprehensive Materials Multimedia Technology on the Exercise Interest of Students." Applied Mechanics and Materials 155-156 (February 2012): 585–89. http://dx.doi.org/10.4028/www.scientific.net/amm.155-156.585.

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The article takes the application of comprehensive materials multimedia in Aerobics curriculum as empirical research, which in allusion to the current situation of utilization of multimedia in physical education teaching. The research regards the college students as the objectives of study and selects Aerobics courseware with two different kinds of characteristic as the experimental materials, with the adoption of the research methods such as documentary analysis method, experimental method, Delphi method and the mathematical statistics analysis method etc. Besides, exercise interest of the students has been tested by using revised Chinese edition of PESTS as the measuring tool, so as to provide psychology reference for the formulation of physical education comprehensive materials multimedia which meets the learning interest of the students.
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45

Needham, Douglas C. "Enhance Learning Via Interactive Multimedia Presentations." HortScience 30, no. 4 (1995): 909G—909. http://dx.doi.org/10.21273/hortsci.30.4.909g.

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Computer-based authoring tools, e.g. Macromedia Authorware©, allow one to produce interactive applications or computer-based training modules for horticulture teaching and extension. These applications are useful not only as presentation tools, but also as supplementary instruction, whereby a student can interact with an application at his/her own convenience and learning level. “Interactive Lessons for Introductory Horticulture©” is one example of an application used in OSU's HORT 1013: Principles of Horticultural Science course. Students are able to navigate to various topics by selecting chapters and topics within chapters. The information is not just presented, but rather acted upon by the student through movable objects, touch-sensitive areas, text, audio and video clips, etc. Student learning should be enhanced by the variety of stimuli and the ability to review an entire presentation or portion thereof at will.
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46

Needham, Douglas C. "Enhance Learning Via Interactive Multimedia Presentations." HortScience 30, no. 4 (1995): 909G—909. http://dx.doi.org/10.21273/hortsci.30.4.909.

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Computer-based authoring tools, e.g. Macromedia Authorware©, allow one to produce interactive applications or computer-based training modules for horticulture teaching and extension. These applications are useful not only as presentation tools, but also as supplementary instruction, whereby a student can interact with an application at his/her own convenience and learning level. “Interactive Lessons for Introductory Horticulture©” is one example of an application used in OSU's HORT 1013: Principles of Horticultural Science course. Students are able to navigate to various topics by selecting chapters and topics within chapters. The information is not just presented, but rather acted upon by the student through movable objects, touch-sensitive areas, text, audio and video clips, etc. Student learning should be enhanced by the variety of stimuli and the ability to review an entire presentation or portion thereof at will.
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47

Shilpa, Singh, and Mishra Sunita. "Impact of multimedia in early childhood education." Journal of Management and Science 1, no. 3 (2013): 430–35. http://dx.doi.org/10.26524/jms.2013.47.

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Multimedia is multiple forms of media integrated together, i.e. the collection of audio, sounds, text, graphics, animation etc which develop in programs. Multimedia increased Knowledge about concept and critical literacy and specific number and language concepts in the students. Multimedia plays a very important role in assisting students in learning processes.Multimedia uses computers to present text, audio, video, animation, interactive features, and stillimages in various ways and combinations made possible through the advancement of technology. Technology is a tool that can provide another way for children to learn and make sense of their world. Educational technology such as multimedia plays a fundamental and crucial role in teaching learning process at primary level. It makes teaching learning process more effective and successful. In present investigation to identify the impact the use of multimedia in student‟s academic achievements in early childhood education.The study was conducted in the year 2013. The main area selected for the study was Alambagh. In this areaselected five mohllas Pawanpuri, Kailaspuri, Geetapalli, Krishnapalli and Sujanpura. A total of 120 Pre-primary and primary teachers were selected for the study. Random sampling method was used for sample selection and questionnaire schedule was used for data collection. t test used in research for data analysis. The results revealed that the multimedia increased dependency. Multimedia is enabling to clarify content knowledge. It affects children‟s personality in negative way.
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48

Yanenko, Yaroslav V. "МУЛЬТИМЕДІЙНИЙ ТВОРЧИЙ ПРОЕКТ ЯК ФОРМА САМОСТІЙНОЇ РОБОТИ СТУДЕНТІВ ТА ЧИННИК ЇХ ПРОФЕСІЙНОЇ СОЦІАЛІЗАЦІЇ". Information Technologies and Learning Tools 69, № 1 (2019): 174. http://dx.doi.org/10.33407/itlt.v69i1.2435.

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The article deals with the definition of features of multimedia creative projects as a form of students’ independent work and a factor of their professional socialization. The result of the study was the identification of the differences between the creative project and creative work. These differences are the timing of implementation; the number and complexity of tasks; the planned result; the competencies that are formed by students in the process of implementing a creative project; the multimedia technologies used in the project, etc. The article offers a list of stages that are typical for a multimedia creative project, in particular, planning; choice of multimedia technologies and tools; project implementation; presentation of project components in classroom sessions or consultations; protection of the project. The article highlightes the interrelation of multimedia creative projects with lessons in the classroom, as well as defines the features of the use of multimedia technologies in creative projects. Particular attention is paid to the toolkit (computer programs and Internet resources), which students can use when doing creative projects. The list of recommended Internet resources is given, which are useful for students and teachers when creating multimedia creative projects. The author has identified the indicators of students’ professional socialization in the performance of multimedia creative projects, in particular, getting students modern knowledge about programs and technologies that can be used to create multimedia creative projects; the acquisition by students of the skills of using Internet resources in order to create multimedia creative projects; the formation of professional student portfolios that can be used in the process of job search; demonstration of skills of work with modern computer technologies.
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Zong Chen, Dr Joy Iong, and Dr. S. Smys. "Optimized Dynamic Routing in Multimedia Vehicular Networks." September 2020 02, no. 03 (2020): 174–82. http://dx.doi.org/10.36548/jitdw.2020.3.005.

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Intelligent transport system is one of thriving research domain and in particular multimedia vehicular networks gains more attention. The deployment of multimedia services in vehicle ad-hoc networks (VANETs) provides real time support to users and provides better traffic management with high safety measures. Most of the vehicles has multimedia applications such as weather sensors, real time map applications etc., and it requires adequate resources to process. Resource allocation to a static network is simple and various routing models are evolved. In case of dynamic network like VANETs, routing is still in progress in order to obtain a better model. Routing directly related to quality of services of network and user, it is essential to develop a better dynamic routing strategy for multimedia wireless networks. The proposed work aims to provide an optimized dynamic routing strategy for multimedia networks. For efficient routing, k-means clustering is used to organize the clusters and exchanges the routing information and inverted ant colony optimization is used to obtain the optimal path for multimedia access. Proposed model is experimentally verified and compared to conventional ant colony optimization and grey wolf optimization in terms of parameters such as end to end delay, throughput, target used, average computation time and efficiency.
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Jin, Jesse S., Henry C. Wang, and Tom Gedeon. "Indexing Visual Features Using a Hybrid Neural Network." Journal of Advanced Computational Intelligence and Intelligent Informatics 4, no. 6 (2000): 412–16. http://dx.doi.org/10.20965/jaciii.2000.p0412.

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Indexing and retrieving visual information is an important issue in multimedia development. It involves handling high dimensional vectors. Current tree-based high dimensional index structures, such as R-tree, SS+-tree, TV-tree, etc, have the similar low bound to the one-dimensional comparison-based search methods. It is far from being practical in the multimedia area. We propose a fast indexing method using surrogate coding. It possesses many good properties such as preserving similarity ranking and being fast in retrieval. It also preserves a clustered space and is easy to maintain.
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