Current Search: Interactive multimedia. (x)
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- Title
- MET4MORFOSES.
- Creator
- Padavano, Anthony James, McKay, Becka, Florida Atlantic University, Dorothy F. Schmidt College of Arts and Letters, Department of English
- Abstract/Description
-
MET4MORFOSES is an interactive multimedia project marrying ancient mythic narrative, tabloid celebrity worship, bombardment of consumerist driven advertising, social media, high technology, and futuristic forms of communication with speculative science fiction.
- Date Issued
- 2018
- PURL
- http://purl.flvc.org/fau/fd/FA00005977
- Subject Headings
- Creative writing, Interactive multimedia
- Format
- Document (PDF)
- Title
- Techniques for improving the capacity of video on demand systems.
- Creator
- Kalva, Hari., Florida Atlantic University, Furht, Borko, College of Engineering and Computer Science, Department of Computer and Electrical Engineering and Computer Science
- Abstract/Description
-
This thesis presents a survey of multimedia networks and the techniques to improve the capacity of video on demand systems. A survey was conducted and comparative evaluation was done to determine the multimedia capabilities of various networks. Video on demand is an electronic video rental system in which clients request and play videos on-demand. Video on-demand system can be implemented over an existing cable TV network or an upgraded ADSL network. The two techniques used to improve the...
Show moreThis thesis presents a survey of multimedia networks and the techniques to improve the capacity of video on demand systems. A survey was conducted and comparative evaluation was done to determine the multimedia capabilities of various networks. Video on demand is an electronic video rental system in which clients request and play videos on-demand. Video on-demand system can be implemented over an existing cable TV network or an upgraded ADSL network. The two techniques used to improve the capacity of video on-demand systems are segmentation and multicasting. Segmentation consists of dividing the video into several fixed length segments, and then transmitting the segments at regular intervals instead of transmitting the video continuously. With multicasting, more than one user requesting the same video are served by a single video stream. Multicasting further assumes that each subscriber has a limited storage space, so same video segments can be multicast to subscribers simultaneously even if the requests for a video are not synchronous.
Show less - Date Issued
- 1994
- PURL
- http://purl.flvc.org/fcla/dt/15112
- Subject Headings
- Video recording, Multimedia systems, Interactive multimedia
- Format
- Document (PDF)
- Title
- ENTER THE LABYRINTH: A VR PROCEDURAL PSYCHOLOGICAL NIGHTMARE.
- Creator
- Horvath, John, Maraffi, Christopher, Florida Atlantic University, School of Communication & Multimedia Studies, Dorothy F. Schmidt College of Arts and Letters
- Abstract/Description
-
This thesis explores the history of virtual reality and how the medium can help make psychological horror adventure games become a more immersive experience. Project Labyrinth takes inspiration from psychological horror adventure games, Greek mythology, and experimental music to immerse the player in a VR dream/nightmare. Appealing to the senses of sight and sound, the moody visual effects and haunting music, along with the use of procedural generation, create an eerie atmosphere in which the...
Show moreThis thesis explores the history of virtual reality and how the medium can help make psychological horror adventure games become a more immersive experience. Project Labyrinth takes inspiration from psychological horror adventure games, Greek mythology, and experimental music to immerse the player in a VR dream/nightmare. Appealing to the senses of sight and sound, the moody visual effects and haunting music, along with the use of procedural generation, create an eerie atmosphere in which the player must explore and problem-solve in order to find their way through the labyrinthine game. The environment changes and evolves as the game is replayed, creating a dream or nightmare-like setting, stirring the sensation of déjà vu. The game was developed in VR using the Oculus Quest, a device that allows the player to freely move about without being tethered to a computer. The Quest’s ability to use hand, body, and room tracking significantly improves an already immersive experience.
Show less - Date Issued
- 2020
- PURL
- http://purl.flvc.org/fau/fd/FA00013471
- Subject Headings
- Virtual reality, Games, Computer adventure games--Interactive multimedia
- Format
- Document (PDF)
- Title
- Cognitive styles and concept mapping dimensions of hypermedia computer users.
- Creator
- Kessler, Rohn., Florida Atlantic University, Morris, John D., Hunt, John J.
- Abstract/Description
-
Computers are increasingly a part of college and university instruction. Interactive hypermedia applications are being introduced throughout much of the curriculum as a possible solution to both improving educational outcomes and expanding educational horizons. The purpose of the present study was to investigate the effects of an interactive hypermedia application and a section of text on a measure of learning and understanding called concept mapping. The inter-rater reliability of concept...
Show moreComputers are increasingly a part of college and university instruction. Interactive hypermedia applications are being introduced throughout much of the curriculum as a possible solution to both improving educational outcomes and expanding educational horizons. The purpose of the present study was to investigate the effects of an interactive hypermedia application and a section of text on a measure of learning and understanding called concept mapping. The inter-rater reliability of concept map scores has not been reported previously in the literature. Results in this study concerning the reliability of concept map scoring procedures indicated that the continued improvement of inter-rater reliability is desirable if concept mapping is to actualize its potential as a practical, useful, and unique learning tool. Results suggest that concept mapping appears capable of assessing: (a) baseline knowledge, (b) meaningful learning, (c) the construction of new knowledge, and (d) knowledge change. Its usefulness in these areas and as an alternative or addition to standardized assessment is contingent, however, upon demonstrations of validity and reliability. Suggestions for further concept map research included: (a) replicating the present study with other measures of cognitive style across a wide variety of interactive hypermedia software applications, (b) doing longitudinal studies of concept mapping, (c) improving the reliablity of concept map scoring and evaluation, (d) looking at other aspects of cognition and information processing related to concept mapping, (e) using computer-based concept mapping tools, and (f) using concept maps as templates for the organization and integration of hypermedia elements.
Show less - Date Issued
- 1995
- PURL
- http://purl.flvc.org/fcla/dt/12404
- Subject Headings
- Hypertext systems, Interactive multimedia, Concept learning, Computer-assisted instruction, Curriculum planning, Human-computer interaction
- Format
- Document (PDF)
- Title
- First year undergraduate students' perception of the effectiveness and transfer of multimedia training for a university course registration system.
- Creator
- Dee, Merideth I., College of Education, Department of Educational Leadership and Research Methodology
- Abstract/Description
-
The purpose of this study was to evaluate the perceived effectiveness of a multimedia tutorial for first year undergraduate students (FTICs) using a university course registration system; to determine if a relationship existed between perceived effectiveness of the multimedia tutorial, gender, major, ICT usage, ICT education, ICT fluency, and ICT comfort; and to describe the transfer of learning, if any, that resulted from viewing the multimedia tutorial. The study was both quantitative and...
Show moreThe purpose of this study was to evaluate the perceived effectiveness of a multimedia tutorial for first year undergraduate students (FTICs) using a university course registration system; to determine if a relationship existed between perceived effectiveness of the multimedia tutorial, gender, major, ICT usage, ICT education, ICT fluency, and ICT comfort; and to describe the transfer of learning, if any, that resulted from viewing the multimedia tutorial. The study was both quantitative and qualitative in design addressing 10 research questions. The instruments used in this study consisted of the Registration Tutorial which included: (1) an Information and Communication Technology (ICT) Fluency Questionnaire (Hilberg, 2007), (2) a multimedia tutorial designed by the researcher demonstrating the university course registration system, and (3) the Registration Video Questionnaire (RVQ) also designed by the researcher measuring perceived multimedia tutorial effectiveness. A Registration Video Tutorial Transfer of Learning Questionnaire (TLQ) was also developed by the research to measure perceived proficiency with the registration system three months after initially viewing the multimedia tutorial. The sample included 1,196 freshmen students from a large public university in the southeastern United States. Results of the study showed that students perceived the multimedia tutorial to be effective (M = 4.19, SD = .756) and seven themes emerged through qualitative analysis as to why the tutorial was or was not effective. Results also showed there was no relationship between multimedia tutorial effectiveness and gender, major, or ICT education., There were however significant weak relationships between multimedia tutorial effectiveness and ICT usage (r = .095), multimedia tutorial effectiveness and ICT fluency (r = .286), and multimedia tutorial effectiveness and ICT comfort (r = -.133). Furthermore, transfer of learning occurred for students (n = 66) who completed the TLQ (M = 4.01, SD =.777) and as suggested by qualitative analysis of student responses. Implications of this study suggested that providing first year undergraduate students with a web-based multimedia tutorial is just the beginning and the need may be to focus upon the development of these students as adult learners so they can feel successful in the early stages of their academic career, thus building the self-confidence they need to effectively navigate the university environment.
Show less - Date Issued
- 2011
- PURL
- http://purl.flvc.org/FAU/3170600
- Subject Headings
- Interactive multimedia, Academic achievement, Methodology, Computers and college students, Education, Highter, Effect of technological innovations on
- Format
- Document (PDF)
- Title
- A comparison of multimedia technology instruction on the achievement of U.S. educated and non-U.S. educated community college geography students.
- Creator
- Da-Silva, Edmar Bernardes., Florida Atlantic University, College of Education, Department of Curriculum, Culture, and Educational Inquiry
- Abstract/Description
-
This study compares the achievement in three multimedia instructed World Geography classes between two groups of community college students: those students who were U.S. educated (from primary to secondary schools) and those students who were educated outside of the U.S. (from primary to secondary schools). The research was conducted using three World Geography (GEA 2000) classes at a community college in South Florida, between August 2007 and December 2007. The selected students were divided...
Show moreThis study compares the achievement in three multimedia instructed World Geography classes between two groups of community college students: those students who were U.S. educated (from primary to secondary schools) and those students who were educated outside of the U.S. (from primary to secondary schools). The research was conducted using three World Geography (GEA 2000) classes at a community college in South Florida, between August 2007 and December 2007. The selected students were divided into two groups: one of U.S. educated students and one of non-U.S. educated students, all of whom volunteered their participation at the beginning of the course. The two groups were mixed males and females. The non-U.S. educated students were educated in 17 different countries. Data were obtained by means of test scores. Statistical analysis of the data was done using SPSS statistical software. The data generated were analyzed statistically by running four t-tests. The .05 level of significance was selected for analysis of data related to the hypotheses. Overall the statistical difference between the achievement of U.S. educated and non-U.S. educated students in their achievement in multimedia instructed geography classes was non-significant as indicated by the results shown in the statistical analysis in the study.
Show less - Date Issued
- 2008
- PURL
- http://purl.flvc.org/fcla/flaent/EN00154040/68_2/98p0145j.pdf, http://purl.flvc.org/FAU/58014
- Subject Headings
- Education, Effect of technological innovations on, Interactive multimedia, Computer-assisted instruction, Prediction of scholastic success
- Format
- Document (PDF)
- Title
- The Effect of Stereoscopic Cues on Multiple Object Tracking in a 3D Virtual Environment.
- Creator
- Oliveira, Steven Milanez, Barenholtz, Elan, Florida Atlantic University, Charles E. Schmidt College of Science, Department of Psychology
- Abstract/Description
-
Research on Multiple Object Tracking (MOT) has typically involved 2D displays where stimuli move in a single depth plane. However, under natural conditions, objects move in 3D which adds complexity to tracking. According to the spatial interference model, tracked objects have an inhibitory surround that when crossed causes tracking errors. How do these inhibitory fields translate to 3D space? Does multiple object tracking operate on a 2D planar projection, or is it in fact 3D? To investigate...
Show moreResearch on Multiple Object Tracking (MOT) has typically involved 2D displays where stimuli move in a single depth plane. However, under natural conditions, objects move in 3D which adds complexity to tracking. According to the spatial interference model, tracked objects have an inhibitory surround that when crossed causes tracking errors. How do these inhibitory fields translate to 3D space? Does multiple object tracking operate on a 2D planar projection, or is it in fact 3D? To investigate this, we used a fully immersive virtual-reality environment where participants were required to track 1 to 4 moving objects. We compared performance to a condition where participants viewed the same stimuli on a computer screen with monocular depth cues. Results suggest that participants were more accurate in the VR condition than the computer screen condition. This demonstrates interference is negligent when the objects are spatially distant, yet proximate within the 2D projection.
Show less - Date Issued
- 2017
- PURL
- http://purl.flvc.org/fau/fd/FA00004943, http://purl.flvc.org/fau/fd/FA00004943
- Subject Headings
- Pattern perception., Virtual reality., Interactive multimedia., Computer simulation., Computer vision--Mathematical models., Automatic tracking--Mathematical models.
- Format
- Document (PDF)
- Title
- Web accessibility for the hearing impaired.
- Creator
- Pasmore, Simone., College of Engineering and Computer Science, Department of Computer and Electrical Engineering and Computer Science
- Abstract/Description
-
With the exponential increase of Internet usage and the embedding of multimedia content on the Web, some of the Internet resources remain inaccessible for people with disabilities. Particularly, people who are deaf or Hard of Hearing (HOH) experience inaccessible Web sites due to a lack of Closed Captioning (CC) for multimedia content on the Web, no sign language equivalents for the content on the Web, and an insufficient evaluation framework for determining if a Web page is accessible to the...
Show moreWith the exponential increase of Internet usage and the embedding of multimedia content on the Web, some of the Internet resources remain inaccessible for people with disabilities. Particularly, people who are deaf or Hard of Hearing (HOH) experience inaccessible Web sites due to a lack of Closed Captioning (CC) for multimedia content on the Web, no sign language equivalents for the content on the Web, and an insufficient evaluation framework for determining if a Web page is accessible to the Hearing Impaired community. Several opportunities for accessing content needed to be rectified in order for the Hearing Impaired community to access the full benefits of the information repository on the Internet. The research contributions of this thesis are to resolve some of the Web accessibility problems being faced by the Hearing Impaired community. These objectives are to create an automated CC for the Web for multimedia content, to embed sign language equivalent for content available on the Web, to create a framework to evaluate Web accessibility for the Hearing Impaired community, and to create a social network for the Deaf community. To demonstrate the feasibility of fulfilling the above listed objectives several prototypes were implemented. These prototypes have been used in real life scenarios in order to have an objective evaluation of the proposed framework. Further, the implemented prototypes have had an impact to both the academic community and to the industry.
Show less - Date Issued
- 2008
- PURL
- http://purl.flvc.org/fcla/dt/177011
- Subject Headings
- Computers and people with disabilities, Interactive multimedia, Hearing impaired, Services for, Communication devices for people with disabilities, User interfaces (Computer systems), Web sites, Design
- Format
- Document (PDF)
- Title
- The Journey of Art Doll: World-Building in Contemporary Narrative.
- Creator
- Taber, Robin E., Bargsten, Joey, Florida Atlantic University, Dorothy F. Schmidt College of Arts and Letters, School of Communication and Multimedia Studies
- Abstract/Description
-
Games, movies, television, and interactive media make use of World-Building. World-Building essentially creates an elaborate invented universe in order to give a story context. In other words it generates a back-story designed to enhance the cathartic experience and promote engagement by the reader, viewer or participant. Some examples of World-Building include Halo, World of WarCraft and Game of Thrones. Stories need context to be fully understood and experienced. One describes a situation,...
Show moreGames, movies, television, and interactive media make use of World-Building. World-Building essentially creates an elaborate invented universe in order to give a story context. In other words it generates a back-story designed to enhance the cathartic experience and promote engagement by the reader, viewer or participant. Some examples of World-Building include Halo, World of WarCraft and Game of Thrones. Stories need context to be fully understood and experienced. One describes a situation, the environment, sensations, smells, sounds and sensory perception to give the audience a fuller, richer experience. World-Building provides context through history, textures, laws, physics and motivations. The written portion of this thesis describes the process of generating a fantasy world. The visual portion uses a character-driven narrative to examine larger themes such as psychological transformation and pursuing one’s dream against the odds.
Show less - Date Issued
- 2017
- PURL
- http://purl.flvc.org/fau/fd/FA00004909, http://purl.flvc.org/fau/fd/FA00004909
- Subject Headings
- Interactive multimedia., Fantasy fiction--Authorship., Fantasy literature--History and criticism--Theory, etc., Imaginary places in literature., Languages, Artificial.
- Format
- Document (PDF)
- Title
- Predictive Models for Ebola using Machine Learning Algorithms.
- Creator
- Jain, Abhishek, Agarwal, Ankur, Furht, Borko, Florida Atlantic University, College of Engineering and Computer Science, Department of Computer and Electrical Engineering and Computer Science
- Abstract/Description
-
Identifying and tracking individuals affected by this virus in densely populated areas is a unique and an urgent challenge in the public health sector. Currently, mapping the spread of the Ebola virus is done manually, however with the help of social contact networks we can model dynamic graphs and predictive diffusion models of Ebola virus based on the impact on either a specific person or a specific community. With the help of this model, we can make more precise forward predictions of the...
Show moreIdentifying and tracking individuals affected by this virus in densely populated areas is a unique and an urgent challenge in the public health sector. Currently, mapping the spread of the Ebola virus is done manually, however with the help of social contact networks we can model dynamic graphs and predictive diffusion models of Ebola virus based on the impact on either a specific person or a specific community. With the help of this model, we can make more precise forward predictions of the disease propagations and to identify possibly infected individuals which will help perform trace – back analysis to locate the possible source of infection for a social group. This model will visualize and identify the families and tightly connected social groups who have had contact with an Ebola patient and is a proactive approach to reduce the risk of exposure of Ebola spread within a community or geographic location.
Show less - Date Issued
- 2017
- PURL
- http://purl.flvc.org/fau/fd/FA00004919, http://purl.flvc.org/fau/fd/FA00004919
- Subject Headings
- Communicable diseases--Epidemiology., Public health surveillance., Ebola virus disease--Transmission., Machine learning., Computer algorithms., Virtual reality., Interactive multimedia., Computer graphics., History--Graphic methods., Historiography--Technological innovations.
- Format
- Document (PDF)
- Title
- Interactive austen: an analysis of the Lizzie Bennet diaries and the postmodern audience.
- Creator
- Duval, Janette, Golden, John, Florida Atlantic University, Dorothy F. Schmidt College of Arts and Letters, Department of English
- Abstract/Description
-
The aim of this study is to reveal how LBD adheres to postmodern tenets while also being ultimately suspicious of these principles. This suspicion of postmodern principles is reflected in the interaction between the main subject of the videos, Lizzie Bennet, and the audience. This examination invokes the questions of when, where, and how the audience experiences LBD. This illuminates the manner in which LBD functions as a postmodern literary text and how this text is critical of its digital...
Show moreThe aim of this study is to reveal how LBD adheres to postmodern tenets while also being ultimately suspicious of these principles. This suspicion of postmodern principles is reflected in the interaction between the main subject of the videos, Lizzie Bennet, and the audience. This examination invokes the questions of when, where, and how the audience experiences LBD. This illuminates the manner in which LBD functions as a postmodern literary text and how this text is critical of its digital composition.
Show less - Date Issued
- 2014
- PURL
- http://purl.flvc.org/fau/fd/FA00004281, http://purl.flvc.org/fau/fd/FA00004281
- Subject Headings
- Austen, Jane -- 1775-1817 -- Criticism and interpretation, Digital storytelling, Interactive multimedia, Literature and technology, Literature and the Internet, Noble, Kate -- 1978-, -- Lizzie Bennet diaries -- Criticism and interpretation, Su, Bernie -- Lizzie Bennet diaries -- Criticism and interpretation
- Format
- Document (PDF)
- Title
- Mapping Past and Future Wars in Voice of the People: Experiencing Narrative in the 3D/VR Environment.
- Creator
- Kalytovskyy, Ivan, Lewter, Bradley, Florida Atlantic University, Dorothy F. Schmidt College of Arts and Letters, School of Communication and Multimedia Studies
- Abstract/Description
-
We have an opportunity not only to interact with 3D content but also to immerse ourselves in it via Virtual Reality (VR). This work is deeply inspired by my experience as a Ukrainian witnessing the recent turmoil in my homeland. I wanted people around the globe to experience the horrors that are unfolding. The Voice of the People, explores narrative storytelling through VR. Ultimately, the viewer will be able to put on a VR headset and become deeply immersed in the story. With this technology...
Show moreWe have an opportunity not only to interact with 3D content but also to immerse ourselves in it via Virtual Reality (VR). This work is deeply inspired by my experience as a Ukrainian witnessing the recent turmoil in my homeland. I wanted people around the globe to experience the horrors that are unfolding. The Voice of the People, explores narrative storytelling through VR. Ultimately, the viewer will be able to put on a VR headset and become deeply immersed in the story. With this technology, the user intimately experiences the war and devastation created by Russian occupation first hand. The end of World War II is a critical time in my country’s history. Included in the 3D environment are video segments of those affected by the current Russian occupation; historical themes underscore the narrative and help the viewer understand the recurring aggression by Russia that is part of Ukraine’s history.
Show less - Date Issued
- 2017
- PURL
- http://purl.flvc.org/fau/fd/FA00004903
- Subject Headings
- Lʹviv (Ukraine)--History--20th century., Kiev (Ukraine)--Politics and government--20th century., Ukraine--History--German occupation, 1941-1944., Ukraine Conflict, 2014---Mass media and the war., Kalytovskyy, Ivan.--Voice of the people--Documentary film., Virtual reality., Interactive multimedia., Computer graphics., History--Graphic methods., Historiography--Technological innovations.
- Format
- Document (PDF)