Journal articles on the topic 'Animation audio text'

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1

Fan, Yingruo, Zhaojiang Lin, Jun Saito, Wenping Wang, and Taku Komura. "Joint Audio-Text Model for Expressive Speech-Driven 3D Facial Animation." Proceedings of the ACM on Computer Graphics and Interactive Techniques 5, no. 1 (May 4, 2022): 1–15. http://dx.doi.org/10.1145/3522615.

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Speech-driven 3D facial animation with accurate lip synchronization has been widely studied. However, synthesizing realistic motions for the entire face during speech has rarely been explored. In this work, we present a joint audio-text model to capture the contextual information for expressive speech-driven 3D facial animation. The existing datasets are collected to cover as many different phonemes as possible instead of sentences, thus limiting the capability of the audio-based model to learn more diverse contexts. To address this, we propose to leverage the contextual text embeddings extracted from the powerful pre-trained language model that has learned rich contextual representations from large-scale text data. Our hypothesis is that the text features can disambiguate the variations in upper face expressions, which are not strongly correlated with the audio. In contrast to prior approaches which learn phoneme-level features from the text, we investigate the high-level contextual text features for speech-driven 3D facial animation. We show that the combined acoustic and textual modalities can synthesize realistic facial expressions while maintaining audio-lip synchronization. We conduct the quantitative and qualitative evaluations as well as the perceptual user study. The results demonstrate the superior performance of our model against existing state-of-the-art approaches.
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Lee, Adrienne Y., and Alexia N. Bowers. "The Effect of Multimedia Components on Learning." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 41, no. 1 (October 1997): 340–44. http://dx.doi.org/10.1177/107118139704100176.

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Multimedia is composed of various components: text, graphics/animation, and audio. These components can contribute differentially to the learning of material. The Dual Coding Theory, where the learning of material is enhanced by the simultaneous development and activation of modality specific structures (verbal and non-verbal), can be applied to multimedia learning (Mayer & Gallini, 1990). However most empirical work to examine this theory has focused on graphics and text. In addition research in multimedia has assumed that audio components would enhance learning. Therefore, the studies described in this paper focus on all three components of multimedia with the goal of determining the contribution that these components have on learning. Results did not uniformly support the Dual Coding Theory. In addition, the audio component for this multimedia training did not play as large a role in improving learning as the graphics and animations.
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Mair, Zaid Romegar, and Yuni Kartika. "Alur Pendaftaran Calon Mahasiswa Baru Politeknik Sekayu Berbasis Multimedia." Jurnal Nasional Ilmu Komputer 2, no. 3 (November 20, 2021): 148–59. http://dx.doi.org/10.47747/jurnalnik.v2i3.530.

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Multimedia is one form of information technology, namely information technology that combines images, writing, text, sound, video, animation into an information system that is useful in making decisions for its users. This media displays information about the registration flow of prospective new students in a clear and concise manner. The method used is the MDLC (Multimedia Development Life Cycle) method as software development. For an explanation of each registration flow information using audio, in addition to making this media more interesting, characters or animations are displayed.
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Marselia, Maya, Noferianto Sitompul, and Fathushahib Fathushahib. "PERANCANGAN ANIMASI 3D TAMAN WISATA BINJAI PARK DESA JIRAK KABUPATEN SAMBAS." Indonesian Journal of Business Intelligence (IJUBI) 5, no. 1 (June 30, 2022): 45. http://dx.doi.org/10.21927/ijubi.v5i1.2335.

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3D (three-dimensional) animation is now familiar to most people. The use of 3-dimensional animation is now also increasingly common in filmmaking, advertising, and even as a medium of designing objects and buildings. The purpose of this research was to design and create a 3-dimensional garden animation video that can be used as visualizing objects that appear more real and close to their original form, in the design and creation of this animation researchers use the MDLC (Multimedia Deveploment Life Cycle) method, namely concept, design, material collecting, assembly, testing, and distribution. After that, the process of modeling objects with modeling techniques used, namely primitive modeling and Polygonal Modeling then entered the environment, texture, animating camera operation to the rendering stage using the Blender application, then into pieces of 3-dimensional animated video. After the process is complete, the process of combining videos that have been made in the Blender application and the addition of text and audio using Adobe Premiere Pro cc software. The last stage is the final rendering process that produces a 3-dimensional animation video of the park as a whole in the .mp4 file format with a video duration of 4 minutes
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Li, Lincheng, Suzhen Wang, Zhimeng Zhang, Yu Ding, Yixing Zheng, Xin Yu, and Changjie Fan. "Write-a-speaker: Text-based Emotional and Rhythmic Talking-head Generation." Proceedings of the AAAI Conference on Artificial Intelligence 35, no. 3 (May 18, 2021): 1911–20. http://dx.doi.org/10.1609/aaai.v35i3.16286.

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In this paper, we propose a novel text-based talking-head video generation framework that synthesizes high-fidelity facial expressions and head motions in accordance with contextual sentiments as well as speech rhythm and pauses. To be specific, our framework consists of a speaker-independent stage and a speaker-specific stage. In the speaker-independent stage, we design three parallel networks to generate animation parameters of the mouth, upper face, and head from texts, separately. In the speaker-specific stage, we present a 3D face model guided attention network to synthesize videos tailored for different individuals. It takes the animation parameters as input and exploits an attention mask to manipulate facial expression changes for the input individuals. Furthermore, to better establish authentic correspondences between visual motions (i.e., facial expression changes and head movements) and audios, we leverage a high-accuracy motion capture dataset instead of relying on long videos of specific individuals. After attaining the visual and audio correspondences, we can effectively train our network in an end-to-end fashion. Extensive experiments on qualitative and quantitative results demonstrate that our algorithm achieves high-quality photo-realistic talking-head videos including various facial expressions and head motions according to speech rhythms and outperforms the state-of-the-art.
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Agus Suarya Putra, I. Nyoman, and I. Putu Adi Saputra. "Perancangan Media Informasi Program Studi Teknik Informatika Dan Sistem Komputer Pada STMIK STIKOM Indonesia Berbasis Animasi 2D." Jurnal Bahasa Rupa 1, no. 1 (October 28, 2017): 17–24. http://dx.doi.org/10.31598/bahasarupa.v1i1.148.

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STMIK STIKOM Indonesia is still using media information about study programs that are static and still can not be conveyed properly. This resulted in the existence of students who moved the study program and specialization when they have undergone lecturing process because they feel unsuitable, and still mistaken the students in distinguishing between study program and specialization. Seeing the problem, STMIK STIKOM Indonesia needs a media information about study program in the form of more practical, interesting, effective and detail, that can be used for media campaign and presentation. 2D animation is suitable as a medium to support the study program information because there are elements of visual, audio, text and color combined so that understanding of a concept or information becomes more easily accepted by the user. After the animation is completed, it is tested by internal STMIK STIKOM Indonesia. The results of these tests show an excellent response from the respondents. Both in terms of visualization, audio, and information from 2D animation as a medium to support information Engineering Studies Program Informatics and Computer Systems at STMIK STIKOM Indonesia.
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Bhatti, Zeeshan, Abdul Waheed Mahesar, Ghullam Asghar Bhutto, and Fida Hussain Chandio. "Enhancing Cognitive Theory of Multimedia Leaning through 3D Animation." Sukkur IBA Journal of Computing and Mathematical Sciences 1, no. 2 (December 31, 2017): 25. http://dx.doi.org/10.30537/sjcms.v1i2.43.

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Cognitive theory of Multimedia learning has been a widely used principle in education. However, with current technological advancements and usage, the teaching and learning trend of children’s have also changed with more dependability towards technology. This research work explores and implement the use of 3D Animation as tool for multimedia learning based on cognitive theory. This new dimension in cognitive learning, will foster the latest multimedia tools and application driven through 3D Animation, Virtual Reality and Augmented Reality. The three principles, that facilitate cognitive theory of multimedia learning using animation, addressed in this research are temporal contiguity principle (screening matching narration with animation simultaneously rather than successively), personalization principle (screening text or dialogs in casual form rather than formal style) and finally the multimedia principle (screen animation and audio narration together instead of just narration). The result of this new model would yield a new technique of educating the young children through 3D animation and virtual reality. The adaptation of cognitive theory through 3D animation as a source of multimedia learning with various key principles produces a reliable paradigm for educational enhancement.
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Lomax, Helen, and Kate Smith. "Seeing as an Act of Hearing: Making Visible Children’s Experiences of the COVID-19 Pandemic Through Participatory Animation." Sociological Research Online 27, no. 3 (September 2022): 559–68. http://dx.doi.org/10.1177/13607804221087276.

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‘Our Voices’ is an animation co-created with children aged 9–11 during the 2020–2021 global pandemic. A short, stop-start animation of children’s visual, audio and textual representations of their experiences offers a visceral account of the pandemic in England from their perspectives. In making available the animation in this inaugural issue of ‘Beyond the Text’, we have two key aims. The first is to enable children, who have been barely seen and little heard during the pandemic, to voice their experiences in accordance with their aspirations. The second is to reflect upon the process of transforming creative data made by and with children into an animation that is representative of children’s diverse experiences and acknowledges their contributions in ways which enable audiences to engage through ‘seeing’. Accordingly, our accompanying text explores how, through a feminist ethics of care, we sought to co-produce an animation with children which delivers key messages from them and acknowledges their role as co-researchers while maintaining their anonymity. In describing our methodological and ethical practices, we aspire to make visible the relational, dialogic processes inherent in co-production, offering viewers a way of seeing the complexity of children’s experiences through the multi-layered affordances of participatory animation.
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Shilpa, Singh, and Mishra Sunita. "Impact of multimedia in early childhood education." Journal of Management and Science 1, no. 3 (December 30, 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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Bahri, Syamsul, Satriani, and Nurul Muzkiyah. "DEVELOPING STUDENTS’ DESCRIPTIVE WRITING ABILITY BY USING ANIMATION MOVIE." SOKO GURU: Jurnal Ilmu Pendidikan 1, no. 2 (August 2, 2021): 50–56. http://dx.doi.org/10.55606/sokoguru.v1i2.156.

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This study's objective is to study how using animated movie might help students improve their writing skills. One class served as the research sample for the pre-experimental methodology used in this study. In the first year of the MA Muhajirin, As'adiyah Kampiri, served as the research sample. Twenty students made up the study's sample. In order to select the sample for the study, the researcher employed the cluster random sampling technique and chose X A. Their understanding of the subject matter for text writing was made simple and enjoyable by the audio and visual mix. It was also acceptable for junior high school kids to get excited and interested in writing in order to hone their descriptive text-writing abilities. Writing tests were used to gather data on the students' descriptive writing abilities, which were then evaluated using SPSS 20. There were noticeable improvements, as seen by the pre-test and post-test results. The pupils' experimental post-test score of (82.11) was greater than their pre-test score, which served as evidence (52.63). The results also revealed that the probability value (0.00) was less than the level of significance (0.05). Based on the findings, the researcher concluded that using animation movies could help students in their first year of MA strengthen their descriptive writing skills. As'adiyah Kampiri Muhajirin.
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Yuen, Anna S. Y., and Winnie W. S. Mak. "The Effects of Immersive Virtual Reality in Reducing Public Stigma of Mental Illness in the University Population of Hong Kong: Randomized Controlled Trial." Journal of Medical Internet Research 23, no. 7 (July 14, 2021): e23683. http://dx.doi.org/10.2196/23683.

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Background Public stigma in mental health often brings various adverse effects on people with mental illness. Researchers have been developing different interventions in combating public stigma. Objective This study investigates the effects of immersive virtual reality (IVR) in reducing the public stigma of mental illness using a single-blinded randomized control trial. Methods A pre-post experimental design with a 1-week follow-up was conducted. Participants (N=206) were recruited through the mass mail system of The Chinese University of Hong Kong and randomized into 3 conditions: immersive animation, text, and control. In the immersive animation condition (n=72), participants experienced the simulation of daily life and the stigma experienced as an animated story protagonist with mixed anxiety and depressive disorder with IVR. In the text condition (n=65), participants experienced an identical story to the immersive animation condition with first-person audio narration using the same virtual reality headset. In the control condition (n=69), participants watched a video about planets with IVR. All participants received interventions with a researcher-assisted Oculus Go virtual reality headset. Participants’ public stigma was measured through self-administered online questionnaires and compared across conditions and at different time points using repeated measures analysis of variance. Simple and sequential mediation analyses on the relationship of condition (immersive animation vs text) and follow-up public stigma with possible mediators, including sense of embodiment and story transportation, were conducted using PROCESS. Results Public stigma did not differ significantly across conditions at pre-experiment (P>.99). In the immersive animation and text conditions, public stigma was significantly reduced at postexperiment and at the 1-week follow-up compared to pre-experiment (all with P<.001). Public stigma in the control condition at postexperiment and follow-up remained unchanged compared with pre-experiment (P=.69). Immersive animation had significantly lower public stigma than the control at postexperiment (P=.003) and follow-up (P=.02). Text also had lower public stigma than the control at postexperiment (P=.007) and follow-up (P=.03). However, immersive animation did not significantly differ from text in public stigma at postexperiment and follow-up (both P>.99). In simple mediation models, both sense of embodiment (95% CI –0.22 to 0.46) and story transportation (95% CI –0.18 to 0.00) were not significant mediators. In the sequential mediation model, both sense of embodiment and story transportation were significant sequential mediators. Sense of embodiment was positively associated with story transportation (P<.001), while story transportation was negatively associated with public stigma (P<.001). The indirect effect of the sequential mediation model was significant (95% CI –0.38 to –0.11). Conclusions This study provides novel findings and a rigorous comparison in understanding the effects of IVR on public stigma. The findings showed that IVR and text with audio narration performed similarly and significantly in stigma reduction. Sense of embodiment and story transportation were found to be sequentially associated with public stigma reduction. Trial Registration Centre for Clinical Research and Biostatistics Clinical Trial Registry CUHK_Ccrb00638; https://www2.ccrb.cuhk.edu.hk/registry/public/632
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Nur Budi Nugraha and Soni fajar Mahmud. "ANIMASI 2D MEDIA PEMBELAJARAN JARINGAN ORGAN TUBUH MANUSIA BERBASIS MOBILE." Pixel :Jurnal Ilmiah Komputer Grafis 13, no. 2 (December 10, 2020): 8–13. http://dx.doi.org/10.51903/pixel.v13i2.256.

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Learning is a process of communication between students, teachers and teaching materials. The delivery of learning messages from teachers to students is currently still using teaching aids in the form of books. This makes students less interested and feel bored when absorbing lessons, so that it gives the effect of being lazy to learn. This study designed mobile based 2D animation as an interactive learning tool for learning materials for human organs based on mobile android. This study uses the waterfall method in conducting research which includes the stages of planning, analysis, design, implementation and testing. Based on the research results, this 2D animation learning media makes it easy for students to study material about human organs that cannot be seen directly. This animation has several elements such as text, audio, video and animated images so that it attracts students' attention to feel happy in learning compared to conventional ways
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Firmanda, Dimas Robby, R. Rizal Isnanto, and Ike Pertiwi Windasari. "Aplikasi Pembelajaran Manasik Haji dan Umroh Berbasis Android." Jurnal Teknologi dan Sistem Komputer 4, no. 4 (November 1, 2016): 510. http://dx.doi.org/10.14710/jtsiskom.4.4.2016.510-517.

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There are many moeslim people who do not know the information about how to do the pilgrimage and perform a pilgrimage to Mecca that usually called ‘Hajj’ and ‘Umrah’. Hajj and Umrah are the duty for moslem who have ability to do that. In mobile application there are many advantages that can be used for learning, especially the app based Android. The purpose the research is to develop a mobile application as a learning media how to do Hajj and Umrah that is interactive for everyone through Android devices. With a guide app how to do Hajj and Umrah based Android, is expected can facilitate users to learn how to do Hajj and Umrah well and right. This application uses Android Studio software as IDE, in making the Android app. The first step to make the app is making a design like the design of the text, picture, animation, and audio about how to do Hajj and Umrah. Then, the second step is adding the basic rules of the pray in Arabic text with the meaning of that text. The third step is adding the picture, animation and audio about the pray and the proposition into Android Studio layout with Webview, and then doing initalization by adding the sound of every praying pronounciation in every Hajj and Umrah steps. The result of making the research is a multimedia application which display to user about the text, picture and audio about how to do Hajj and Umrah based Android and facilitate user to learn easier.Keywords: application; Android; the rule of Hajj and Umrah; learning; animation; audioAbstrak -- Dewasa ini sering kali kita jumpai banyak sekali dari masyarakat yang masih belum mengetahui informasi mengenai mengenai manasik haji dan umroh khususnya bagi umat islam yang merupakan salah satu rukun Islam yang wajib dilaksanakan bagi yang sudah mampu. Dalam aplikasi mobile banyak sekali yang dapat dimanfaatkan untuk pembelajaran diantaranya yaitu aplikasi berbasis Android. Dalam pembuatan Penelitian ini ditujukan untuk mengembangkan sebuah aplikasi mobile sebagai media pembelajaran manasik haji dan umroh yang bersifat interaktif bagi siapa saja melalui sebuah perangkat Android. Dengan adanya panduan manasik haji dan umroh berbasis Android diharapkan dapat memudahkan bagi pengguna untuk belajar mengenai tata cara manasik haji dan umroh dengan baik dan benar. Apikasi ini menggunakan perangkat lunak Android Studio sebagai IDE pembuatan aplikasi Android. Langkah pertama yang diperlukan dalam pembuatan Penelitian ini yaitu dengan membuat desain yang berupa teks, gambar, animasi, dan audio petunjuk dan tata cara haji dan umroh. Kemudian langkah kedua yaitu dengan memasukan doa yang disertai dasar-dasar hukumnya dalam bentuk tulisan Arab serta makna artinya. Langkah ketiga yaitu memasukkan gambar, animasi, dan audio yang telah dibuat beserta doa dan dalilnya kedalam layout Android Studio yang dikemas ke dalam tampilan Webview kemudian untuk dilakukan inisialisasi dengan menambahkan suara dalam setiap pengucapan doa disetiap pelaksanaan rukun-rukun haji dan umroh. Hasil dari pembuatan aplikasi ini, adalah aplikasi multimedia yang menampilkan teks, gambar, animasi, dan audio untuk pembelajaran manasik haji dan umroh yang berbasis Android sehingga memudahkan bagi pengguna untuk mempelajarinya.
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Lee, Hee-young. "On Multimedia Presentation Education Content in a Korean Course of University Liberal Education." Korean Association of General Education 16, no. 5 (October 31, 2022): 145–57. http://dx.doi.org/10.46392/kjge.2022.16.5.145.

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In this paper, the importance of multimedia presentation education was discussed. Technology using multimedia assistance is expected in online communication classes, and one of the learning media tools that is well-known among users in education is multimedia presentations or Power Point, which combines text, graphics, images, photos, audio, videos, and animation in an integrated manner. Using editing programs, info-graphic design tools for recording voices and inserting images was included in the multimedia presentation education content.
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Zumbach, Joerg, Ines Zeitlhofer, Bettina Mann, Sandra Hoermann, and Birgit Reisenhofer. "The Appraisal Principle in Multimedia Learning: Impact of Appraisal Processes, Modality, and Codality." Multimodal Technologies and Interaction 6, no. 7 (July 18, 2022): 58. http://dx.doi.org/10.3390/mti6070058.

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This paper presents two experiments examining the influences of media-specific appraisal and attribution on multimedia learning. The first experiment compares four different versions of learning material (text, text with images, animation with text, and animation with audio). Results reveal that the attributed type of appraisal, (i.e., the subjective impression of whether a medium is easy or difficult to learn with) impacts invested mental effort and learning outcomes. Though there was no evidence for the modality effect in the first experiment, we were able to identify it in a second study. We were also able to replicate appraisal and attribution findings from study 1 in study 2: if media appraisal leads to the result that learning with a specific medium is difficult, more mental effort will be invested in information processing. Consequently, learning outcomes are better, and learners are more likely to attribute knowledge acquisition to their own abilities. Outcomes also indicate that the modality effect can be explained by avoidance of split-attention rather than modality-specific information processing in working memory.
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Zhu, Mengru, and Jong Han Lee. "Deep Learning-Based 3D Shape Feature Extraction on Flash Animation Style." Wireless Communications and Mobile Computing 2022 (March 24, 2022): 1–9. http://dx.doi.org/10.1155/2022/7999312.

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Flash animation, as a kind of digital learning resource, is an important media for delivering information content, and more importantly, it is an important online learning resource with text, graphics, images, audio, video, interaction, dynamic effects, etc. Flash animation, with its powerful multimedia interaction and presentation capabilities, is widely used in distance education, high-quality course websites, Q&A platforms, etc. With the continuous development of deep learning, the 3D shape feature extraction method combined with deep learning has become a hot research topic. In this paper, we combine deep learning with traditional 3D shape feature extraction methods, so that we can not only break the bottleneck of nondeep learning methods but also improve the accuracy of 3D shape data classification and retrieval tasks, especially in the case of non-rigid 3D shapes. The scheme in this paper not only does not require a large number of training samples but also its feature extraction for flash animation is accurate. Experiments show that the success rate of accurate feature extraction of this paper’s scheme is higher than that of the state-of-the-art methods.
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Dun, Zu Chun. "Cloud Service Model Based on University English Reading Database." Advanced Materials Research 756-759 (September 2013): 872–76. http://dx.doi.org/10.4028/www.scientific.net/amr.756-759.872.

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The Rapid development of cloud computing impels the new situation of information technology services in foreign language teaching in universities, and brings more quality requirements to subject librarians in universities. The teaching database of English reading in universities combines image, audio, video, text, animation and interactive contents for teaching to create a fresh, vivid, interesting English learning environment. The paper proposes the implementation strategies of university English reading teaching datebase construction and the cloud service model according to the concept of cloud computing; It thinks that the subject librarians should supply personalized services for the readers, at the same time, they should also strive to be cloud librarians.
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Lv, Yuanyuan. "Design of Search Service System for Multimedia Music Resources Based on BS Music Performance." Mobile Information Systems 2022 (May 12, 2022): 1–7. http://dx.doi.org/10.1155/2022/9331421.

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With the rise of the Internet, traditional music performances have been unable to meet people’s needs for entertainment in life, and music performances based on computer networks have become the trend of the times. Nowadays, online multimedia resources, consisting of a combination of text, audio, video, graphics, and animation, are the easiest way of enjoying from music by providing entertainment in attractive and interactive manner. Aiming at the defects of monotonous images or text in traditional music performances, this paper designs a music resource search service platform based on computer systems to meet the needs of the user. The platform employs B/S service architecture, which allows users to audition or transmit music on websites, as well as the ability to search the website’s resources, to improve service and experience for people’s lives and pleasure. The technology has therefore made lives much better than before with quite fun.
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Yow, W. Quin, and Sridhar Priyashri. "Computerized Electronic Features Direct Children’s Attention to Print in Single- and Dual-Language e-Books." AERA Open 5, no. 3 (July 2019): 233285841987812. http://dx.doi.org/10.1177/2332858419878126.

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There has been a rapid proliferation of electronic books in recent years. Given that dual-language books may impose extra cognitive load on children’s information processing capacity, we investigated whether multimedia features in e-books (i.e., audio narration and tracking animation) were effective in directing preschoolers’ attention to print in the target language. Seventy-one English-and-Mandarin speaking 4- to 6-year-olds were presented with single-language and dual-language e-books (with and without enhancing features) on a computer fitted with an eye tracker to read independently. Children attended more to their dominant language text than the other when reading dual-language texts silently but comparably in single-language texts. Most importantly, enhancing electronic features with synchronized dual-channel (visual and audio) inputs and attention-guiding cues effectively directed children’s attention to print in both their dominant and nondominant languages. These findings provide important implications on how computerized electronic books affect children’s attention to print and in turn support the development of children’s emergent literacy.
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Johnson, Kayenda. "Predicting the Adoption of Web Media Objects for University Course Instruction." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 46, no. 8 (September 2002): 788–91. http://dx.doi.org/10.1177/154193120204600805.

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This research addresses university faculty's use of web media objects: text, images/graphics, animation, audio and video for course instruction. The purpose of this research was to determine, through multiple regression models, the most influential factors associated with faculty adoption of web media objects. Faculty adoption and implementation of web media objects for course instruction involves three stages: technology, pedagogy, and presentation style. Regression models were developed for each stage. The resulting multiple regression revealed that innovation characteristics: compatibility, trialability, and relative advantage are most important to consider for faculty adoption of web media objects in their course instruction. Guidelines are presented for advanced multimedia training developers and training support systems, and recommendations are made for improving the adoption of web media objects for university course instruction.
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Adnan, Kiran, and Rehan Akbar. "Limitations of information extraction methods and techniques for heterogeneous unstructured big data." International Journal of Engineering Business Management 11 (January 1, 2019): 184797901989077. http://dx.doi.org/10.1177/1847979019890771.

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During the recent era of big data, a huge volume of unstructured data are being produced in various forms of audio, video, images, text, and animation. Effective use of these unstructured big data is a laborious and tedious task. Information extraction (IE) systems help to extract useful information from this large variety of unstructured data. Several techniques and methods have been presented for IE from unstructured data. However, numerous studies conducted on IE from a variety of unstructured data are limited to single data types such as text, image, audio, or video. This article reviews the existing IE techniques along with its subtasks, limitations, and challenges for the variety of unstructured data highlighting the impact of unstructured big data on IE techniques. To the best of our knowledge, there is no comprehensive study conducted to investigate the limitations of existing IE techniques for the variety of unstructured big data. The objective of the structured review presented in this article is twofold. First, it presents the overview of IE techniques from a variety of unstructured data such as text, image, audio, and video at one platform. Second, it investigates the limitations of these existing IE techniques due to the heterogeneity, dimensionality, and volume of unstructured big data. The review finds that advanced techniques for IE, particularly for multifaceted unstructured big data sets, are the utmost requirement of the organizations to manage big data and derive strategic information. Further, potential solutions are also presented to improve the unstructured big data IE systems for future research. These solutions will help to increase the efficiency and effectiveness of the data analytics process in terms of context-aware analytics systems, data-driven decision-making, and knowledge management.
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Ayob, Adenan. "Teacher's Opinion Towards Constructive Thinking for Teaching Essay Writing Based on Interactive Multimedia Integration." Research in World Economy 10, no. 2 (July 14, 2019): 102. http://dx.doi.org/10.5430/rwe.v10n2p102.

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Teaching essay writing scenario in this technological era is also aimed on interactive multimedia integration; text and graphics that revolve around inquiry and constructive thinking. In thinking process itself, inquiries are considered fundamental to teachers in teaching essay writing. Hence, this research is conducted to study teacher's opinion on constructive thinking process that based on interactive multimedia integration; text and graphics. Quantitative research design that based survey method is used in accordance with the questionnaire. The samples are 33 Malay Language teachers in Bangsar Zone, Federal Territory Kuala Lumpur. The finding shows that there is a significant correlation between inquiry and constructive thinking, r = 2.01, the level of significant is < 0.05. It is advised that all Malay language teachers focus on the aspect inquiry and constructive thinking for teaching essay writing. The implication of this study is focused on impressive teaching sources. The interactive multimedia integration that is being studied should also focus on other integrated elements; graphic, audio, animation and video.
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Yanto, Arief, and Warsono Warsono. "The Effectiveness of Prezi Web-Based Teaching Media to Improve Nursing Students’ Comprehension." South East Asia Nursing Research 2, no. 1 (March 31, 2020): 16. http://dx.doi.org/10.26714/seanr.2.1.2020.16-21.

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The process of nursing education requires a teaching media which straightforward to be comprehend. Inappropriate determining the teaching media leads nursing students face difficulties to receive an adequate course’s guidance from the educators. Prezi is a web-based presentation program which comprehensively integrates text, picture, animation, video and audio into one presentation file. This study is aimed to determine the effectiveness of Prezi web-based teaching media on improving nursing students’ comprehension. A quantitative-experimental method with pretest-posttest control group design was applied. A total of 176 nursing students were recruited by using non probability sampling approach. The study indicated Prezi web-based teaching media showed significant result on improving students’ knowledge. The determination of Prezi web-based program is suggested to improve students’ comprehension in nursing education.
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Kurniawan, Ryandra Radifa, Putri Harliana, and Khairunnisa -. "Aplikasi Pengenalan Nama Benda dalam Bahasa Jepang dengan Metode GDLC Berbasis Android." Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) 4, no. 1 (June 1, 2022): 1–11. http://dx.doi.org/10.35447/jikstra.v4i1.457.

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The development of information and communication technology in the field of education can turn abstract learning into concrete through android-based learning media. The development of learning media requires software development methods, one of which is the Game Development Life Cycle (GDLC) method. Game Development Life Cycle (GDLC) is a method that handles game development from start to finish. This educational game contains elements of text, images, audio and 3D animation that are designed as attractive as possible to increase the attraction for beginners in learning Japanese. In making this educational game using Adobe Photoshop and Unity 3D software. The purpose of this study is to help beginners learn to know more about recognizing object names in Japanese with an attractive appearance and provide a different atmosphere and learning method.
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Wibawa, Basuki, Bintang Petrus Sitepu, and Awaludin Awaludin. "Hypermedia-Based E-Book." International Journal of Multi Discipline Science (IJ-MDS) 1, no. 1 (February 26, 2017): 14. http://dx.doi.org/10.26737/ij-mds.v1i1.415.

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<span class="ShortAbstract"><em><span>E-book is a digital form of printed book which includes digital information in the form of text, image, audio and video. Hypermedia-based e-book is a digital book with text, image, audio, video and animation where these multimedia components are connected. Thus it enables someone to access information provided from different places quickly. In order to develop hypermedia-based E-book, some learning theories can be taken into consideration such as behaviorist theory, cognitive theory, constructivist theory and system learning approach. The advantages of hypermedia-based e-book are (1) enabling students to work on assignment individually or in group, (2) monitoring learning progress, (3) attractive size and composition, (4) the content can be customized to suit the learner’s context, (5) learners can be active in constructing the content, (6) mental involvement and higher-order thinking process development, (7)the content of E-book is relevant with the learner’s prior knowledge, (8) the content enables the learners to work together to comprehend the information, (9) teachers can be supervisors, (10) the questions are challenging and realistic for learners, (11) learners can interact with E-book. Besides, E-book also possesses some disadvantages such as (1) special skills to make and design hypermedia-based E-book, (2) special tools needed to access E-book, (3) for inexperienced user, accessing E-book can be quite difficult.</span></em></span>
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Camacho Ortiz, Carmen Elizabeth, and Eber Enrique Orozco Guillén. "DISEÑO, IMPLEMENTACIÓN Y EVALUACIÓN DE UN MOOC PARA REDUCIR LAS HORAS LECTIVAS EN AULA EN EL MODELO DE EDUCACIÓN BASADA EN COMPETENCIAS." Revista de Investigación en Tecnologías de la Información 6, no. 11 (June 2018): 40–47. http://dx.doi.org/10.36825/riti.06.11.007.

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The massive open online courses known as MOOC are an educational modality that combines different types of didactic material, such as text documents, presentations, videos, audio, learning forums, etc. Among the different types of MOOC we have the xMOOC, which are managed in a web page where all participants interact. In this modality, the evaluation is carried out by tests and other certain activities that must be given to the teacher. This paper presents a proposal for the design, implementation and evaluation of an xMOOC for the Artistic Drawing subject in the Academic Program of Engineering in Animation and Visual Effects. The units of that subject have been developed with their respective text documents, audiovisual resources, forums and evaluation instruments, all of them integrated into Opigno platform. The results show high student interaction, registering up to 3750 visits in one of the units, which is positive for this virtual teaching modality; in addition, the average grade obtained by the students in the first unit was 93, which indicates a favorable result in the participants learning.
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Goldberg, H. R., and G. M. McKhann. "Student test scores are improved in a virtual learning environment." Advances in Physiology Education 23, no. 1 (June 2000): S59–66. http://dx.doi.org/10.1152/advances.2000.23.1.s59.

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This study evaluates the effectiveness of delivering the core curriculum of an introductory neuroscience course using a software application referred to as a virtual learning interface (VLI). The performance of students in a virtual learning environment (VLE) is compared with that of students in a conventional lecture hall in which the same lecturer presented the same material. This study was not designed to determine whether grades are improved by augmenting a lecture with other information. The VLI takes advantage of audio, video, animation, and text in a multimedia computer environment. Our results indicate that raw average scores on weekly examinations were 14 percentage points higher for students in the VLE compared with those for students in a conventional lecture hall setting. Moreover, normalized test scores were over 5 points higher for students in the VLE. This analysis suggest that a core curriculum can be effectively presented to students using the VLE, thereby making it possible for faculty to spend less class time relaying facts and more time engaging students in discussion of scientific theory.
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Subramanian, P., and N. Ramakrishnan. "EFFECTIVENESS OF E - CONTENT ON ACHIEVEMENT IN CHEMISTRY AMONG XI STANDARD BOYS." International Journal of Research -GRANTHAALAYAH 5, no. 8(SE) (August 31, 2017): 83–90. http://dx.doi.org/10.29121/granthaalayah.v5.i8(se).2017.2262.

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An innovative application of computer in the teaching and learning process is e-content. This includes text, video, audio, animation and graphics. e-content is the advancement of technology to design, deliver, select, administer and extend learning. e-content in education is a powerful tool that may be used effectively and efficiently within the classroom to create more exciting learning environment and deliver a higher level of educational expertise to students. The present experiment brings out a clear-cut idea about the effectiveness of teaching Chemistry through e-content on the XI Standard boys achievement in Chemistry. The present study reveals that The XI Standard boys in experimental groups of both PPT design and PT design have excelled in e-content on Chemistry (atomic structure) than control groups which had gone through Chemistry (atomic structure) in traditional method in both PPT design and PT design.
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Susila, Anak Agung Ngurah Hary, and Dewa Made Sri Arsa. "Aplikasi Augmented Reality Pengenalan Bangunan Adat Desa Penglipuran." JURNAL MEDIA INFORMATIKA BUDIDARMA 4, no. 3 (July 20, 2020): 726. http://dx.doi.org/10.30865/mib.v4i3.2208.

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Penglipuran Village is a tourism village on the island of Bali. One of the attractions of Penglipuran Village is the traditional, uniform building that has characteristics that are still maintained since ancient times. Many tourists who visit and take pictures in front of a traditional building, but do not know clear information about the name and function of the building. The purpose of this study is to design an application as an information medium for the introduction of traditional buildings in Penglipuran Village using Augmented Reality technology. The research model used for application design is the waterfall model. This Augmented Reality application was built with Autodesk Maya and Unity software so that it can display 3D custom building information to the real environment by using the brochure media as a marker. The results of the study were successful in designing an Augmented Reality application that can provide information about the traditional buildings of Penglipuran Village in the form of 3D animation, text and audio narration
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Andovita, Leora Grahadila, and Asih Wahyuni. "STUDENTS’ PERCEPTION TOWARDS THE USE OF MULTIMEDIA BASED TEACHING MATERIAL." JHSS (JOURNAL OF HUMANITIES AND SOCIAL STUDIES) 4, no. 1 (April 2, 2020): 10–13. http://dx.doi.org/10.33751/jhss.v4i1.1902.

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The development of media in a conception of learning technology must have the following characteristics: (a) target oriented; (b) applying the concept of a systems approach; and (c) make use of varied learning resources. Thus the application of media and educational technology, can realize a concept of "teaching less learning more". As technology-based media variations develop, teaching materials become more interesting. Not only text and images, but there is audio, video and animation that make a concept easier to understand. Presentation of information in several ways and forms is often called multimedia. This research method is a survey research that aims to obtain information on students' perceptions of the use of PowToon multimedia-based teaching materials. The questionnaire was used as an instrument to obtain this information. The results of the questionnaire were then analyzed using the Technology Acceptance Model (TAM) model approach; namely: perceived usefulness (perceived usefulness), perceived ease of use, attitude toward using technology, and behavioral intention to use
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Hutagalung, Insenalia Sampe Roly. "The Development of Playstore-Based German Speaking Skills with German Conversation Practice Application Hallo." EDUKATIF : JURNAL ILMU PENDIDIKAN 4, no. 2 (February 23, 2022): 2253–59. http://dx.doi.org/10.31004/edukatif.v4i2.2496.

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This study aims to identify the need for German language teaching materials for class XII students at HKBP Pematangsiantar High School. The type of research used is qualitative with a qualitative descriptive approach. Data collection techniques used are interviews and questionnaires. Needs analysis in this study uses the theory of Briendley, Hutchinson and Waters, and the theory of Nation and Macalister by dividing the needs analysis into objective needs and subjective needs. Objective needs include the identification and background of students, while subjective needs include needs, deficiencies, and desires. The results of the study indicate that the teaching materials that have been used so far are not enough, but the need to look at the needs of students in improving the four abilities that lead to 21st century learning. The teaching materials expected by students are teaching materials that have text, images, animation, audio, audiovisuals as well as independent German speaking exercises. Students also want teaching materials that are easy to carry and accessible at any time.
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Yuliantini, Putu. "The Use of Powtoon as Media to Enhance EFL Students’ English Skill." Journal of Educational Study 1, no. 1 (June 26, 2021): 32–45. http://dx.doi.org/10.36663/joes.v1i1.150.

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The title of this research was “The Use of Powtoon as Media to Enhance EFL students’ English Skill”. This study aims to explain that the use of Powtoon as media could enhance EFL students' English skill such as listening, speaking, reading, writing and the benefit of Powtoon as learning media. Technology was growing fast. However, the teacher was still could not adapt to technology in the teaching and learning process. Therefore, the lack of good learning media makes students found some difficulties in understanding the material. The research design used the library research method that collected data from some articles, journals, books, and library resources. Based on the findings, Powtoon could be a solution to enhance EFL students' English skills to have good communication skill in the learning process. Powtoon has many beneficial features such text, music, animation, characters, and audio-visual for EFL students in enhancing their English skills, such as listening, speaking, reading, and writing.
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Yuliantini, Putu. "The Use of Powtoon as Media to Enhance EFL Students’ English Skill." Journal of Educational Study 1, no. 2 (June 26, 2021): 28–37. http://dx.doi.org/10.36663/joes.v1i2.150.

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The title of this research was “The Use of Powtoon as Media to Enhance EFL students’ English Skill”. This study aims to explain that the use of Powtoon as media could enhance EFL students' English skill such as listening, speaking, reading, writing and the benefit of Powtoon as learning media. Technology was growing fast. However, the teacher was still could not adapt to technology in the teaching and learning process. Therefore, the lack of good learning media makes students found some difficulties in understanding the material. The research design used the library research method that collected data from some articles, journals, books, and library resources. Based on the findings, Powtoon could be a solution to enhance EFL students' English skills to have good communication skill in the learning process. Powtoon has many beneficial features such text, music, animation, characters, and audio-visual for EFL students in enhancing their English skills, such as listening, speaking, reading, and writing.
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Rahma, Abdul Monem, and Hend Khalaf. "information hiding using E-mail cards." Journal of Al-Rafidain University College For Sciences ( Print ISSN: 1681-6870 ,Online ISSN: 2790-2293 ), no. 2 (October 26, 2021): 1–22. http://dx.doi.org/10.55562/jrucs.v23i2.474.

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Steganography, is the hiding and transmitting secret messages through apparently innocuous carriers in an effort to conceal the existence of them. The carrier can be anthing used to transfer information, including, e-mail, audio, video, images, messages, disk partitions and disk space. The aim of the research is for hiding a text message in the unused spaces of the e-mail card structure which is designed by Macromedia Flash software (SWF file).Macromedia Flash (SWF (Shockwave File) file) has been chosen because as it is widely used in Internet (Web pages), is recognized by all browsers and it is easily distributable which ensures that it lends itself to this type of activity without drawing attention to itself.The research studies different types of e-mail cards and show the possibility of them to hide secret message. The research deduces that the e-mail card which is designed from sound, animation and moving image is good for hiding (because it contains many unused spaces available for hiding).
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Hartholt, Arno, Ed Fast, Adam Reilly, Wendy Whitcup, Matt Liewer, and Sharon Mozgai. "Multi-Platform Expansion of the Virtual Human Toolkit: Ubiquitous Conversational Agents." International Journal of Semantic Computing 14, no. 03 (September 2020): 315–32. http://dx.doi.org/10.1142/s1793351x20400127.

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We present an extension of the Virtual Human Toolkit to include a range of computing platforms, including mobile, web, Virtual Reality (VR) and Augmented Reality (AR). The Toolkit uses a mix of in-house and commodity technologies to support audio-visual sensing, speech recognition, natural language processing, nonverbal behavior generation and realization, text-to-speech generation and rendering. It has been extended to support computing platforms beyond Windows by leveraging microservices. The resulting framework maintains the modularity of the underlying architecture, allows re-use of both logic and content through cloud services, and is extensible by porting lightweight clients. We present the current state of the framework, discuss how we model and animate our characters, and offer lessons learned through several use cases, including expressive character animation in seated VR, shared space and navigation in room-scale VR, autonomous AI in mobile AR, and real-time user performance feedback leveraging mobile sensors in headset AR.
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Elbasi, Ersin, Nour Mostafa, and Elda Cina. "Robust, Secure and Semi-Blind Watermarking Technique Using Flexible Scaling Factor in Block-Based Wavelet Algorithm." Electronics 11, no. 22 (November 10, 2022): 3680. http://dx.doi.org/10.3390/electronics11223680.

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Multimedia security has received much attention recently because of the rapid transmission of elements such as text, images, audio, video, software, animation and games. Security is becoming especially critical for content owners concerned about the illegal usage of their original products. Encryption and watermarking are two methodologies for digital applications. Spatial domain and frequency domain watermarking algorithms give very promising results in embedding binary images into the cover images. This paper proposed a new method of semi-blind watermarking technique. The digital images are divided into 4 × 4 blocks and converted into discrete Wavelet transformations (DWTs). The binary image is embedded into each block using the flexible scaling factor method. Experimental results show that the proposed method has higher peak signal to noise ratio (PSNR) and similarity ratio (SR) values compared to the standard Wavelet transformation and block-based Wavelet algorithms. The results prove that the proposed hybrid algorithm is more effective, robust, secure and resistant than DWT and block-based DWT algorithms.
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Pambudi, Wahyu Arya, Didi Juardi, and Nono Heryana. "APLIKASI EDUKASI MENGENAL MAKANAN KHAS KARAWANG UNTUK RAUDHATUL ATHFAL." Jurnal Ilmiah Informatika 5, no. 1 (June 30, 2020): 67–75. http://dx.doi.org/10.35316/jimi.v5i1.782.

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In the learning process of introducing Karawang special foods, teachers at RA Babussalam Al-Islami use more teacher-centered learning techniques where the teaching methods make children as if they are only listeners in learning, so learning is less attractive and makes children bored. The purpose of this study is to make an educational application that can help children to recognize the special food of Karawang by using the MDLC (Multimedia Development Life Cycle) method which consists of 6 stages of Conceptualization, Design, Material Collection, Assembly, Testing and Distribution. The application is made with an Android-based multimedia format in which presents text, images, audio, and animation that is packaged in the form of an Android-based game so that it can attract children's learning interest in knowing the typical food of Karawang. Testing on this application uses Alpha and Beta testing with the results of all the indicators declared good. The results of the Beta test resulted in scores above 80 on each question, which indicated that the application made was very suitable as a medium for children's learning in recognizing traditional food in Karawang.
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Relita, Dessy Triana, and Kardius Richi Yosada. "PENDAMPINGAN GURU DALAM MEMANFAATKAN LITERASI DIGITAL PADA PEMBELAJARAN DARING DI MASA COVID 19." Jurnal Pengabdian Masyarakat Khatulistiwa 4, no. 2 (November 30, 2021): 58–66. http://dx.doi.org/10.31932/jpmk.v4i2.1160.

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ABSTRAKLiterasi digital sebagai kemampuan memahami dan menggunakan informasi dalam berbagai format (teks, gambar, audio, video, dan animasi) dan dari berbagai sumber yang tersaji melalui perangkat elektronik. literasi digital juga melibatkan kemampuan memahami, menganalisis, memberikan penilaian terhadap berbagai informasi yang diterima, serta melakukan evaluasi terhadap informasi tersebut. Selain itu, literasi digital juga berperan mengefektifkan interaksi dan komunikasi selama proses pembelajaran. Sebagai contoh, kemampuan dalam menggunakan fitur kamera dan mikrofon pada perangkatnya agar mampu hadir dan terhubung secara virtual. Lebih jauh, kemampuan menggunakan perangkat lunak untuk menyajikan teks dan gambar pendukungnya (grafik, ilustrasi, dan sebagainya) berperan untuk mengoptimalkan kolaborasi dan komunikasi dalam pembelajaran daring, yang dijembatani oleh fitur email, online wordsheet dan spreadsheet, serta fitur ‘lampirkan file’ yang ada pada berbagai perangkat lunak.Kata Kunci: Literasi digital ABSTRACT: Digital literacy is the ability to understand and use information in various formats (text, images, audio, video, and animation) and from various sources presented through electronic devices. Digital literacy also involves the ability to understand, analyze, provide an assessment of the various information received, and evaluate that information. In addition, digital literacy also plays a role in making interaction and communication effective during the learning process. For example, the ability to use the camera and microphone features on the device to be able to be present and connected virtually. Furthermore, the ability to use the software to present supporting text and images (graphics, illustrations, etc.) plays a role in optimizing collaboration and communication in online learning, which is bridged by the email, online wordsheet and spreadsheet features, as well as the existing 'attach file' feature on various software.Keywords: Digital Literasy
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Hufri, Hufri. "DEVELOPMENT TRAINING MULTIMEDIA TAVAGI BASED on SCIENCE TO SUPPORT 2013 CURRICULUM on TEACHERS IPA of RAYON 1 PASAMAN DISTRICT." Pelita Eksakta 2, no. 2 (November 30, 2019): 94. http://dx.doi.org/10.24036/pelitaeksakta/vol2-iss2/79.

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ABSTRACT . The PKM activity aims to improve the competence of science teachers at Rayon 1 Pasaman junior high school in developing scientific-based interactive multimedia to support the 2013 curriculum. The target to be achieved is to increase the competency of teachers in developing TAVAGI multimedia (Text, Audio, Video, Animation, Graph , and interactivity) are science based. To achieve the goals and targets set, the method used consists of the observation phase, the orientation and discussion phase, the preparation stage of implementation, the implementation phase, the monitoring and evaluation stage as well as the data analysis and report making stage. The instrument used was a test on TAVAGI multimedia and a questionnaire for the implementation of activities. The results of data analysis of pretest and posttest, obtained an increase in the average pretest value of 34.28, and the average posttest score was 44.77 indicating the average value, posttest was higher than the pretest value. From the paired t test, the significance results obtained 0.000 <0.05. So it can be concluded that the PKM activities have been able to increase the competence of the teachers of Pasaman Rayon 1 Natural Science in developing scientific-based interactive multimedia to support the 2013 curriculum. very useful and related to learning in school.
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Matthew, Ugochukwu O., Jazuli S. Kazaure, Ado Saleh Kazaure, Ogechukwu N. Onyedibe, and Abraham N. Okafor. "The Twenty First Century E- Learning Education Management & Implication for Media Technology Adoption in the Period of Pandemic." EAI Endorsed Transactions on e-Learning 8, no. 1 (August 3, 2022): e1. http://dx.doi.org/10.4108/eetel.v8i1.2342.

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INTRODUCTION: The relevance of multimedia electronic learning(e-learning) education in the ongoing COVID-19 pandemic in the developing nations are justifiable on the pedagogical connections between the twenty first century digital automation and education itself. Multimedia is a creative combination of computer hardware , software and lifeware that allows for integration of video, animation, audio, graphical information and text resources in an interactive engagement , in which information are accessed interactively with any information processing devices. OBJECTIVES: To enable personalizable and autonomous learning accomplishments when multimedia educational tools are merged , which allows for diversity in curriculum presentation. METHODS: The current research investigated 400 postgraduate students of faculty of computer science and information technology who adopted the multimedia e-learning education approach to ensure that the expected date of graduation was not extended during the recent institution lock . RESULTS :The research observed that out of six multimedia e-learning education tools used, e-mail functionalities, chat apps, audio/video computing application and discussion forum were mostly used to provide meaningful interactive engagement while blogs and webcast were less utilized. CONCLUSION: The research proposed an enhanced level electronic participation, electronic readiness and e-learning education framework that matched the standards for the smartest educational reform that will enable regular and consistent educational accomplishment without disruptions of academic workflow in the global educational business ,notwithstanding the severity of any future pandemic similar to ongoing COVID-19.
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Munawaroh, Isnaini, Sulthoni Sulthoni, and Susilaningsih Susilaningsih. "Pengembangan Multimedia Interaktif Materi Sistem Peredaran Darah Manusia Untuk Kelas V Sekolah Dasar." JKTP: Jurnal Kajian Teknologi Pendidikan 5, no. 2 (May 10, 2022): 190–99. http://dx.doi.org/10.17977/um038v5i22022p190.

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Interactive multimedia is a learning medium that presents the material with a combination of text, images, audio, video, and animation. The purpose of this research and development is to produce an interactive multimedia product that is valid, feasible, and effective for learning activities on the human circulatory system material at the elementary school level. The method used in this research is Research and Development (R&D) with the Lee & Owens development model consists of 5 stages as follows: (1) analysis, (2) planning, (3) development, (4) implementation, (5) evaluation. The validation stage was carried out on media experts and material experts and then tested on 19 grade V students of SDN Tamiajeng. The results of interactive multimedia development were declared valid with the percentage of media experts was 98.61%, 79.16% of material experts, 82.98% small group trials, 84.36% large group trials. Interactive multimedia is declared effective for learning by obtaining a percentage of 84.21%. Because of this finding, it can be concluded that interactive multimedia material on the human circulatory system produces valid, feasible, and effective categories to be used for learning.
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Dewi S, Yelfi, Amrina Amrina, Gazali Gazali, Adam Mudinillah, Annisa Agustina, and Yovan Luksfinanto. "Utility of the Smart App Creator Application as an Arabic Learning Media." Izdihar : Journal of Arabic Language Teaching, Linguistics, and Literature 4, no. 3 (December 30, 2021): 319–34. http://dx.doi.org/10.22219/jiz.v4i3.17886.

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The difficulty of practical media makes educators not innovate in the learning process, especially in delivering subject matter. Even though the technology is beneficial for this, one of which is the Smart App Creator application. Smart App Creator is very easy to use by educators because this application is a user interface; easy to understand. This research was conducted to determine the benefits of a Smart App Creator software in making learning media. This research method was qualitative with a library model; analyzed national and international journals and interview models; interviewed three teachers and nine students at different Islamic junior high schools. The results of this study explained that learning media designed using Smart App Creator software can provide motivation and foster enthusiasm for learning of students because this software contains elements of text, audio, video, and animation that are combined in one media; what's interesting is that this application can be opened. On a laptop or computer without installing the main application and can also be installed on an Android smartphone and has the advantage of not being connected to the Internet.
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Alfiati. "Penggunaan Video Tutorial sebagai Model Pembelajaran Menulis Puisi bagi Siswa SMA di Masa Pandemi Virus Corona." An-Nuha : Jurnal Kajian Islam, Pendidikan, Budaya dan Sosial 7, no. 1 (July 15, 2020): 53–66. http://dx.doi.org/10.36835/annuha.v7i1.344.

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Video tutorials are videos that are presented by a teacher to deliver learning material. These video tutorials are often also known as learning videos. The advantages of video tutorials compared to other learning media are as follows. First, video tutorials are very clear in demonstrating a phenomenon and the procedures involved in a movement. Second, video tutorial users can speed up and slow down the tutorial video movements so that the material presented is clearer. Third, video tutorials can use animation to illustrate abstract and moving material. Fourth, video tutorials can attract students' attention and interest through moving images, audio, and text media. Apart from the advantages of video tutorials, there are also disadvantages. The weakness of video tutorials lies in the production process which requires special skills and is relatively expensive. The use of video tutorials during the corona virus pandemic can complement online learning tools. Teachers can use video tutorials as discussion material, practical material, and increase students' understanding of the material presented through online meetings
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Pudjiarti, Eni, Dini Nurlaela, and Wina Sulistyani. "Sistem Informasi Penjualan Beras Berbasis Website." Indonesian Journal on Software Engineering (IJSE) 5, no. 1 (June 28, 2019): 62–74. http://dx.doi.org/10.31294/ijse.v5i1.5865.

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Abstract: The rapid development of the technology world requires technology users to keep up with its development. For this reason, new innovations have emerged in various aspects of life to facilitate human work. Sales are one aspect that is also growing rapidly. One new innovation that emerges is E-commerce or internet-based sales. E-commerce helps connect between sellers and buyers of different places through cyberspace. With the existence of E-commerce human work becomes more effective and efficient, because it can be accessed anytime and anywhere without limitation of time and region. Website is widely used for making E-commerce based sales systems. The website contains pages that are deepened in the form of information in the form of text, images, audio, video and animation that can be accessed by the public. The website-based sales system is very suitable for the sale of rice, because rice is one the staple foods of the Indonesian people and there are still many sellers who sell their rice products manually. Keywords: Innovation, E-commerce, website, Rice Sales
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Sarkar, Prabir, and Amaresh Chakrabarti. "The effect of representation of triggers on design outcomes." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 22, no. 2 (2008): 101–16. http://dx.doi.org/10.1017/s0890060408000073.

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AbstractCreativity of designers can be enhanced by the application of appropriate triggers. The presence of triggers helps designers to search solution spaces. The searching of a solution space increases the possibility of finding creative solutions. Both representation and content of the triggers or stimulus to which the designers are exposed are believed to play a vital role in the representation and content of the outcome of the designers during problem solving. We studied the effect of representation of triggers on ideas generated by six design engineers while trying to solve a given problem. A variety of representations (video/animation and audio, text, explanation, and others) that are potentially useful to designers for five prespecified triggers were administered to each designer, who generated ideas in response to each trigger–representation combination individually. The effect of representations of these triggers on the content and representation of the solutions generated by the design engineers was studied. The results showed significant influence of the representation of the triggers on the representations, number, and quality of the resulting ideas that were generated.
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Niket, Mehta, and Dutta Suparna. "Emotions and 21st Century Communication." International Journal of Engineering & Technology 7, no. 4.5 (September 22, 2018): 5. http://dx.doi.org/10.14419/ijet.v7i4.5.19998.

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Electronic Media is no more a buzz word now. Almost every educated and semi-educated person all over the world is a part of digital media and access information electronically. Affordable smart phones, electronic gadgets and telecommunication services have made communication fast and multimedia-rich containing text, images, audio-video and animation messages. In this 21st century, digital media has given a democratic opportunity to all of us to become a broadcaster. People discuss online about issues of considerable importance and as well as trivial matters. This online platform has brought out many changes in personality and thoughts of its users and especially of the coming generation. Sharing confidential information and being accessible 24X7 has brought out changes in behavior and manner- ism of new generation. New generation has become more expressive and communicate more than earlier generation. They are connected to more and diverse set of people all at once and every time. Communication which is always based on emotions has changed in current scenario which is the theme of this paper.
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Fardiana, Iis Uun. "PENGEMBANGAN MEDIA PEMBELAJARAN ILMU PENGETAHUAN ALAM BERBASIS INTEGRASI SAINS DAN ISLAM PADA KELAS IV MI MAMBA’UL HUDA NGABAR PONOROGO." QALAMUNA: Jurnal Pendidikan, Sosial, dan Agama 7, no. 01 (April 25, 2015): 73–93. http://dx.doi.org/10.37680/qalamuna.v7i01.362.

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Developing media through science and Islam intergration is a process of media development in the learning process assisted by using computer system and picture creation, animation, video, audio, and moving text, so that learning will not seem monotonous. In learning science that requires a lot of real knowledge can be realized with Macromedia Flash-based media integration of science and Islam. Because of that, teaching and learning process. Will be attractive and give positive influence on students’ natural science comprehension at MI Mamba’ul Huda Ngabar Ponorogo. Based on the research background, the objective of this research is to investigate those problems and to produce media based on science and Islam integration by using macromedia flash software and the output is in the form of CD (Compact Disc). This research used Research and Development methodology adapted from Dick and Carey methodology. To collect the data, the researcher applied interview, questionnaire, and observation. The result shows that, developing natural sciences learning media based on science and Islam integration are able to increase fourth grade students’ comprehension on natural science material at Madrasah Ibtidaiyah Mamba'ul Huda Ngabar Ponorogo. It can be seen from the mean of post test result 85.8, while in the pre-test the mean 76.8. Therefore, it can be concluded that the students get better score after using the media. Keywords: Development, Media-based integration of science and Islam, IPA.
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Satriyo Pamungkas, Afrida Murni,. "PENGEMBANGAN MEDIA PEMBELAJARAN SEJARAH BERBASIS MACROMEDIA FLASH UNTUK KELAS X PEMINATAN SEKOLAH MENENGAH ATAS ADHIYAKSA KOTA JAMBI." Istoria: Jurnal Ilmiah Pendidikan Sejarah Universitas Batanghari 3, no. 1 (May 3, 2019): 28. http://dx.doi.org/10.33087/istoria.v3i1.51.

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AbstractMedia is one of the supporting facilities as the efforts of the teacher in the implementation of the lessons can run effectively and efficiently. With the development of computer technology equipped with various software and applications in it that can be used to design and produce a learning media that can be tailored to the needs. One of the softwares that can be used to develop learning media is Macromedia Flash, has various advantages such as text, audio, animation, images, narratives, videos and so on, so as to provide benefits and increase the learning process that is more effective and efficient that impacts student learning outcomes can increase. The media development model used adopts the ADDIE model with Analyze, Design, Development (Implementation), Implementation (Implication), and Evaluation (evaluation). Keywords: Media Development, ADDIE Model, Macromedia Flash. AbstrakMedia merupakan salah satu sarana pendukung sebagai upaya guru dalam pelaksanaan pembalajaran dapat berjalan secara efektif dan efisien. Dengan adanya perkembangan teknologi computer dilengkapi berbagai softwere maupun aplikasi di dalamnya yang dapat dimanfaatkan untuk merancang dan memproduksi suatu media pembelajaran yang dapat disesuaikan dengan kebutuhan. Salah satu Softwere yang dapat dimanfaatkan untuk mengembangkan media pembelajaran adalah Macromedia Flash, memiliki berbagai keunggulan seperti teks, audio, animasi, gambar, narasi, video dan sebagainya, sehingga dapat memberikan manfaat serta meningkatnya proses pembelajaran yang lebih efektif dan efisien yang berdampakhasil belajar siswa dapat meningkat. Model pengembangan media yang digunakan mengadopsi model ADDIE dengan alur Analyze (analisis), Design (desain), Development (pengembangan), Implementation (Implmentasi), dan Evaluation (evaluasi). Kata Kunci: Pengembangan Media, Model ADDIE, Macromedia Flash,
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Pratama, Angga, Ilham Saputra, Hafizh Al Kautsar Aidilof, Muhammad Habib, and Nasruddin Nasruddin. "PELATIHAN PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS MULTIMEDIA UNTUK MENINGKATKAN KUALITAS DAN KREATIVITAS GURU SMA NEGERI 1 LHOKSEUMAWE." RAMBIDEUN : Jurnal Pengabdian Kepada Masyarakat 5, no. 3 (December 31, 2022): 261–70. http://dx.doi.org/10.51179/pkm.v5i3.1470.

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Advances in information technology are one of the potentials that are useful in improving learning methods. Currently, content and media that are directly related to science can be more interactive and interesting for students to trigger interest in learning. Internet technology can remove limitations in various information and provide learning materials more easily. However, there were still many teachers who focus on traditional and oral teaching approaches, even using less learning media. The use of learning media is very important for the teaching and learning process and the role of the media can be used in every discipline to enhance learning in the classroom and outside the classroom. The problems that have arisen so far indicate that teaching uses abstract concepts were not easy to be presented in both verbal and visual forms. Another goal was that visual media can be more easily understood and be easily accessed by students than text media. Therefore, another goal of this service was to train educators at SMA 1 Lhoksemawe to become more familiar with the latest learning media to be applied in the teaching and learning process. From the results of this communty service it is expected that teachers can use several multimedia in learning which is a combination of text, graphics, animation, images, video and audio which help students understand the material more easily.
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Sunarya, Po Abas, Sandro Alfeno, and Lola Sartika. "Perancangan Video Company Profile Sebagai Penunjang Informasi Pada SMK Kartika X – 1." CICES 7, no. 1 (February 17, 2021): 90–99. http://dx.doi.org/10.33050/cices.v7i1.1466.

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In today's modern era, online information technology is widely used by companies or other institutions to convey information and serve as promotional tools, using audio-visual media with a 2-dimensional animation-based method that is able to attract audiences. To get this information, you can access it in various social media. SMK Kartika X-1 West Jakarta is a private vocational education institution that still uses printed media such as benner, brochures, banners in the form of images and text as information media. However, using this print media to provide information is less effective because of its less extensive reach. Based on the above problems, a study is needed to design a video company profile to complement the school's information media.This research uses methods such as: problem analysis, data collection, SWOT analysis, media production concept (KPM). The design of this video is assisted by editor software such as Adobe Illustrator (Ai), Adobe After Effects (Ae) and Adobe Premiere Pro (Pr). This information video will be implemented through YouTube and social media of the Official SMK Kartika X-1. With this video company profile it can help this school in introducing the school profile.
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