Dissertations / Theses on the topic 'Authoring tools'
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Zweifel, Simon. "Graphical authoring tools for web content management." Zürich : ETH, Eidgenössische Technische Hochschule Zürich, Institute of Information Systems, 2002. http://e-collection.ethbib.ethz.ch/show?type=dipl&nr=150.
Full textBrunnberg, Jimmy. "How tools shape the game authoring process." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18694.
Full textChoksey, Sanket Dinesh. "Developing an affordable authoring tool for intelligent tutoring systems." Link to electronic thesis, 2004. http://www.wpi.edu/Pubs/ETD/Available/etd-0825104-161218/.
Full textKeywords: Model Tracing; Intelligent Tutoring Systems; JESS production system; Debugging Tool; Cognitive Tutor Authoring Tools. Includes bibliographical references (p. 58-60).
Raghu, Vamshi. "On the design of extensible music authoring tools." Thesis, McGill University, 2007. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=99744.
Full textIssues examined include building rich visual and interactive interfaces for authoring, the use of multiple notations and formalisms to describe multiple aspects of musical structure, end-user extensibility and end-user script ability. The results of design experiments implementing core ideas are documented, and the manner in which the ideas from these prototypes may be applied to the construction of real-world tools is discussed. As far as possible, the thesis investigates existing tools, frameworks, design ideas, and architectural possibilities that scale. In conclusion, the manner in which the investigation relates to the future of authoring tools, and to problems faced by contemporary artists and tool-makers is discussed.
Msiska, Mwawi Fred. "A visual programming environment for authoring ASD therapy tools." Thesis, Stellenbosch : Stellenbosch University, 2011. http://hdl.handle.net/10019.1/17939.
Full textENGLISH ABSTRACT: 3D virtual environments can be used as therapy tools in patients with autism spectrum disorders (ASDs); however, the development of such tools is time-consuming. A 3D virtual environment development platform for such tools has been developed specifically for the South African context, because of the language and culture sensitivity of these therapy tools. The 3D virtual environment development platform has a Lua scripting interface for specifying logic in the virtual environments. Lua is a textual programming language, and presents a challenge to ASDs therapists’ ability to create therapy tools without engaging an expert programmer. The aim of this research was to investigate the design and implementation of a visual programming environment to support non-expert programmers in scripting within the 3D virtual environment development platform. Various visual program representation techniques, reported in the literature, were examined to determine their appropriateness for adoption in our design. A visual programming language based on the “building-block” approach was considered the most suitable. The research resulted in the development of a visual script editor (VSE), based on an open source framework called the OpenBlocks library. The VSE successfully alleviated the syntax burden that textual programming languages place on non-expert programmers. The fitness of purpose of our VSE was exemplified in a sample 3D virtual environment that was scripted using the VSE. Despite the success, we argue that the applicability of the “building-block” approach is limited to domain-specific programming languages due to the absence of visual expressions for defining user-defined types, and for specifying hierarchy.
AFRIKAANSE OPSOMMING: Geen opsomming
Nguyen, Cuong. "Designing In-Headset Authoring Tools for Virtual Reality Video." PDXScholar, 2017. https://pdxscholar.library.pdx.edu/open_access_etds/4037.
Full textWolvers, Adrianus Hendrikus Cornelis. "Integrating requirements authoring and design tools for heterogeneous and multicore embedded systems. : Using the iFEST Tool Integration Framework." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-18712.
Full textIdag existerar det en mängd olika verktyg som kan appliceras i respektive fas isystemutvecklings livscykel. Varje verktyg använder sin egna underliggande metamodell. Dessametamodeller kan variera avsevärt i både storlek och komplexitet, vilket gör dem svåra attintegrera. En lösning på detta problem är att bygga ett ramverk för verktygsintegration sombaseras på en enda, gemensam metamodell.iFEST-projektets mål är att specificera och utveckla ett ramverk för verktygsintegration förverktyg som används i utvecklingen av heterogena och multi-core inbyggda system. Dettaramverk benämns iFEST Tool Integration Framework eller iFEST IF.iFEST IF använder webbtjänster baserade på en standard som kallas OSCL, Open Services forLifecycle Collaboration samt specifikationer som gör att verktygen i verktygskedjan kankommunicera med varandra. För att validera ramverket har en fallstudie vid namn ”WindTurbine” gjorts med flertal inbyggda systemverktyg. Verktyg som används för att designa,implementera och testa en styrenhet för vindturbiner har integrerats i prototyp av enverktygskedja. För att bearbeta och behandla intern data genom webbtjänster behövs enverktygsadapter. Detta arbete redogör utvecklingen av en verktygsadapter förkravhanteringsmodulen HP Application Lifecycle Management (ALM), ett av de verktyg somanvänts i fallstudien av vindturbinen. En generalisering av de utmaningar som uppstod underutvecklingen av verktygsadaptern har genomförts. Dessa utmaningar indikerar att, trots att detfinns ett ramverk för verktygsintegration så är verktygsintegration fortfarande vara en svåruppgift att få bukt med. Detta gäller särskilt när verktyg inte är utvecklade med hänsyn tillverktygsintegration från början.
ARTEMIS iFEST
ENCARNACAO, HILDEBRANDO TRANNIN DA. "NCLITE: EXPLORING INTERACTIVE SCENES CONCEPTS IN DIGITAL TV AUTHORING TOOLS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2010. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=16587@1.
Full textA principal vantagem da TV Digital é a disponibilização da interatividade nos programas televisivos. Entretanto, autores que desejam produzir programas interativos precisam aprender alguma linguagem de programaação, como a NCL, que é a linguagem declarativa do Sistema Brasileiro de TV Digital. Ferramentas de autoria nos fornecem um nível de abstração adequado sobre a linguagem de programação para facilitar esse processo de autoria. Entretanto, atualmente não encontramos ferramentas de autoria que abstraiam completamente a NCL. Este trabalho apresenta uma ferramenta de autoria que permite aos autores visualizar e editar aplicações interativas para a TV Digital sem precisar saber NCL. Além disso, essa ferramenta acelera e facilita a autoria dessas aplicações através de componentes gráficos.
Digital TV enables interaction in television programs. However, authors who want to produce this kind of application have to learn programming languages, such as NCL, the declarative language of the Brazilian standard for digital TV. Authoring tools can provide us with adequate abstractions that facilitates the authoring process. However, nowadays we don’t have authoring tools that do so for the NCL language. In this dissertation, we present a tool that allows authors to visualize and edit content without knowing NCL. This tool accelerates and makes easier the authoring process of Digital TV applications.
Turner, Terrence E. "The Assistment Builder: A tool for rapid tutor development." Digital WPI, 2006. https://digitalcommons.wpi.edu/etd-theses/56.
Full textColeman, Maribeth Gandy. "Creating augmented reality authoring tools informed by designer workflow and goals." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/45845.
Full textLimone, Gian Piero. "Authoring tools and management information systems: study of a generalizable architecture." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/7251/.
Full textTurner, Terrence E. "The assistment builder a tool for rapid tutor development." Link to electronic thesis, 2005. http://www.wpi.edu/Pubs/ETD/Available/etd-011106-070108/.
Full textCsizmadia, Vilmos. "Constructing an authoring tool for intelligent tutoring systems with hierarchical domain models." Link to electronic thesis, 2003. http://www.wpi.edu/Pubs/ETD/Available/etd-1222103-161814.
Full textConstantin, Aurora. "Supporting practitioners in social story interventions : the ISISS Authoring Tool." Thesis, University of Edinburgh, 2015. http://hdl.handle.net/1842/14193.
Full textDalgarno, Barney, and n/a. "Developing constructivist computer assisted learning resources : theory, techniques and tools." University of Canberra. Computing, 1999. http://erl.canberra.edu.au./public/adt-AUC20060704.114538.
Full textRiddle, Austin Christopher. "Interactive graphical timelines as collaborative scenario management tools." Texas A&M University, 2008. http://hdl.handle.net/1969.1/85915.
Full textCOELHO, ROGERIO MIGUEL. "INTEGRATION OF GRAPHICAL AND DECLARATIVE TOOLS FOR AUTHORING SYSTEM ARCHITECTURES BASED ON COMPOSITE GRAPHS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2004. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=5919@1.
Full textFUNDO SETORIAL PARA DESENV. TECNOLÓGICO DAS TELECOMUNICAÇÕES
Este trabalho descreve um conjunto de ferramentas para auxiliar na construção de aplicativos para autoria de arquiteturas de sistemas baseadas em grafos compostos. As ferramentas são divididas em quatro visões de grafos compostos: uma visão gráfica estrutural, uma visão gráfica temporal, uma visão gráfica espacial e uma visão textual. As quatro visões funcionam de maneira sincronizada, a fim de oferecer um ambiente integrado de autoria. As visões são providas de mecanismos de filtragem para auxiliar na especificação de arquiteturas mais complexas. As ferramentas desenvolvidas foram diretamente aplicadas ao domínio de autoria de documentos hipermídia, mas podem ser utilizadas em outros domínios, como na definição de arquiteturas de sistemas de software, ferramentas de especificação formal, projeto de workflows, entre outros.
This work presents a set of tools to help the implementation of applications for authoring system architectures based on composite graphs. The tools are divided in four graph views: structural, temporal, spatial, and declarative. The views are synchronized in order to offer an integrated authoring environment. Moreover, the views include filtering mechanisms to simplify the specification of more complex architectures. The tools were specialized to hypermedia authoring, but they can be used in other domains, such as software architecture specifications, formal specification tools, workflow projects, etc.
NolÃto, Carleandro de Oliveira. "An authoring tool for location-based mobile games with augmented reality features." Universidade Federal do CearÃ, 2015. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=17053.
Full textLocation-based mobile games are a special type of game where location technologies are employed to track players and to alter the rules of the games. Such games are a subclass of pervasive games whose playability advances according to the location of players. This work proposes an authoring tool to develop location-based mobile games enhances with augmented reality features. This tool was conceived from research studies on authoring tools and pervasive games. By analysing the related works, we have compiled the most common features of location-based mobile games and the main aspects presented in authoring tools for developing these games. Moreover, we have used focus groups to both enhance the creation of new scenarios for location-based mobile games and improve the usage of augmented reality in such games. Ultimately, we have compiled a set of requirements to design a software architecture for the development of an authoring tool. The designed architecture is composed of a server to manage running games, a web based system for developing these games, and a mobile application in which the games are executed. The main goal of this work is to provide a software solution that allows non-programmers to design, build and execute location-based mobile games. To assess the proposed work, we have designed and implemented a game called "Battle for Fortaleza" using the authoring tool. Besides, we have conducted interviews with users to validate the utility and the easiness of the tool to develop location-based mobile games.
Jogos mÃveis baseados em localizaÃÃo sÃo aqueles que fazem uso de tecnologias de localizaÃÃo e que agregam a posiÃÃo de seus jogadores nas regras do jogo. Estes jogos sÃo uma subclasse de jogos pervasivos em que a jogabilidade progride de acordo com a localizaÃÃo do jogador. Neste trabalho à proposta uma ferramenta de autoria para a criaÃÃo de jogos mÃveis baseados em localizaÃÃo, acrescidos com recursos de realidade aumentada. A concepÃÃo desta ferramenta foi feita com base em uma revisÃo da literatura sobre ferramentas de autoria e jogos pervasivos. A partir de trabalhos relacionados, buscou-se recolher as caracterÃsticas comuns de jogos mÃveis baseados em localizaÃÃo e caracterÃsticas de ferramentas de autoria para estes jogos. AlÃm disso, utilizou-se grupos focais para refinar os novos cenÃrios para jogos mÃveis baseados em localizaÃÃo, em particular a respeito de como a realidade aumentada pode ser utilizada nestes jogos. Com o estudo de ambos, na revisÃo da literatura e nos grupos focais foi produzido um conjunto de requisitos para projetar uma arquitetura de software para o desenvolvimento de uma ferramenta de criaÃÃo. Esta arquitetura à composta de um servidor para gerenciar os jogos em execuÃÃo, uma aplicaÃÃo baseada na web que permite a autoria dos jogos e um aplicativo para dispositivos mÃveis onde sÃo executados os jogos desenvolvidos. Nosso principal objetivo à fornecer uma soluÃÃo de software para permitir que usuÃrios nÃo-programadores possam projetar, construir e executar jogos mÃveis baseados em localizaÃÃo. A fim de avaliar a nossa ferramenta, foi projetado e implementado um jogo chamado âBatalha por Fortalezaâ, em que as funcionalidades da ferramentas sÃo demonstradas. AlÃm disso, buscou-se validar, com usuÃrios, se a ferramenta proposta consegue auxiliar na criaÃÃo de jogos de maneira fÃcil e intuitiva.
Pate, Shari Ann. "Web tools: An aid for cognitive learning." CSUSB ScholarWorks, 2004. https://scholarworks.lib.csusb.edu/etd-project/2777.
Full textShiratuddin, Norshuhada. "Innovative features of e-books and e-book builders : potential learning and authoring tools for the Malaysian smart school environment." Thesis, University of Strathclyde, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.269894.
Full textJarvis, Matthew P. "Applying machine learning techniques to rule generation in intelligent tutoring systems." Link to electronic thesis, 2004. http://www.wpi.edu/Pubs/ETD/Available/etd-0429104-112724.
Full textKeywords: Intelligent Tutoring Systems; Model Tracing; Machine Learning; Artificial Intelligence; Programming by Demonstration. Includes bibliographical references.
Koenitz, Hartmut. "Reframing interactive digital narrative: toward an inclusive open-ended iterative process for research and practice." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/34791.
Full textMartins, Diogo Santana. "Models and operators for extension of active multimedia documents via annotations." Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-30012014-082907/.
Full textProdução multimídia é uma atividade complexa composta por múltiplas atividades de gerência e transformação de informação, as quais suportam um objetivo de criar conteúdo. Exemplos dessas atividades são estruturação, organização, modificação e versionamento de elementos de mídia, os quais dependem da manutenção de documentos auxiliares e metadados. Em produções profissionais, as quais podem contar com recursos humanos e materiais adequados, tal documentação é mantida pela equipe de produção, sendo instrumental para garantir a uma alta qualidade no produto final. Em configurações com menos recursos, como produções amadoras, ao menos padrões razoáveis de qualidade são desejados na maioria dos casos, contudo a dificuldade em gerenciar e transformar conteúdo pode inibir amadores a produzir conteúdo com qualidade aceitável. Esse problema tem sido atacado em várias frentes, por exemplo via métodos de anotação, métodos de navegação e técnicas de autoria, apenas para nomear algumas. Nesta tese, o objetivo principal é tirar proveito de anotações criadas pelo usuário com o intuito de apoiar autoria multimídia por amadores. De modo a subsidiar esse objetivo, as contribuições são construídas em torno uma abordagem de autoria baseada em documentos multimídia estruturados. Primeiramente, uma linguagem customizada para documentos multimídia baseados na Web é definida, baseada na linguagem SMIL (Synchronized Multimedia Integration Language). Esta linguagem traz diversas contribuições, como a formalização de um modelo estendido para formatação temporal baseado em grafos, edição ao vivo de elementos de um documento e funcionalidades de reúso. Em segundo, um modelo para anotação de documentos e uma álgebra para transformação de documentos são definidos, ambos permitindo composição e extração de fragmentos de documentos multimídia com base em anotações. Em terceiro, as contribuições anteriores são integradas em uma ferramenta de autoria baseada na Web, a qual permite manipular um documento enquanto o mesmo está ativo. Tais manipulações envolvem diferentes técnicas de interação com o objetivo de enriquecer, editar, publicar e estender documentos multimídia interativos. As contribuições são instanciadas com sessões multimídia obtidas de ferramentas de colaboração síncrona, em cenários de aulas baseadas em vídeos, reuniões e pesquisa qualitativa baseada em vídeos. Tais instanciações demonstram a aplicabilidade e utilidade das contribuições
Pompermaier, Leandro Bento. "Ambiente integrado de modelagem distribuída para sistemas de informação na internet." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 1999. http://hdl.handle.net/10183/26544.
Full textThe main goal of this work is to explore some issues related to collaborative development of information systems on the Internet. A Diagrammatic Editor on the Internet (EDI) that supports collaborative specification of applications is described. This editor uses hyperdocument technology and funcionalities, offering features such as information sharing, collaboration between several authors, multiple views of the stored conceptual data, among others. EDI was implemented using the Java language, and designed with the purpose of being generic to enable the easy creation of specific editors for different diagrammatic notations. The use of annotations for the joint development of information systems on the Internet is proposed. With these annotations the development process becomes more collaborative and the quality of the final product may increase. Annotations are based on two types of users: the owner, who is an author responsible for the creation of a document, and the collaborator, who makes annotations on those documents. Annotations (identified by one specific colour) can be of inclusion, change and removal of concepts (views), or recording of comments.
Gao, Yu. "MPEG-V Based Web Haptic Authoring Tool." Thèse, Université d'Ottawa / University of Ottawa, 2014. http://hdl.handle.net/10393/30717.
Full textDiattara, Awa. "Problématique de l'acquisition des connaissances dans des environnements informatiques fortement orientés connaissances : vers un outil auteur pour le projet AMBRE." Thesis, Université Grenoble Alpes (ComUE), 2017. http://www.theses.fr/2017GREAM055/document.
Full textThe general issue we addressed in this thesis is the challenge of knowledge elicitation in Intelligent Tutoring Systems (ITS). In the context of this work, we are interested in ITS teaching problem solving methods. Teaching methods for solving problems consists in teaching students how to think about the problem before starting its resolution. In a given field, such a method is based on a categorization of problems. Knowing to recognize the class of a problem enables students to choose the resolution technique associated with this class. However, designing such ITS is tedious and costly, and specially require expertise in the application domain and in programming.In order to reduce the design cost of these ITS and to enable an author (for example a teacher) to be able to elicit knowledge needed without programming, we propose an interactive knowledge elicitation process. This process is implemented through the design of an authoring tool: AMBRE-KB. For that, we first propose meta-models for the knowledge to be acquired. This knowledge is not an expert knowledge, but knowledge such as we would want that they work at the end of the learning. Next, we propose a knowledge acquisition process based on these meta-models, which enable the author to be assisted in the elicitation process enabling him/her to build specific knowledge models for a given domain.We conducted two experiments to evaluate the knowledge acquisition process and its implementation in the AMBRE-KB tool. The first relates to completeness. The aim is to verify, for a given domain, whether the knowledge models generated by AMBRE-KB enable the solver to solve problems. The aim of the second experiment is to measure the utility and usability of AMBRE-KB. The results of both experiments are satisfactory
Nordhoff, Helga Irene. "The design and implementation of a computer-based course using Merrill's model of instructional design." Thesis, Pretoria : [s.n.], 2002. http://upetd.up.ac.za/thesis/available/etd-08022002-094043/.
Full textSriram, Thottam Ranganathan. "A multimedia authoring tool for Web-based learning." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape7/PQDD_0007/MQ43560.pdf.
Full textPaul, Ann Molly. "QBank: A Web-Based Dynamic Problem Authoring Tool." Thesis, Virginia Tech, 2013. http://hdl.handle.net/10919/23889.
Full textMaster of Science
Wang, Yuan. "An Authoring Tool for Building Mobile Phone AR Applications." Thesis, University of Canterbury. Computer Science and Software Engineering, 2010. http://hdl.handle.net/10092/5071.
Full textDuma, Lindokuhle Sifso. "An authoring tool for generalised scenario creation for SignSupport." University of the Western Cape, 2016. http://hdl.handle.net/11394/6224.
Full textThis thesis describes the development cycles of an authoring tool that generalises scenario creation for SignSupport. SignSupport is a mobile communication tool for Deaf people that currently runs on an Android smartphone. The authoring tool is computer-based software that helps a domain expert, with little or no programming skills, design and populate a limited domain conversation scenario between a Deaf person and a hearing person, e.g., when a Deaf patient collects medication at a hospital pharmacy or when a Deaf learner is taking a computer literacy course. SignSupport provides instructions to the Deaf person in signed language videos on a mobile device. The authoring tool enables the creation and population of such scenarios on a computer for subsequent 'playback' on a mobile device. The output of this authoring tool is an XML script, alongside a repository of media les that can be used to render the SignSupport mobile app on any platform. Our concern was to iteratively develop the user interface for the authoring tool, focusing on the domain experts who create the overall flow and content for a given scenario. We had four development iterations, where the rst three were evaluated for usability; for both pharmacy and ICDL course scenarios with purposive sampling. The fourth iteration focused on using the authoring tool to design an ICDL practise mobile app, recording the necessary SASL videos and using an XML parser to render the designs XML script into an Android app. The research conducted herein leveraged multiple approaches to content authoring and generalisation; and further that software generalisation can improve accessibility and a ordability for the ultimate end users. The thesis concludes with a summary of recommendations and lessons learnt.
PAIVA, Ranilson Oscar Araújo. "Autoria de decisões pedagógicas informadas por dados sob a perspectiva de um MOOC." Universidade Federal de Campina Grande, 2017. http://dspace.sti.ufcg.edu.br:8080/jspui/handle/riufcg/870.
Full textMade available in DSpace on 2018-06-04T15:11:46Z (GMT). No. of bitstreams: 1 RANILSON OSCAR ARAÚJO PAIVA - TESE (PPGCC) 2017.pdf: 11842712 bytes, checksum: ac3058f290c36c90ab21ce1a9820b601 (MD5) Previous issue date: 2017
Vivemos uma mudança no paradigma educacional onde se busca prover educação de qualquer lugar, a qualquer momento e para qualquer pessoa, utilizando tecnologias digitais da informação e comunicação. Há um interesse global no ensino à distância, mas não há um aumento equivalente de suporte aos professores e tutores responsáveis por manter tais cursos. Essa deficiência acentua os problemas e desafios existentes na gestão de cursos a distância, pois com o tempo mais estudantes aderem ao ensino a distância, requerendo a criação de novos cursos e turmas, incrementando a quantidade de estudantes sendo sub-servidos em termos de apoio pedagógico. Isso é evidenciado pelo grande número de desistências e falhas em tais cursos, particularmente, nos MOOCs (Cursos Online Massivos e Abertos), que os estudantes justificam como falta de suporte. Esta tese propõe uma solução de autoria para guiar a tomada de decisões pedagógicas em ambientes online de aprendizagem, tendo sido aplicada em um MOOC. A proposta visa auxiliar professores e tutores (1) a descobrir situações de interesse pedagógico ocorrendo em seus cursos; (2) compreender essas situações; (3) tomar decisões para aborda-las e; (4) monitorar e avaliar o impacto da decisão tomada. As interações em tais cursos geram grande quantidade e diversidade de dados, sendo possível extrair informações pedagogicamente relevantes. Entretanto, professores e tutores não dominam a tecnologia necessária para utilizar esses dados, nem é prático ou apropriado solicitar que sejam treinados para tanto. A proposta se fundamenta na tomada de decisões informada por dados educacionais, na visualização de dados e nos sistemas de autoria para promover a cooperação entre a inteligência artificial e a inteligência humana. Realizamos dois experimentos para: (1) avaliar se o processo auxilia professores e tutores a tomar decisões pedagógicas úteis e em tempo de curso; (2) avaliar se a solução de autoria guia a tomada de decisões pedagógicas de professores e tutores. Os resultados sugerem que o processo trouxe benefícios à tomada de decisões pedagógicas e que a solução de autoria foi capaz de guiar a tomada de decisões pedagógicas em tempo de curso e que sua utilidade e facilidade foram percebidas positivamente por professores e tutores.
We are experiencing changes in the educational paradigm. There is a quest to provide education from anywhere, at any time and for anyone, using digital information and communication technologies. There is a global interest in distance learning, but there is no equivalent increase in support for teachers and tutors responsible for maintaining such courses. This difference accentuates the problems and challenges in managing distance courses once that, over time, more students join distance learning, requiring the creation of new courses and classes, increasing the number of distance students being sub-served in terms of pedagogical support. This is evidenced by the large number of dropouts and faiilures in such courses, particularly in MOOCs (Massive Open Online Courses), that students justify as lack of support. This thesis proposes an authoring solution to guide the pedagogical decision making in online learning environments, which was applied in a MOOC. The proposal aims to help teachers and tutors (1) to discover situations of pedagogical interest occurring in their courses; (2) understand these situations; (3) make decisions to address them; (4) monitor and evaluate the impact of the decision made. The interactions in such courses generate considerable quantity and diversity of data,allowing the extraction of pedagogically relevant information. However, teachers and tutors do not master the technology needed to use this data, nor is it practical or appropriate to ask them to be trained to do so. Our proposal is based on informed decision making by educational data, data visualization and authoring systems to promote cooperation between artificial intelligence and human intelligence. We conducted two experiments to: (1) evaluate whether the process helps teachers and tutors to make useful and time-course pedagogical decisions; (2) to evaluate if the authoring solution guides the pedagogical decision making of teachers and tutors. The results suggest that the process brought benefits to pedagogical decision making and that the authoring solution was able to guide the pedagogical decision making in course time and that its usefulness and ease of use were positively perceived by teachers and tutors.
Kastner, Carly M. (Carly Marie) 1980. "M-Studio : an authoring tool for context-aware mobile storytelling." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/29663.
Full textIncludes bibliographical references (leaf 63).
The pervasiveness of high-speed wireless networks and handheld computers provide a channel for context-aware video delivery. Mobile cinema is a new form of motion picture experience in which discrete cinematic events are delivered based on a consumer's navigation through space and time, via this new channel. M-Studio is an authoring tool that helps mobile story creators design and simulate location-based narratives. The tool provides the author with a graphical interface for linking content with a specific geographical space, a framework for developing story structures for multi-threaded narratives, and a simulator that allows the author to evaluate the story threads that might unfold depending on the path taken by the viewer. The tool also directly generates the XML code that is used by a story server to deliver cinematic sequences to handheld devices. M-Studio has been used in the creation of two mobile narratives.
by Carly M. Kastner.
M.Eng.
Asiimwe, Stella Maris. "A knowledge acquisition tool to assist case authoring from texts." Thesis, Robert Gordon University, 2009. http://hdl.handle.net/10059/377.
Full textSchmidt, Simon, and Tyrén Nils. "Design of an interactive authoringtool for creating branchedvideo : Design av ett interaktivt författarverktyg för att skapa grenadevideor." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-160276.
Full textZukoski, Matthew J. "Interactive Image Author : an authoring tool for creating interactive graphic files /." Master's thesis, This resource online, 1990. http://scholar.lib.vt.edu/theses/available/etd-01202010-020144/.
Full textGUIMARAES, RODRIGO LAIOLA. "COMPOSER: AN AUTHORING TOOL OF NCL DOCUMENTS FOR INTERACTIVE DIGITAL TV." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2007. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=10672@1.
Full textCom o advento da adoção de um padrão de TV digital interativa pelo Brasil, tem crescido o interesse pela análise das possíveis alternativas nas mais diversas áreas que compõem um sistema de TV digital. No caso do Brasil, NCL é a linguagem declarativa adotada para modelagem de aplicações interativas no Sistema Brasileiro de TV Digital Terrestre (ISDTV-T - International System for Digital TV). Nesse contexto, este trabalho apresenta a ferramenta Composer, um ambiente de autoria voltado para a criação de programas NCL para TV digital interativa. Da mesma forma como no editor HyperProp, no qual é baseado, no Composer as abstrações são definidas nos diversos tipos de visões que permitem simular um tipo específico de edição (estrutural, temporal, leiaute e textual). Essas visões funcionam de maneira sincronizada, a fim de oferecer um ambiente integrado de autoria. Além de ter sua interface gráfica e funcional remodelada, principalmente a visão temporal, problemas de representação e edição de objetos de mídia, relacionamentos de sincronismo entre objetos, dentre eles os relacionamentos interativos, e edição ao vivo são tratados. Em resumo, o sistema proposto visa facilitar e agilizar a criação de aplicações voltadas para TV digital abstraindo do autor toda, ou pelo menos parte da complexidade de se programar em NCL através desse ambiente de autoria.
With the advent of adoption of an interactive digital TV standard by the Brazilian government, the interest for the analysis of possible alternatives in several areas that compose a digital TV system has increased. In the case of Brazil, NCL is the declarative language adopted for modeling interactive applications in the Brazilian Terrestrial Digital TV System (ISDTV-T - International System for Digital TV). In that context, this work presents Composer, an authoring tool to create NCL documents for interactive digital TV. In the same way that in the HyperProp editor, in which it is based, in Composer the abstractions are defined using views that allow to simulate a specific type of edition (structural, temporal, layout and textual). Those visions work in a synchronized way, in order to offer an integrated authoring tool. Besides having the user and the functional interface remodeled, mainly its temporal view, problems of representation and edition of media objects, relationship problems, amongst then the interactive relationships, and live edition are treated. In summary, the proposed system tries to make easier the creation of documents for digital TV abstracting from the author all, or at least some complexity of programming in NCL using this authoring tool.
Chen, Jessie I. "Instructor authoring tool : a step towards promoting dynamic lecture-style classrooms." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/36779.
Full textIncludes bibliographical references (leaves 59-64).
The Instructor Authoring Tool of the Classroom Learning Partner project provides an efficient tool for university professors and other teachers of lecture-style classrooms to construct lecture slides that can easily accommodate effective in-class exercises. In designing such an authoring tool, five criterions were taken into consideration: An enhanced ability to support instructors' use of in-class exercises by facilitating the slide-generation process, the use of Microsoft PowerPoint as a basic tool, enabling real-time feedback of student performance on exercises, the leveraging of past student mistakes and misunderstood concepts in enhancing teaching, and the support of an automatic tutoring system to be implemented at a later time. These criterions were successfully met by the resulting instructor authoring tool, though improvements towards facilitating the slide-generation process and support for real-time feedback of student performance have yet to be tested in a formal academic setting.
by Jessie I. Chen.
M.Eng.and S.B.
Hendricks, Zayd. "A meta-authoring tool for specifying behaviour in virtual reality environments." Master's thesis, University of Cape Town, 2004. http://hdl.handle.net/11427/11671.
Full textIn this dissertation, we explore methods for empowering non-programmers with the ability to develop their own virtual environment applications. We explored some of the existing systems to determine what methodologies have already been successfully (or unsuccessfully) applied in the fields of virtual environment systems, authoring tools, and graphical user interfaces. From these methodologies we describe an ideal virtual environment authoring system with which comparisons may be drawn to evaluate existing systems. This ideal system represents a tool ideal in its ability to allow users of differing levels of skill to rapidly create virtual environment applications of any sophistication. Creating such a single, generic authoring tool for every different kind of application is, practically, an impossible task - more so if the authors are non-programmers. A more realistic solution to the problem would be to think of every environment as having a particular context such as a virtual museum or gallery. Creating authoring tools specific to these types of environment contexts greatly reduces the problem. We have therefore produced a progressive meta-authoring system that allows both novice and advanced users to create useful virtual reality applications, allowing the smooth migration of novice users to becoming more experienced. We believe that our system overcomes problems in architecture and support for novice users that can be found in many other authoring systems for virtual environments.
de, Sousa Moura Guilherme. "An authoring tool of photo-realistic virtual objects for augmented reality." Universidade Federal de Pernambuco, 2010. https://repositorio.ufpe.br/handle/123456789/2385.
Full textConselho Nacional de Desenvolvimento Científico e Tecnológico
Esta dissertação de mestrado apresenta uma ferramenta de autoria para auxiliar a criação de aplicações de Realidade Aumentada que fazem uso de renderização fotorrealística. A ferramenta, denominada RPR-SORS Editor, utiliza uma API de fotorrealismo (RPR-SORS) e tem como foco a criação e edição de objetos virtuais. A ferramenta desenvolvida é capaz de manipular de forma interativa os parâmetros de materiais do RPR-SORS e do motor de renderização utilizado (OGRE), com a opção de visualizar os objetos fotorrealistícos em Realidade Aumentada. O resultado final da edição pode ser exportado para uma outra aplicação que utilize a API de fotorrealismo e o motor de renderização citados. Um estudo de caso referente a uma aplicação de Realidade Aumentada para arquitetura foi realizado de forma a avaliar a ferramenta desenvolvida
Kilianson, Nicole, Annie Larsson, and Ramona Lindholm. "Empowerment- Paternalism. A study about Försäkringskassans tools and methods." Thesis, Malmö högskola, Fakulteten för hälsa och samhälle (HS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-24971.
Full textAuthorities like Försäkringskassan have lately been discussed in the Swedish media. A negative picture has been painted about the personal administrative officers’ in media. Meanwhile there is awareness among the personal administrative officers about the importance of focusing on the individual. The study aimed to examine the tools and methods used by the personal administrative officers at Försäkringskassan working with vocational rehabilitation from an empowerment perspective. Our study is a qualitative study, build on interviews with nine personal administrative officers ‘who work with sickness compensation cases at the unit depth-investigation. Our paper shows that the personal administrative officers’ focus on the individual in the rehabilitation, factors like information, how the individual is treated by the personal administrative officers, motivation and participation are central in the work with the individual. The paper also shows that there is a variation in the personal administrative officers’ way of using the law in order to help the individual. Empowerment as a way of working was up to each personal administrative officer to use. Despite this, we could see the features of empowerment among most personal administrative officers.
Viljoen, Deon Walter. "The specification and design of a prototype 2-D MPEG-4 authoring tool." Thesis, University of Port Elizabeth, 2003. http://hdl.handle.net/10948/d1015741.
Full textZeitz, Rebecca Ann. "TechCommix: A Tool and Foundation for Rethinking and Restructuring Technical Documentation." Thesis, Virginia Tech, 2014. http://hdl.handle.net/10919/49431.
Full textMaster of Science
Huang, Kevin. "Exploring In-Home Monitoring of Rehabilitation and Creating an Authoring Tool for Physical Therapists." Research Showcase @ CMU, 2015. http://repository.cmu.edu/dissertations/668.
Full textJin, Xing. "Authoring tools for intensional markup." Thesis, 2006. http://hdl.handle.net/1828/1954.
Full textChen, Fei-Hsu, and 陳飛旭. "Computer Assisted Instruction Authoring Tools for Operational Experiment." Thesis, 1994. http://ndltd.ncl.edu.tw/handle/07579278622366507908.
Full text國立彰化師範大學
工業科技教育學系
82
There are many computer languages applied to develop the computer assisted instruction (CAI) teaching software in the rescently 10 years in Taiwan. However, defferent demands on defferent coures and the limits on the function of pictures & voices processing cost up the development fee of CAI teaching software. Or it can not fit the needs of teaching. Finally it cost down until the authoring tools is developed. Though the authoring tools for the CAI teach-ing software can do well in editing and drawing. It lacks another one to combine with the experimental instruction. In this study, an CAI authoring tools for operational experiment instruction is developed under the Chinese Windows editing environment. Also the Visual C++ and Multimedia Toolbook are applied, and the xbase compatible data base system are used to link the interface control modual. The CAI authoring tools developed in this study can be offered to the teachers to develop the ones about operational experiment instruction. While doing experiment, this tools can enhance the learning efficiency and underload the teachers' urbans. Also it can be as extra instruction or reinforcement learning of support materials. For the market, it also can be the training tools for the members and be the user's menu to enhance the service quality.
Yu, Yi-Ting, and 游逸婷. "The Design and Development of a Teaching Content Authoring Tools." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/76912831292383534410.
Full text朝陽科技大學
資訊管理系
102
Driven by the advances of technology and national policy, the roles of teachers has been extended to not only teaching but also courseware editing. Among diversifying teaching resources, teachers have to select the appropriate resource material in courseware production in line with their teaching philosophy. By applying a variety of multimedia software tools, the diversity of the teaching content presentation can improve student learning performance and willingness to achieve the teaching goals of teachers. In this study, we look at the teaching materials editing tools perspective. From the literatures, we investigate the teachers’ needs regarding teaching material editing tools functional requirements. The teaching tool considers the convenience of teachers in the software facilitating teaching process and reaches the teacher's expectations in line with teaching behavior. The target tool has multiple sets of multimedia tools function often sees in Interactive Whiteboard Software Tools that can reduce the teachers time cost. Using one tool to reach the same goal that often needs multiple tools to accomplish. Teachers requirement in the teaching system strive to reach easy to read, easy to use, flexible change and simple operating features. Apply multimedia in teaching materials to enhance the interactivity among students, teaching materials and teachers. The function of the tool remains as simple as possible to avoid the interrupts during class process and provide functions to allow teachers to modify content; while hoping to save the teaching process of teaching and reduce the burden of preparation for after-school review. We implement an interactive whiteboard software to help teachers in the teaching role and courseware editing role to achieve effective teaching and enhance the convenience of teachers in producing digital textbooks. Aim at changing the traditional teaching from a boring situation will also break the limitations of their own design constrained by others, and thus enhance the teaching effectiveness of teachers.
Hwang, Lin, and 黃菱. "Implementation of an Integrated Authoring Environment and Tools for Interactive Television Program." Thesis, 1996. http://ndltd.ncl.edu.tw/handle/98552596458028086821.
Full text國立交通大學
資訊工程學系
84
Interactive television (ITV) is a new type of consumer video service that gives audiences more control over the TV programs than is possible with tranditional televsion. Traditional TV programs are presented in a linear, ordered and single-direction manner. The audience can just watch the television programs which are arranged by the content/ service provider. With an ITV program, audiences can directly control what he or she is watch- ing. In order to aid a producer to produce an interactive tele- vision program, there should be an intergrated authoring tool. Approaches of existing authoring tools include screen-based, time-line and script based approach. The screen-based approach is lack of portability. The script-based approach is not an user friendly approach. The goal of this thesis is to propose a portable and user-friendly authoring tool and environment to develop ITV programs. In this thesis, besides analyzing the requirement for one authoring of ITV programs, we also present a hypermedia data model for hypermedia presentation of ITV programs. We provide a portable and user-friendly authoring tool. We define a script language to describe ITV programs and implement the authoring tool
Chen, Lih-Luen, and 陳立倫. "A Study of Multimedia Application System and Comparison Between Various Authoring Tools." Thesis, 1996. http://ndltd.ncl.edu.tw/handle/59331804123391516798.
Full text國立中興大學
資訊科學學系
84
Because of the developing of computer hardware and software, Multimedia have been a popular research subject in the recent year. For developing the multimedia applicaiotn system, there are many multimedia authoring tools. They provide the important framework which the editors need for orginizing and editing the elements of their multimedia application system, including graphics, texts, sounds, animations, and video clips. This paper emphasizes the requirement of developing multimedia applicationsystem, and comparing various authoring tools. By editing Multimedia Application System for the Green Island, MASGI, which uses Media Works for the authoring tool, we design a method for developing multimedia applicationsystem. And by comparing the Icon-based''s Authorware Professional, Time-based''s Media Works, and Frame-based''s Director, we show the differencebetween various authoring tools. Finally we tranform the MASGI to the Authorware Professional''s and Director''s system to discuss the multimedia application system''s transformation between various authoring tools.
Lin, Susan, and 林束珊. "Early Industrial Buying Behavior of High-tech Products - A Study on Multimedia Authoring Tools." Thesis, 1994. http://ndltd.ncl.edu.tw/handle/30866664480486750389.
Full text國立交通大學
科技管理研究所
82
The purpose of the study focuses on buying behavior in high- tech industry market.The risk of high-tech products raises two issues of uncertainty: market uncertainty and technology uncertainty. Especially, when a high-tech product is introduced into the market, a firm should pour in a considerable R&D budget and face the uncertainty of the market at the same time. Therefore, the goals of the study are, firstly,to determine the characteristics of the first two stages of high-tech products in technology life cycle, secondly, to discuss the factors which affect the role played by buying center, the process of firm se evaluation of buying information, the criteria of industrial buying, and decision-making in the buying process, and finally, to provide some marketing suggestions for vendors. The study herewith uses multimedia authoring tools as an empirical subject to illustrate the theoretical model. The structure of the study integrates the following three models: the technology life cycle of Popper and Buskirt,Sheth''s model of industrial buyer behavior, and Choffray and Gary''s conceptual structure of industrial buying behavior. This study uses the experts opinion method to find out that multimedia authoring tools are attributed to the first two stages of the technology life cycle. Based on Choffrary and Gary''s model as well as Sheth''s,surveys were used to determine some factors which affect early industrial buying behavior of high-tech products. The results of the research show that the organizational buying behavior in industrial market is influenced by the factors of company''s scale, orientation and degree of centralization, structure and communication-degree of group, time pressure, percei risk and so on . The conclusion of this two-way dimensional analysis hopes to contribute to both future exploratory study and act as material which may be referred to and applied by high-tech industry.