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1

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.

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2

Brunnberg, 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.

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This study aims to answer how Interactive Digital Narrative authoring tools shape the authoring process. Any tool or software shapes the way its users interact with it, oftentimes without the user even knowing it. It is therefore important to understand how these processes work when talking about authoring tools for IDNs, as they will inevitably shape its output. Three authoring tools were selected, those three being TextureWriter, Scrivener, and Twine. A standardized Game Design Document was created, and four participants were recruited to use those three authoring tools to adapt said Game Design Document. A focus group was conducted after the participants had used their tools for a fair amount of time to ascertain their authoring process experience. In the end, the participant using Twine did not attend the focus group, prohibiting evaluation of that tool. The results showed that there are a number of previously unknown ways in which the two evaluated authoring tools shape the game authoring process: Fundamental structure, temporal structure, spatial structure, presentation structure, mechanics of interaction, and multimedia inclusion. The results also showed a strong correlation between a master narrative and in how the authoring tool limited the author.
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3

Choksey, 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/.

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Thesis (M.S.)--Worcester Polytechnic Institute.
Keywords: Model Tracing; Intelligent Tutoring Systems; JESS production system; Debugging Tool; Cognitive Tutor Authoring Tools. Includes bibliographical references (p. 58-60).
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4

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.

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The past half-decade has seen progress in methodology and reusable components available to designers of music authoring tools. This thesis examines currently prevalent architectures for music making software and applies currently available technical means to update design methodology and architectural patterns for the next-generation of tools. It aims to map the various categories of advances and the manner in which they relate to each other, to the problem of building these tools. The focus is on conceptualization. The thesis aims to understand, from historical perspectives, as well as from perspectives provided by other domains, the fundamental problems encountered in the process of designing authoring tools.
Issues 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.
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Msiska, Mwawi Fred. "A visual programming environment for authoring ASD therapy tools." Thesis, Stellenbosch : Stellenbosch University, 2011. http://hdl.handle.net/10019.1/17939.

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Thesis (MSc)--Stellenbosch University, 2011.
ENGLISH 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
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6

Nguyen, Cuong. "Designing In-Headset Authoring Tools for Virtual Reality Video." PDXScholar, 2017. https://pdxscholar.library.pdx.edu/open_access_etds/4037.

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Virtual Reality (VR) video is emerging as a new art form. Viewing VR video requires wearing the VR headset to fully experience the immersive surrounding of the content. However, the novel viewing experience of VR video creates new challenges and requirements for conventional video authoring tools, which were designed mainly for working with normal video on a desktop display. Designing effective authoring tools for VR video requires intuitive video interfaces specific to VR. This dissertation develops new workflows and systems that enable filmmakers to create and improve VR video while fully immersed in a VR headset. We introduce a series of authoring tools that enables filmmakers to work with video in VR: 1) Vremiere, an in-headset video editing application that enables editors to edit VR video entirely in the headset, 2) CollaVR, a networked system that enables multiple users to collaborate and review video together in VR, and 3) a set of techniques to assist filmmakers in managing and accessing interfaces in stereoscopic VR video without suffering depth conflicts. The design of these applications is grounded in existing practices and principles learned in interviews with VR professionals. A series of studies is conducted to evaluate these systems, which demonstrate the potential of in-headset video authoring.
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7

Wolvers, 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.

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In today’s practical reality there are many different tools being used in their respective phases of thesystem development lifecycle. Every tool employs its own underlying metamodel and these metamodelstend to vary greatly in size and complexity, making them difficult to integrate. One solution to overcomethis problem is to build a tool integration framework that is based on a single, shared metamodel.The iFEST project aims to specify and develop such a tool integration framework for tools used in thedevelopment of heterogeneous and multi-core embedded systems. This framework is known as the iFESTTool Integration Framework or iFEST IF.The iFEST IF uses Web services based on the Open Services for Lifecycle Collaboration (OSLC)standards and specifications to make the tools within the tool chain communicate with each other. Tovalidate the framework, an industrial case study called ‘Wind Turbine’, using several embedded systemstools, has been carried out. Tools used to design, implement and test a controller for a wind turbine havebeen integrated in a prototype tool chain. To expose tools’ internal data through Web services, a tooladaptor is needed. This work reports on the development of such a tool adaptor for the RequirementsManagement module of HP Application Lifecycle Management (ALM), one of the tools used in the WindTurbine industrial case study. A generalization of the challenges faced while developing the tool adaptoris made. These challenges indicate that, despite having a tool integration framework, tool integration canstill be a difficult task with many obstacles to overcome. Especially when tools are not developed with tool integration in mind from the start.
Idag 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
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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.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
A 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.
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Turner, Terrence E. "The Assistment Builder: A tool for rapid tutor development." Digital WPI, 2006. https://digitalcommons.wpi.edu/etd-theses/56.

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Intelligent Tutoring Systems are notoriously costly to construct, and require PhD level experience in cognitive science and rule based programming. The purpose of this research was to ease the development process for building pseudo-tutors. Pseudo-tutors are ITS constructs that mimic cognitive tutors but are limited in that they only apply to a single problem. The Assistment Builder is a tool designed to rapidly create, test, and deploy simple pseudo-tutors. These tutors provide a simplified cognitive model based upon a state graph designed for a specific problem. These tutors offer many of the features of rule-based tutors, but with shorter creation time. The system simplifies the process of tutor creation to allow users with little or no ITS experience to develop content. The system provides a web-based interface as a means to build and store these simple tutors we have called Assistments. This paper describes our attempt to make the process of developing, testing, and deploying content easy for teachers. We present data to suggest that users can develop a tutor that can be released to students in approximately an hour.
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Coleman, 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.

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In a 20-year period, AR has gone from being viewed as a heavyweight technology to a new medium for a variety of applications. As a result there has been an increasing need for tools to support AR design and development that fully address the needs of non-technologists. From my AR research, I learned that three critical components for these authoring tools are support for an established content pipeline, rapid prototyping, and user experience testing. The history of media teaches us that AR also shares underlying technologies with a variety of more mature media such as film, VR, and the web with existing workflows and tools. Therefore, we created an AR authoring tool that supported these three critical components, and whose design was informed by established approaches in these related domains, allowing developers with a range of technical expertise to explore the AR medium. In this dissertation I present four main contributions. The first was an exploration of the AR design space focused on close collaboration with designers. This work resulted in guidelines for AR authoring tools, and informed the development of the Designer's Augmented Reality Toolkit (DART). These guidelines were validated via internal and external projects. A qualitative study of long term DART use that provided insight into the successes and failures of DART as well as additional understanding of AR authoring needs. Lastly, I trace two main threads to highlight the impact of this work, the development of the AR Second Life system and the creation of the Argon AR web browser.
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Limone, 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/.

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The need to effectively manage the documentation covering the entire production process, from the concept phase right through to market realise, constitutes a key issue in the creation of a successful and highly competitive product. For almost forty years the most commonly used strategies to achieve this have followed Product Lifecycle Management (PLM) guidelines. Translated into information management systems at the end of the '90s, this methodology is now widely used by companies operating all over the world in many different sectors. PLM systems and editor programs are the two principal types of software applications used by companies for their process aotomation. Editor programs allow to store in documents the information related to the production chain, while the PLM system stores and shares this information so that it can be used within the company and made it available to partners. Different software tools, which capture and store documents and information automatically in the PLM system, have been developed in recent years. One of them is the ''DirectPLM'' application, which has been developed by the Italian company ''Focus PLM''. It is designed to ensure interoperability between many editors and the Aras Innovator PLM system. In this dissertation we present ''DirectPLM2'', a new version of the previous software application DirectPLM. It has been designed and developed as prototype during the internship by Focus PLM. Its new implementation separates the abstract logic of business from the real commands implementation, previously strongly dependent on Aras Innovator. Thanks to its new design, Focus PLM can easily develop different versions of DirectPLM2, each one devised for a specific PLM system. In fact, the company can focus the development effort only on a specific set of software components which provides specialized functions interacting with that particular PLM system. This allows shorter Time-To-Market and gives the company a significant competitive advantage.
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Turner, 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/.

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Csizmadia, 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.

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Constantin, Aurora. "Supporting practitioners in social story interventions : the ISISS Authoring Tool." Thesis, University of Edinburgh, 2015. http://hdl.handle.net/1842/14193.

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Children with Autism Spectrum Conditions (ASC) have difficulties in learning social and communication skills. This leads to impairments in social interaction, including lack of understanding others’ intentions, emotions, and mental states, and impairments in communication both verbal and nonverbal. One of the most widely used interventions that addresses social and communication skills is the “social story”. A social story aims to support children with ASC in coping with their own behaviour. Practitioners use social stories to present specific scenarios and to help children understand how they should respond. However, the development of social stories is time consuming, and teachers comment that it is difficult to share them as a resource for others or to customise them to individual children, using their current tools. This thesis explores how a social story authoring tool can be designed, developed and evaluated. The final aim is to better support practitioners in writing, using and assessing social stories for children with ASC compared with their current approaches. A series of studies with practitioners and researchers was carried out to inform the design of a social story authoring tool and to evaluate it. A framework for social stories was built with the purpose of informing the design. Based on this framework, a prototype was iteratively designed and developed. The final prototype (ISISSImproving Social Interaction through Social Stories) was evaluated with practitioners with experience in social story interventions. The evaluation showed that ISISS is perceived by practitioners to be a considerable improvement over their current approaches. The methodology employed in this research combines Action Research, User-Centred Design and Participatory Design. Practitioners and researchers were empowered with different roles at different research stages in order to maximise their contributions to the development process.
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Dalgarno, 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.

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Accepted teaching and learning practices have undergone major changes during the past two decades. They have been underpinned by shifts in psychological and pedagogical theory, the most recent of which fit broadly under the heading of constructivism. During this time, there have also been significant changes in the development of Computer Assisted Learning (CAL) resources. These changes have tended to be driven by technological developments, such as the availability of desktop computers with multimedia capabilities, and more recently the increasing prominence of the Internet, rather than developments in teaching and learning theory. The aim of this research is to analyse the implications of a constructivist view of teaching and learning for the development of CAL resources. Specifically, the research attempts to describe the nature of constructivist CAL resources, before proposing a model for the development of such resources. The capabilities of existing tools for the development of constructivist CAL resources are also analysed. In looking at the nature of constructivist CAL resources, developments in pedagogical theory that have lead to the constructivist position are reviewed, along with constructivist theories of teaching practice. This body of theory is then synthesised into ten principles of constructivist teaching and learning. The implications of a constructivist view of teaching and learning for CAL resources are then examined. A range of constructivist CAL approaches are identified, and a classification scheme for constructivist CAL is proposed. This scheme involves the classification of a CAL approach according to the learner activities it facilitates, the input techniques used and the processing and output techniques used. The process of developing CAL resources is then addressed. The selection of CAL approaches that are likely to assist with the achievement of specific categories of learning outcome is recognised as being central to this process. Matrices relating categories of learning outcome to categories of learner activity and categories of learner activity to categories of input, processing and output technique are proposed. A model for developing CAL resources, that makes use of these matrices is proposed. In developing this model, instructional design models and software development models are reviewed. Finally, support provided by existing authoring tools, for the development of constructivist CAL resources using the proposed model is examined. Six of the most popular authoring tools, including tools designed primarily for CD-ROM based resource development and tools designed primarily for Web-based development are reviewed.
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Riddle, Austin Christopher. "Interactive graphical timelines as collaborative scenario management tools." Texas A&M University, 2008. http://hdl.handle.net/1969.1/85915.

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Training emergency response decision makers using live, virtual and/or constructive simulations can be highly complex since certain situations can generate stimulusresponse cycles that depend significantly on unpredictable human judgments. In particular, effective training scenarios require a combination of content contributed via pre-authored scripts and content generated dynamically during the training exercise. Large-scale exercises require multiple domain experts contributing oversight and content to the scenario as it proceeds. Such real-time adaptation requires situational and group awareness based on an understanding of pre-scripted materials and the adaptations of others. This thesis describes the evolution and evaluation of a collaborative graphical timeline system, called the Scenario Timeline System (STS), which facilitates asynchronous and synchronous collaborative timeline management, and its application in large-scale, computer-supported emergency response training exercises.
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COELHO, 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.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
FUNDO 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.
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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.

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Conselho Nacional de Desenvolvimento CientÃfico e TecnolÃgico
Location-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.
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Pate, Shari Ann. "Web tools: An aid for cognitive learning." CSUSB ScholarWorks, 2004. https://scholarworks.lib.csusb.edu/etd-project/2777.

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The purpose of this project is to provide students and teachers with a disk of tools to aide in the development of Web pages either in the classroom or through online (distance education) learning. Many of the tools supplied on this disk have been field tested in a high school Web design class. When students are allowed to be creative and are able to fuse interesting visual displays the results can be significant in increasing cognitive and multiple intelligences skills.
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Shiratuddin, 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.

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21

Jarvis, 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.

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Thesis (M.S.)--Worcester Polytechnic Institute.
Keywords: Intelligent Tutoring Systems; Model Tracing; Machine Learning; Artificial Intelligence; Programming by Demonstration. Includes bibliographical references.
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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.

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In more than two decades of research and practical experiments in interactive digital narrative (IDN), much insight about the relationship of narrative and digital media has been gained and many successful experiments have been undertaken, as a survey of the field illustrates. However, current approaches also limit the scope of experimentation and constrain theory in interactive narrative forms original to digital media. After reviewing the "interactivisation" of legacy theory (neo-Aristotelian poetics for interactive drama, poststructuralism for hyperfiction, 20th century narratology for interactive fiction and as a general theory for IDN), the thesis introduces a theoretical framework that changes the focus from the product-centered view of legacy media towards system and the process of instantiation. The terms protostory describing the overall space of potential narratives in an IDN system, narrative design for the concrete assemblage of elements and narrative vectors as substructures that enable authorial control are introduced to supersede legacy terms like story and plot. On the practical side, the thesis identifies limitations of existing approaches (e.g. legacy metaphors like the timeline, and authoring tools that support only particular traditions) To overcome these limitations a software toolset built on the principles of robustness, modularity, and extensibility is introduced and some early results are evaluated. Finally, the thesis proposes an inclusive, open-ended iterative process as a structure for future IDN research in which practical implementations and research co-exist in a tightly coupled mutual relationship that allows changes on one side to be integrated on the other.
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Martins, 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/.

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Multimedia production is an elaborate activity composed of multiple information management and transformation tasks that support an underlying creative goal. Examples of these activities are structuring, organization, modification and versioning of media elements, all of which depend on the maintenance of supporting documentation and metadata. In professional productions, which can count on proper human and material resources, such documentation is maintained by the production crew, being key to secure a high quality in the final content. In less resourceful configurations, such as amateur-oriented productions, at least reasonable quality standards are desirable in most cases, however the perceived difficulty in managing and transforming content can inhibit amateurs on producing content with acceptable quality. This problem has been tackled in many fronts, for instance via annotation methods, smart browsing methods and authoring techniques, just to name a few. In this dissertation, the primary objective is to take advantage of user-created annotations in order to aid amateur-oriented multimedia authoring. In order to support this objective, the contributions are built around an authoring approach based on structured multimedia documents. First, a custom language for Web-based multimedia documents is defined, based on SMIL (Synchronized Multimedia Integration Language). This language brings several contributions, such as the formalization of an extended graph-based temporal layout model, live editing of document elements and extended reuse features. Second, a model for document annotation and an algebra for document transformations are defined, both of which allows composition and extraction of multimedia document fragments based on annotations. Third, the previous contributions are integrated into a Web-based authoring tool, which allows manipulating a document while it is active. Such manipulations encompass several interaction techniques for enriching, editing, publishing and extending multimedia documents. The contributions have been instantiated with multimedia sessions obtained from synchronous collaboration tools, in scenarios of video-based lectures, meetings and video-based qualitative research. Such instantiations demonstrate the applicability and utility of the contributions
Produção 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
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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.

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O objetivo principal desta dissertação explora alguns aspectos relacionados ao desenvolvimento colaborativo de sistemas de informação na Internet. E apresentado o Editor Diagramático na Internet (EDI), que suporta a especificação colaborativa de aplicações. Este editor utiliza tecnologia e funcionalidade dos hiperdocumentos, oferecendo características como: compartilhamento de informações, colaboração entre vários autores e varias visões dos dados conceituais armazenados. EDI foi implementado utilizando a linguagem de programação Java e projetada de forma genérica para permitir a criação de editores de diferentes notações diagramáticas. Este trabalho propõe a utilização de anotações em documentos de desenvolvimento de sistemas de informação na Internet. Estas anotações auxiliam no desenvolvimento colaborativo de sistemas, tornando o processo mais colaborativo e com um produto resultante de qualidade superior. As anotações estão baseadas em dois tipos de usuários: o usuário proprietário, responsável pela criação do documento, e o usuário colaborador, que inclui anotações nos documentos. Anotações (identificadas por uma especifica cor) podem ser de inclusão, alteração, remoção de conceitos (visões) ou registro de comentários.
The 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.
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Gao, Yu. "MPEG-V Based Web Haptic Authoring Tool." Thèse, Université d'Ottawa / University of Ottawa, 2014. http://hdl.handle.net/10393/30717.

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Nowadays the World Wide Web increasingly provides rich multimedia contents to its users.In order to further enhance the experience of web-users, researchers have sought solutions to integrate yet another modality into the web experience by augmenting web content with haptic properties. In those applications, users are able to interact with web virtual environments (such as games and e-learning systems) enriched with haptic contents. However, it is not easy for designers without pro cient web programming background and basic knowledge regarding haptics, to develop a web application with haptic content enabled. Additionally, there is currently no standard to describe and reuse a well-described haptic application which can be played in web browsers. In this thesis, I present an MPEG-V based authoring tool for facilitating the development procedure of haptics-enabled web applications. The system provides an interface for users to create their own application, add custom 3D models, and modify their graphic and haptic properties. Haptic properties include the speci cation of collision detection mechanism and object surface properties which in turn directly a ect the force simulations. Finally, the user is able to export a haptic-enabled 3D scene in a standard MPEG-V format which can be reconstructed in a web haptic player. A detailed experiment is conducted to evaluate the force simulations, application development process and design of user interface. The results not only verify my proposed methodology, but also show the high acceptance level by users with all levels of programming knowledge of the system.
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Diattara, 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.

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Cette thèse aborde la problématique de l’acquisition des connaissances dans le cadre de la conception des Environnements Informatiques pour l’Apprentissage Humain (EIAH). Dans le contexte spécifique de ce travail, nous nous intéressons à des EIAH destinés à enseigner des méthodes de résolution de problèmes. De telles méthodes permettent, dans un domaine donné, de reconnaître la classe d’un problème et d’être capable de savoir quelle technique de résolution appliquer pour le résoudre. Le coût de conception de ces EIAH est cependant très élevé, en particulier du fait de l’élicitation des connaissances, qui nécessite non seulement une expertise dans le domaine concerné mais également en programmation.Afin de réduire le coût de conception de ces EIAH, et permettre à des auteurs (enseignants ou pédagogues plus experts) de pouvoir éliciter sans programmer les connaissances nécessaires à l’EIAH, nous proposons un processus d’acquisition interactive de ces connaissances. Ce processus est mis en œuvre à travers la conception d’un outil auteur : AMBRE-KB. Pour ce faire, nous avons d’abord proposé des méta-modèles qui permettent de décrire la forme des connaissances à acquérir. Ces connaissances ne sont pas celles d’un expert dans un domaine, mais les connaissances telles qu’on voudrait qu’elles fonctionnent chez l’apprenant à l’issue de l’apprentissage. En s’appuyant sur ces méta-modèles, nous avons ensuite proposé un processus d’acquisition de ces connaissances qui permet d’assister l’auteur lors de l’élicitation des connaissances nécessaires, en lui permettant de construire un modèle de connaissances spécifique à un domaine.Nous avons mené deux expérimentations pour évaluer le processus d’acquisition des connaissances et sa mise en œuvre dans l’outil AMBRE-KB. La première porte sur la complétude. Il s’agit de vérifier, pour un domaine donné, si les modèles de connaissances générés par AMBRE-KB permettent à l’EIAH de résoudre des problèmes. L’objectif de la deuxième expérimentation est de mesurer l’utilité et l’utilisabilité de AMBRE-KB. Les résultats des deux expérimentations sont satisfaisants
The 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
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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/.

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Sriram, 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.

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Paul, Ann Molly. "QBank: A Web-Based Dynamic Problem Authoring Tool." Thesis, Virginia Tech, 2013. http://hdl.handle.net/10919/23889.

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Widespread accessibility to the Internet and the proliferation of Web 2.0 technologies has led to the growth of online tools for educational content creation, delivery, and assessment. Maintaining high quality of assessment using this medium is made more practical by using tools to author and represent a broad range of assessment problems. A survey of existing problem-authoring tools uncovered two main deficiencies: (a) lack of support for authoring "dynamic" (parameterized) problems, and (b) lack of tools that are independent of a specific publishing format, persistence format, and/or authoring platform. Dynamic problems are assessment problem templates that support parameterization of the problems by the use of variables. Variables dynamically take values assigned at random to generate different instances of a problem from a template. This provides for greater diversity of authored problems, and permits students to practice with different variations of a problem. In existing problem authoring tools, the problem types supported are often limited to static problems. A formal definition of an assessment problem structure is presented. This formal definition served as a design aide for a new problem authoring system named QBank, a web-based tool that supports authoring dynamic problems. The proof-of-concept implementation of QBank supports export of questions in CSV format and the Khan Academy Exercise format. The extensible nature of the framework allows future development of features supporting export of authored problems into other publishing and/or persistence formats.
Master of Science
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30

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.

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This thesis describes the research on developing an authoring tool for mobile phone Augmented Reality (AR) applications. This work is based on earlier work at the HIT Lab NZ on ComposAR, a tool for authoring PC based AR applications. We describe modifications to ComposAR that allows end-users to prototype mobile AR applications on a PC, and player software that allows prototype AR applications to be delivered on a mobile phone. In this way, end-users with little programming experience can develop simple mobile AR applications. To prove the applicability of this authoring tool, a user evaluation was conducted with some users and performance compared between programmers and non-programmers and across different authoring tools.
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Duma, Lindokuhle Sifso. "An authoring tool for generalised scenario creation for SignSupport." University of the Western Cape, 2016. http://hdl.handle.net/11394/6224.

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Magister Scientiae - MSc (Computer Science)
This 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.
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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.

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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.
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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.

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Thesis (M.Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, February 2003.
Includes 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.
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Asiimwe, Stella Maris. "A knowledge acquisition tool to assist case authoring from texts." Thesis, Robert Gordon University, 2009. http://hdl.handle.net/10059/377.

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Case-Based Reasoning (CBR) is a technique in Artificial Intelligence where a new problem is solved by making use of the solution to a similar past problem situation. People naturally solve problems in this way, without even thinking about it. For example, an occupational therapist (OT) that assesses the needs of a new disabled person may be reminded of a previous person in terms of their disabilities. He may or may not decide to recommend the same devices based on the outcome of an earlier (disabled) person. Case-based reasoning makes use of a collection of past problem-solving experiences thus enabling users to exploit the information of others’ successes and failures to solve their own problem(s). This project has developed a CBR tool to assist in matching SmartHouse technology to the needs of the elderly and people with disabilities. The tool makes suggestions of SmartHouse devices that could assist with given impairments. SmartHouse past problem-solving textual reports have been used to obtain knowledge for the CBR system. Creating a case-based reasoning system from textual sources is challenging because it requires that the text be interpreted in a meaningful way in order to create cases that are effective in problem-solving and to be able to reasonably interpret queries. Effective case retrieval and query interpretation is only possible if a domain-specific conceptual model is available and if the different meanings that a word can take can be recognised in the text. Approaches based on methods in information retrieval require large amounts of data and typically result in knowledge-poor representations. The costs become prohibitive if an expert is engaged to manually craft cases or hand tag documents for learning. Furthermore, hierarchically structured case representations are preferred to flat-structured ones for problem-solving because they allow for comparison at different levels of specificity thus resulting in more effective retrieval than flat structured cases. This project has developed SmartCAT-T, a tool that creates knowledge-rich hierarchically structured cases from semi-structured textual reports. SmartCAT-T highlights important phrases in the textual SmartHouse problem-solving reports and uses the phrases to create a conceptual model of the domain. The model then becomes a standard structure onto which each semi-structured SmartHouse report is mapped in order to obtain the correspondingly structured case. SmartCAT-T also relies on an unsupervised methodology that recognises word synonyms in text. The methodology is used to create a uniform vocabulary for the textual reports and the resulting harmonised text is used to create the standard conceptual model of the domain. The technique is also employed in query interpretation during problem solving. SmartCAT-T does not require large sets of tagged data for learning, and the concepts in the conceptual model are interpretable, allowing for expert refinement of knowledge. Evaluation results show that the created cases contain knowledge that is useful for problem solving. An improvement in results is also observed when the text and queries are harmonised. A further evaluation highlights a high potential for the techniques developed in this research to be useful in domains other than SmartHouse. All this has been implemented in the Smarter case-based reasoning system.
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Schmidt, 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.

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With the release of ”Bandersnatch” in 2018, an interactive movie where the viewermakes choices that affects the outcome of the story, we know that successful interactivemovies are possible and appreciated. Although this technology already exists the possibilitiesare seemingly limitless. Perhaps in the future, movies could take certain paths basedon a predetermined profile of a viewer or by scanning facial expressions during the filmto determine what path that best suits the viewer. Interactive films and videos allows theviewer to interact with the storyline of the video. This technique is interesting from boththe user and developer perspective and introduces new challenges. To be able to have anoverview of the different possible branches of the video is helpful and needed in developmentof the media player and the branched video. When different possibles paths of thevideo emerges it can be difficult to keep track of all the different story lines. In this thesis,we make significant improvements to an existing authoring tool for a branched videoplayer. The authoring tool is to be used along side with a media player in order to facilitatethe development of a non-linear branched video. We will also be exploring what featuresof the authoring tool offer the most value to the user.
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Zukoski, 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/.

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GUIMARAES, 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.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
Com 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.
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38

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.

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Thesis (M. Eng. and S.B.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2006.
Includes 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.
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39

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.

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Includes bibliographical references (leaves 94-99).
In 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.
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40

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.

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Made available in DSpace on 2014-06-12T15:57:36Z (GMT). No. of bitstreams: 2 arquivo3212_1.pdf: 6659432 bytes, checksum: 29ec979f8895b39460684d09a38f9764 (MD5) license.txt: 1748 bytes, checksum: 8a4605be74aa9ea9d79846c1fba20a33 (MD5) Previous issue date: 2010
Conselho 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
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41

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.

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Försäkringskassan har på sista tiden varit ett föremål för diskussioner i media. En stark negativ bild av myndighetens handläggare tenderar att framkomma ur mediala sammanhang. Samtidigt finns det en medvetenhet hos handläggarna kring vikten av att arbeta med hänsyn till individen. Studiens syfte är att studera de redskap och arbetssätt som används av Försäkringskassans handläggare i arbetslivsinriktad rehabilitering utifrån ett empowermentperspektiv. Vi gjorde en kvalitativ studie som bygger på intervjuer med nio handläggare på Försäkringskassan som arbetar med sjukpenningsärende på enheten fördjupad utredning. Vår uppsats visar att handläggarna lägger vikt på individen i rehabiliteringen då faktorer som information, bemötande, motivation och delaktighet är centrala i arbetet med individen. Vidare visar uppsatsen att det finns en variation i handläggarnas sätt att använda sig av regelverket i syfte att hjälpa individen. Empowerment som arbetssätt var upp till var och en handläggare att använda sig av. Trots detta kunde vi se drag av empowerment hos de flesta handläggare.
Authorities 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.
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42

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.

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The purpose of this project was the specification, design and implementation of a prototype 2-D MPEG-4 authoring tool. A literature study was conducted of the MPEG-4 standard and multimedia authoring tools to determine the specification and design of a prototype 2- D MPEG-4 authoring tool. The specification and design was used as a basis for the implementation of a prototype 2-D MPEG-4 authoring tool that complies with the Complete 2-D Scene Graph Profile. The need for research into MPEG-4 authoring tools arose from the reported lack of knowledge of the MPEG-4 standard and the limited implementations of MPEG-4 authoring tools available to content authors. In order for MPEG-4 to reach its full potential, it will require authoring tools and content players that satisfy the needs of its users. The theoretical component of this dissertation included a literature study of the MPEG-4 standard and an investigation of relevant multimedia authoring systems. MPEG-4 was introduced as a standard that allows for the creation and streaming of interactive multimedia content at variable bit rates over high and low bandwidth connections. The requirements for the prototype 2-D MPEG-4 authoring system were documented and a prototype system satisfying the requirements was designed, implemented and evaluated. The evaluation of the prototype system showed that the system successfully satisfied all its requirements and that it provides the user with an easy to use and intuitive authoring tool. MPEG-4 has the potential to satisfy the increasing demand for innovative multimedia content on low bandwidth networks, including the Internet and mobile networks, as well as the need expressed by users to interact with multimedia content. This dissertation makes an important contribution to the understanding of the MPEG-4 standard, its functionality and the design of a 2-D MPEG-4 Authoring tool. Keywords: MPEG-4; MPEG-4 authoring; Binary Format for Scenes.
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43

Zeitz, Rebecca Ann. "TechCommix: A Tool and Foundation for Rethinking and Restructuring Technical Documentation." Thesis, Virginia Tech, 2014. http://hdl.handle.net/10919/49431.

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Comics is a writing style that is often written off as just something done for entertainment or design. However, there are many facets of comics that make it a suitable candidate for technical documentation. By nature, comics is a visual and universal language and, as such, is the basis for an investigation of comics within the scope of technical communication. This research investigates whether comics can be automatically generated, based on a set of predefined panel templates, for such purposes while also providing for flexibility in both content and ultimate consumption format. A within-subjects study run with over 200 participants compared comics to two of its traditional documentation style contenders, prose and step-oriented, in terms of understanding and evaluation metrics, including those related to user experience. Results indicate that comics as a documentation style can offer enhanced, more positive user experiences, albeit not being overall better than the other styles.
Master of Science
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44

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.

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Physiotherapy is a key part of treatment for neurological and musculoskeletal disorders, which affect millions in the U.S. each year. Physical therapy treatments typically consist of an initial diagnostic session during which patients’ impairments are assessed and exercises are prescribed to improve the impaired functions. As part of the treatment program, exercises are often assigned to be performed at home daily. Patients return to the clinic weekly or biweekly for check-up visits during which the physical therapist reassesses their condition and makes further treatment decisions, including readjusting the exercise prescriptions. Most physical therapists work in clinics or hospitals. When patients perform their exercises at home, physical therapists cannot supervise them and lack quantitative exercise data reflecting the patients’ exercise compliance and performance. Without this information, it is difficult for physical therapists to make informed decisions or treatment adjustments. To make informed decisions, physical therapists need to know how often patients exercise, the duration and/or repetitions of each session, exercise metrics such as the average velocities and ranges of motion for each exercise, patients’ symptom levels (e.g. pain or dizziness) before and after exercise, and what mistakes patients make. In this thesis, I evaluate and work towards a solution to this problem. The growing ubiquity of mobile and wearable technology makes possible the development of “virtual rehabilitation assistants.” Using motion sensors such as accelerometers and gyroscopes that are embedded in a wearable device, the “assistant” can mediate between patients at home and physical therapists in the clinic. Its functions are to:  use motion sensors to record home exercise metrics for compliance and performance and report these metrics to physical therapists in real-time or periodically;  allow physical therapists and patients to quantify and see progress on a fine-grain level;  record symptom levels to further help physical therapists gauge the effectiveness of exercise prescriptions;  offer real-time mistake recognition and feedback to the patients during exercises; One contribution of this thesis is an evaluation of the feasibility of this idea in real home settings. Because there has been little research on wearable virtual assistants in patient homes, there are many unanswered questions regarding their use and usefulness: Q1. What patient in-home data could wearable virtual assistants gather to support physical therapy treatments? Q2. Can patient data gathered by virtual assistants be useful to physical therapists? 3 Q3. How is this wearable in-home technology received by patients? I sought to answer these questions by implementing and deploying a prototype called “SenseCap.” SenseCap is a small mobile device worn on a ball cap that monitors patients’ exercise movements and queries them about their symptoms. A technology probe study showed that the virtual assistant could gather important compliance, performance, and symptom data to assist physical therapists’ decision-making, and that this technology would be feasible and acceptable for in-home use by patients. Another contribution of this thesis is the development of a tool to allow physical therapists to create and customize virtual assistants. With current technology, virtual assistants require engineering and programming efforts to design, implement, configure and deploy them. Because most physical therapists do not have access to an engineering team they and their patients would be unable to benefit from this technology. With the goal of making virtual assistants accessible to any physical therapist, I explored the following research questions: Q4. Would a user-friendly rule-specification interface make it easy for physical therapists to specify correct and incorrect exercise movements directly to a computer? What are the limitations of this method of specifying exercise rules? Q5. Is it possible to create a CAD-type authoring tool, based on a usable interface, that physical therapists could use to create their own customized virtual assistant for monitoring and coaching patients? What are the implementation details of such a system and the resulting virtual assistant? Q6. What preferences do PTs have regarding the delivery of coaching feedback for patients? Q7. What is the recognition accuracy of a virtual rehabilitation assistant created by this tool? This dissertation research aims to improve our understanding of the barriers to rehabilitation that occur because of the invisibility of home exercise behavior, to lower these barriers by making it possible for patients to use a widely-available and easily-used wearable device that coaches and monitors them while they perform their exercises, and improve the ability of physical therapists to create an exercise regime for their patients and to learn what patients have done to perform these exercises. In doing so, treatment should be better suited to each patient and more successful.
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45

Jin, Xing. "Authoring tools for intensional markup." Thesis, 2006. http://hdl.handle.net/1828/1954.

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Several tools have been developed for the authoring of intensional (context-sensitive) documents; for example. IHTML (Intensional HTML), IML (Intensional Markup Language). and ISE (Intensional Sequential Evaluator). However, at present, it is still very difficult to author intensional markup documents. To ease this difficulty. this thesis presents two new intensional authoring tools. IMP (Intensional Macro Processor) and ICC (Intensional C Compiler). IMP is a powerful yet easy to use macro processor embedded with a JavaScript engine. ICC in turn is an intensional extension to ANSI C. Several applications of IMP and ICC such as WIMPAS. intensional spreadsheet and CGI programming in ICC are discussed in this thesis to illustrate how IMP and ICC facilitate intensional authoring.
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46

Chen, Fei-Hsu, and 陳飛旭. "Computer Assisted Instruction Authoring Tools for Operational Experiment." Thesis, 1994. http://ndltd.ncl.edu.tw/handle/07579278622366507908.

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碩士
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.
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47

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.

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碩士
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.
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48

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.

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碩士
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
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49

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.

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碩士
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.
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50

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.

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碩士
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.
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