Academic literature on the topic 'Down Dyndrome Interactive multimedia'

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Journal articles on the topic "Down Dyndrome Interactive multimedia"

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Wijaya, Marvin Chandra. "Perancangan Pembelajaran Fisika Menggunakan Multimedia Interaktif untuk Meningkatkan Minat Mahasiswa terhadap Mata Kuliah Fisika." Science and Physics Education Journal (SPEJ) 3, no. 1 (December 27, 2019): 28–36. http://dx.doi.org/10.31539/spej.v3i1.928.

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This study aims to measure the increased interest of students in the Maranatha Christian University Computer Systems Study Program in Physics Subjects. The increase in interest uses interactive multimedia-based learning systems. The learning system is designed using the SMIL (Synchronized Multimedia Interactive Language) programming language. The physics course learning system designed in this study is course material about Object Motion (Regular Straight Motion / GLB, Irregularly Changed Straight Motion / GLBB, Free Falling Motion / GJB, Vertical Upward Motion / GVA, Vertical Down Motion / GVB) . Thirty students were taken as samples to see interest in Physics courses. Data retrieval is taken before and after the provision of learning materials using interactive multimedia. The average value of interest in Physics Subjects before the use of interactive multimedia learning materials was 7.12 on a scale of 10, increasing to 8.57 after the use of interactive multimedia learning materials. Hypothesis testing uses paired t test. The results of statistical processing showed a significant increase in student interest in Physics. Keywords: Physics Learning, Interactive Multimedia, SMIL, Object Motion
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Ferry, Brian, John Hedberg, and Barry Harper. "Strategies of Teachers as Users of Interactive Multimedia." Australian Journal of Education 40, no. 2 (August 1996): 133–46. http://dx.doi.org/10.1177/000494419604000202.

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This study reports the results of an evaluation study of a training process that provided teachers with information about how to use an interactive multimedia package for classroom instruction The ways in which the teachers accessed relevant printed text and hypertext information were mapped and analysed. Search patterns for each information source were tentatively classified into two cognitive strategies labelled as ‘sequential search strategies’ and ‘goal-oriented search strategies’. It was found that the ‘sequential search strategies’ broke down in the non-sequential hypertext environment and users had to be supported by conceptual maps to ensure meaningful outcomes.
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White, Martin, Emmanuel Jay, Fotis Liarokapis, Costas Kostakis, and Paul Lister. "A Virtual Interactive Teaching Environment Using XML and Augmented Reality." International Journal of Electrical Engineering & Education 38, no. 4 (October 2001): 316–29. http://dx.doi.org/10.7227/ijeee.38.4.5.

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We present a new approach to the teaching of top-down design of VHDL using a novel virtual interactive teaching environment. This environment enables students to learn more effectively using virtual multimedia content, while exploiting XML, and augmented reality. This environment can be adapted for teaching of other subject areas.
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V Lysenko, Larysa, Steven Rosenfield, Helena Dedic, Annie Savard, Einat Idan, Philip C. Abrami, Anne Wade, and Nadia Naffi. "Using Interactive Software to Teach Foundational Mathematical Skills." Journal of Information Technology Education: Innovations in Practice 15 (2016): 019–34. http://dx.doi.org/10.28945/3395.

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The pilot research presented here explores the classroom use of Emerging Literacy in Mathematics (ELM) software, a research-based bilingual interactive multimedia instructional tool, and its potential to develop emerging numeracy skills. At the time of the study, a central theme of early mathematics curricula, Number Concept, was fully developed. It was broken down into five mathematical concepts including counting, comparing, adding, subtracting and decomposing. Each of these was further subdivided yielding 22 online activities, each building in a level of complexity and abstraction. In total, 234 grade one students from 12 classes participated in the two-group post-test study that lasted about seven weeks and for which students in the experimental group used ELM for about 30 minutes weekly. The results for the final sample of 186 students showed that ELM students scored higher on the standardized math test (Canadian Achievement Test, 2008) and reported less boredom and lower anxiety as measured on the Academic Emotions Questionnaire than their peers in the control group. This short duration pilot study of one ELM theme holds great promise for ELM’s continued development.
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Melelli. "“Perugia Upside-Down”: A Multimedia Exhibition in Umbria (Central Italy) for Improving Geoheritage and Geotourism in Urban Areas." Resources 8, no. 3 (August 17, 2019): 148. http://dx.doi.org/10.3390/resources8030148.

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Multimedia materials represent a promising approach to the promotion of geoheritage. Despite geology being normally associated with natural environments, new tendencies are noted towards better knowledge of the “geological reason” for the selection of a location and the development of urban settlements. The urban environment is, in fact, a perfect laboratory for opening the scientific topics to a broad audience. In this paper, the experience of a geological exhibition organized in the city of Perugia (Umbria, central Italy) is discussed, highlighting the SECRET (SEe and CREaTe) for creating an effective dissemination activity. Panels, interactive tools, laboratories, and trekking tours outside the museum are the main activities, which hosted more than eight thousand visitors in a few months. Moreover, the exhibition was the starting point for ongoing projects on geotourism in the city, with important consequences in terms of visibility and financial return.
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Mokina, Anna, and Lubov Khoronko. "The role of design and visualization of handouts in the process of training personnel for the agro-industrial complex." E3S Web of Conferences 175 (2020): 15008. http://dx.doi.org/10.1051/e3sconf/202017515008.

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Today, the educational process is closely related to informatization, digitalization and visualization of educational information. The article discusses the role of graphic design in the training process, especially in the agro-industrial complex. The task is to track how the effectiveness of pedagogical activity depends on the quality of visualization of the submitted material, especially handouts. There are also considered the issues of structuring educational material for training future staff of the agricultural complex. As a successful factor in training future specialists, the principle of visual and graphic accessibility of educational material, the principle of a harmonious set of text and illustrative materials that provide a high level of training, including in the process of independent work of the student, should be laid down. The article deals with the issue of interactive communication through a handout, which also develops the communicative ability of students. Training is a dialogue between the teacher and the student, which is also influenced by the quality of the design of the submitted information, especially illustrative information. The use of interactive, multimedia and visual technologies allows us to take into account the personal and individual characteristics of students
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Leung, K. Y., C. P. Lee, H. Y. Chan, M. H. Y. Tang, Y. H. Lam, and A. Lee. "Randomised trial comparing an interactive multimedia decision aid with a leaflet and a video to give information about prenatal screening for Down syndrome." Prenatal Diagnosis 24, no. 8 (August 2004): 613–18. http://dx.doi.org/10.1002/pd.927.

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Gao, Shiyu. "Reshaping posthuman subjectivity: Lu Yang’s representation of virtual bodies in the COVID-19 pandemic." Journal of Contemporary Chinese Art 8, no. 2 (November 1, 2021): 267–89. http://dx.doi.org/10.1386/jcca_00047_1.

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With the impact of the COVID-19 outbreak, much of the world has been experiencing isolation and quarantine. Digital technology, especially the internet, has become the essential method of communication when social distancing measures constrain physical contact. The global health crisis leads to a dynamically increasing reliance on digital equipment contributing to a posthuman world. The article will take Shanghai-based multimedia artist Lu Yang (1984‐) as a representative example to explore an alternative posthumanism subjectivity in the context of the COVID-19 pandemic. Built theoretically on Kathrine Hayles and Rosi Braidotti’s posthumanism concepts of virtual bodies, this article will examine how Lu Yang’s work articulates the interactive relationships between humans and the material world to go beyond the conservative corporeality and contribute to a renewal of posthuman subjectivity. In Lu Yang’s recent projects created during the pandemic, such as Doku × The 1975 ‘Playing on My Mind’ (2020) and the live-streamed piece Delusional World (2020), the artist experiments with different strategies to break down social-cultural constraints and transcend established dualisms of gender binaries, life and death, human and non-human. With a close investigation of Lu Yang’s multidisciplinary artistic practices, this article intends to argue how a new subjectivity emerges in contemporary Chinese art and its roles in the current COVID-19 pandemic world.
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Mtange, Mtange. "MANAGING CORPORATE IDENTITY DURING ORGANISATIONAL TRANSFORMATION IN A PUBLIC INSTITUTION IN KENYA." International Journal of Communication and Public Relation 7, no. 1 (June 22, 2022): 59–102. http://dx.doi.org/10.47604/ijcpr.1564.

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Purpose: Universities, like other institutions, are under pressure to manage their corporate identity and corporate reputation, in the global competitive climate. Few studies in Africa focus on the impact of internal communication on corporate identity and reputation management during organizational transformation. This study interrogates how a transforming and complex public institution in Kenya managed its corporate identity, image and corporate reputation during transformation for competitive advantage. The study sought to establish whether Multimedia University of Kenya (MMU) management communicated excellently with its employees to nurture the corporate identity, image and reputation during a ten-year period of rapid transformation. Methodology: Data was collected using in-depth interviews from eighteen seniour and mid-level management and employee representatives who were purposively selected. In addition, data was gathered through 153 self-administered questionnaires using the stratified random sampling method from MMU faculty and administrative staff. Findings: The study established that MMU management created awareness of institutional changes and identity using formal meetings as well as interactive and mediated channels such as telephone conversations and intranet which facilitated record-keeping. It was noted that top-down and bottom-up communication approaches build employee engagement and trust yet respondents lacked trust in the accuracy of the information from subordinates which implied an element of information exclusion. Thus, the employees advocated for digital, interactive and interpersonal channels such as social media, telephone exchanges, personal visits by MMU management, and university events for bonding, engagement and identification in the changing institution. The study established that publicity and marketing activities to prospective students and sponsors be through paid media using private television and vernacular radio stations, owned media using MMU radio and website, and earned media using traditional print media to manage MMU brand and image. The respondents recognized the MMU brand as a leader in telecommunication, technology, mechanical, manufacturing, and media training with state-of-the-art equipment and robust faculty. These findings challenge university administration to engage with the corporate communication function and focus on the continual enhancement of corporate identity and reputation management practices for competitive advantage. Recommendations: The study recommends a communication policy and management practice for effective employee interpretation of institutional messages to enhance engagement, positioning, brand ambassadors, and employee coaching to nurture the new ethos, identity and brand during institutional changes. A progressive policy in which institutional management addresses inclusion to build trust, provides for interactive digital channels for engagement, and articulates identity through written and verbal channels to effectively communicate corporate messages and enrich the corporate reputation of a transforming public institution. Keywords: Corporate communication, corporate identity, corporate image, corporate reputation, employee engagement, organizational transformation
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Song, Yuehang, Borun Chen, Xiaobin Liu, Hu Weijun, Xie Xiangyu, and Yan Yuqi. "Audio and video editing system design based on OpenCV." Информатика. Экономика. Управление - Informatics. Economics. Management 1, no. 2 (October 28, 2022): 0101–20. http://dx.doi.org/10.47813/2782-5280-2022-1-2-0101-0120.

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With the rapid development of the Internet, a new carrier for people to perceive the world and communicate with each other - audio and video - is gradually being favoured by the public. The development of multimedia technology and artificial intelligence technology has provided a milestone for the maturity of audio and video technology. In particular, short video platforms have slowly become a new network position for various media promotions. Especially at the moment of the epidemic, the channel of understanding the world through audio and video is increasingly valued. The public has put forward higher demands on the content and presentation of audio and video. Therefore, it is particularly important to produce quality audio-video that meets the requirements of the times, which cannot be achieved without a feasible audio-video editing system. In addition, after previous research and practice, the application of artificial intelligence technology in the field of imaging has also become mature, including some applications in the direction of entertainment. Applying AI technology to the video editing process can improve the efficiency of video editing, increase the interest of video content, and allow video creators to focus on content creation without spending too much time and energy on video editing operations, thus creating better quality videos. This design is the main technology of OpenCV and front-end technology stack, such as JavaScript, React and Electron, to implement basic video editing, video filters, in addition to the development of a friendly interactive interface. The implementation of basic video editing module and video filter module are both based on OpenCV implementation. In this design, the basic video editing implements pan, zoom and rotate operations on the video, and the video filter module is implemented by changing the RGB channel values of the image. The operations on the video can be broken down into operations on each frame of the video, and OpenCV provides a way to implement these operations. The paper concludes with a summary of the shortcomings and flaws in the design, and an outlook on the next steps and future directions. This design is the main technology of OpenCV and front-end technology stack, such as JavaScript, React and Electron, to implement basic video editing, video filters, in addition to the development of a friendly interactive interface. The implementation of basic video editing module and video filter module are both based on OpenCV implementation. In this design, the basic video editing implements pan, zoom and rotate operations on the video, and the video filter module is implemented by changing the RGB channel values of the image. The operations on the video can be broken down into operations on each frame of the video, and OpenCV provides a way to implement these operations. The paper concludes with a summary of the shortcomings and flaws in the design, and an outlook on the next steps and future directions.
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Dissertations / Theses on the topic "Down Dyndrome Interactive multimedia"

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Almeida, Marina Ferreira Araujo de. "Síndrome de Down: materiais interativos no ensino da educação nutricional." Universidade Tecnológica Federal do Paraná, 2017. http://repositorio.utfpr.edu.br/jspui/handle/1/2722.

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Acompanha: Produção técnica
Percebe-se que uma orientação nutricional com as crianças com Síndrome de Down (SD) é o caminho para melhorar os distúrbios relacionados à alimentação, necessitando de ferramentas educacionais que os auxilie de forma prática, estimulando a aprendizagem significativa destas crianças. Contudo, a pirâmide dos alimentos demonstra de maneira generalizada, as proporções alimentares que a população deve seguir para ter uma alimentação equilibrada, neste sentido, ressaltar a importância de metodologias diferenciadas para o ensino da educação nutricional voltada às crianças com SD fazem-se necessário quando analisamos as pré-disposições genéticas destas crianças em desenvolverem doenças crônicas não transmissíveis (DCNT) como: diabetes mellitus, hipertensão arterial sistêmica, obesidade, colesterolemias, patologias estas que podem ser tratadas ou prevenidas com a mudança nos hábitos alimentares. A estimulação precoce é uma aliada na aprendizagem significativa sobre a educação nutricional, visto que, quanto mais precoce os alimentos saudáveis forem apresentados às crianças com SD, mais estimuladas elas serão em praticarem a mudança no comportamento alimentar melhorando a sua saúde. O processo de socialização e ensino aprendizado das crianças com deficiência no âmbito escolar necessita de um ensino diferenciado que as impulsionem o desenvolvimento psicomotor, potencializando as relações interpessoais. Fundamentados nesta evolução significativa da criança com SD os materiais interativos para o ensino da educação nutricional voltado as crianças com SD, promove a junção da aprendizagem significativa através da aprendizagem significativa focado na educação nutricional, consequentemente a mudança nos hábitos alimentares melhorando a saúde e prevenindo as DCNT. O presente trabalho teve como objetivo elaborar uma metodologia de materiais interativos para o ensino da educação nutricional voltado as crianças com SD.
Nutritional counseling with children with Down Syndrome (DS) is the way to improve eating disorders, requiring educational tools that help them in a practical way, stimulating the meaningful learning of these children. However, the food pyramid demonstrates in a generalized way the food proportions that the population must follow in order to have a balanced diet, in this sense, to emphasize the importance of differentiated methodologies for the teaching of nutritional education for children with DS are necessary when we analyzed the genetic pre-dispositions of these children in developing chronic noncommunicable diseases such as diabetes mellitus, systemic arterial hypertension, obesity, cholesterolemias, which can be treated or prevented by changing eating habits. Early stimulation is an ally in meaningful learning about nutrition education, since the earlier the healthy foods are presented to children with DS, the more stimulated they will be in practicing change in eating behavior, improving their health. The process of socialization and teaching learning of children with disabilities in the school environment requires a differentiated teaching that fosters psychomotor development, enhancing interpersonal relationships. Based on this significant evolution of the child with SD, the interactive materials for the teaching of nutritional education aimed at children with DS, promotes the joining of meaningful learning through meaningful learning focused on nutritional education, consequently changing eating habits, improving health and preventing DCNT. The present work had as objective to elaborate a methodology of interactive materials for the teaching of the nutritional education directed to the children with SD.
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Books on the topic "Down Dyndrome Interactive multimedia"

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Griffiths, Alison. Shivers down your spine: Cinema, museums, and the immersive view. New York: Columbia University Press, 2008.

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Griffiths, Alison. Shivers Down Your Spine: Cinema and the History of the Immersive View (Film and Culture Series). Columbia University Press, 2008.

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Book chapters on the topic "Down Dyndrome Interactive multimedia"

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Cazau, Dorian, Marc Chemillier, and Olivier Adam. "Design of an Automatic Music Transcription System for the Traditional Repertoire of the Marovany Zither from Madagascar." In Advances in Multimedia and Interactive Technologies, 205–27. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0270-8.ch010.

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This chapter presents an original approach for the development of an automatic music transcription system of a Malagasy traditional plucked string instrument, called marovany zither. Our approach is based on a technology of multichannel capturing sensory system, which allows breaking down a complex polyphonic audio signal into a sum of monophonic sensor signals. A very high precision in transcription is obtained, i.e. & gt; 95% on the average note-based F-measure metric. A second part of this chapter consists in using these transcripts in the human-machine improvisation system ImproteK. Details of an exploratory working session with a local Malagasy musician are reported and discussed.
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Metcalf, David, Sara Raasch, and Clarissa Graffeo. "DAU CardSim." In Advances in Multimedia and Interactive Technologies, 81–101. IGI Global, 2010. http://dx.doi.org/10.4018/978-1-61520-739-8.ch005.

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This chapter discusses DAU CardSim, a multiplayer card game for teaching defense acquisition strategies, and addresses the challenges in moving from a paper prototype of the game to a digital version. This post-mortem will break down the requirements and elements that went into the DAU CardSim design and the decision to adopt a card game system. The rapid development process used varying levels of simple prototypes for initial design and playtesting, as well as game balance and refinement. The culmination of the design process involved converting the physical card game to a digital version. This presented challenges in creation but lacked many of the inherent problems of developing a digital system from the ground up by streamlining the development cycle.
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Santoso, Markus, and David Phillips. "A Study on Visual Perturbations Effect on Balance in a VR Environment." In Advances in Multimedia and Interactive Technologies, 67–88. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-5912-2.ch004.

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Users sometimes lost their balance or even fell down when they played virtual reality (VR) games or projects. This may be attributed to degree of content, high-rate of latency, coordination of various sensory inputs, and others. The authors investigated the effect of sudden visual perturbations on human balance in VR environment. This research used the latest VR head mounted display to present visual perturbations to disturb balance. To quantify balance, measured by double-support and single-support stance, the authors measured the subject's center of pressure (COP) using a force plate. The results indicated that visual perturbations presented in virtual reality disrupted balance control in the single support condition but not in the double support condition. Results from this study can be applied to clinical research on balance and VR environment design.
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Ahmad, Norita, and Kevin Rose Dias. "Edutainment With Flipped IDEAS." In Advances in Multimedia and Interactive Technologies, 146–64. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-5912-2.ch007.

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Virtual learning environments are receiving a growing interest due to exponential advancements in technology alongside the millennial users' preference for more modern rather than traditional means of studying. This chapter narrows down on optimizing edutainment in the classroom by strategically using the methods of flipped classroom, team-based learning, and the IDEAS method. The study provides an explained framework that highlights what needs to be implemented on behalf of the instructor and what outcomes can be expected as a result. An experimental study was conducted on students within a course at the graduate level in the United Arab Emirates (UAE). The main objective is to study the effect of virtual learning environment that incorporates the use of flipped classroom, Team-based learning and IDEAS methods on students' academic performance.
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Ganesan, P., D. Rosy Salomi Victoria, Arun Singh Chouhan, D. Saravanan, Rekha Baghel, and K. Saikumar. "Enhancing the Protection of Information in Digital Voting Using the Fraud Application of Blockchain Technology." In Advances in Multimedia and Interactive Technologies, 134–46. IGI Global, 2023. http://dx.doi.org/10.4018/978-1-6684-6060-3.ch011.

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Elections are conducted electronically instead of using paper ballots to cut down on mistakes and discrepancies. Recently, it has been discovered that paper-based balloting fails owing to security and privacy difficulties, and the electronic balloting approach has been recommended as a replacement. For the sake of keeping your data safe, the authors have designed and developed a hashing algorithm based on SHA-256. The blockchain's adaptability is aided by the sealing of the block concept's incorporation. Consortium blockchain technology is employed to ensure that only the election commission has access to the blockchain database, which candidates and other outside parties cannot modify. When used in the polling method, the methodology discussed in this chapter can yield reliable findings. The authors used a hashing algorithm (SHA-256), block generation, data collection, and result declaration to get to this point.
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Kalaman, Sefer, and Mikail Batu. "Carnivalesque Theory and Social Networks." In Advances in Multimedia and Interactive Technologies, 270–88. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1041-4.ch016.

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Carnivalesque theory has been used as a model and a structure in the works carried out in many fields such as communication, literature, and sociology. In fact, Carnivalesque appears in many environments/areas, particularly in the social networks, which are the manifestation of social life. This chapter examines social networks in the context of carnivalesque theory to reveal facts of carnivalesque in Twitter. Content analysis technique was used in the research. Research data came from 10 Twitter accounts which have a maximum number of followers in Turkey. These data were analyzed and examined in terms of grotesque, dialogism, carnival laughter, upside-down world, marketplace, and marketplace speech belonging to the carnivalesque theory. According to the findings, the structure of Twitter, which is one of the most popular social networks in Turkey, is largely similar to the structure of the carnival and features of carnivalesque theory.
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Bose, Indranil. "Implementation of Quality of Service in VoIP." In Encyclopedia of Multimedia Technology and Networking, Second Edition, 655–60. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-014-1.ch088.

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Today, Internet technologies have pervaded every corner of our society. More and more people are benefiting from the Internet in one way or the other. One of the current Internet technologies that may benefit us greatly is voice over Internet protocol (VoIP). According to Hardy (2003, p. 2), VoIP is “the interactive voice exchange capability carried over packet-switched transport employing the Internet protocol.” With VoIP technology, one can call anyone in this world at a lower cost, compared to traditional telephone systems. However, VoIP technology has one significant drawback. It has a low degree of reliability. From experimental results it is known that VoIP can achieve only 98% reliability. The service down time per year for VoIP is almost 20 working days (175 hours). For most companies and government organizations, such a degree of reliability is unacceptable since the traditional telephone system can achieve 99.999% reliability with a service down time of only five minutes per year (Kos, Klepec, & Tomaxic, 2005). As a result, quality of service (QoS) is an important concept for VoIP. Using QoS, VoIP may be able to overcome its limitation in reliability. QoS is often defined as the capability to provide resource assurance and service differentiation in a network. The definition includes two important terms—resource assurance and service differentiation. Resource assurance provides a guarantee about the amount of network resources requested by the user. On the other hand, service differentiation provides higher priority of getting network resources to those applications that have critical latency constraints. Given the importance of low latency for voice communication, it is not difficult to predict that QoS will assume greater importance in the VoIP industry as this technology gains popularity in the mass market. It is reported that VoIP is aggressively growing, and this growth is expected to continue in the coming years.
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Conference papers on the topic "Down Dyndrome Interactive multimedia"

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Salemi, Amir, and Reza N. Jazar. "Unified Methodologies, Formats and Outlines in Online Engineering Education." In ASME 2010 International Mechanical Engineering Congress and Exposition. ASMEDC, 2010. http://dx.doi.org/10.1115/imece2010-37613.

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Online education in engineering is developing as the communication technology advances. Although many online courses are being presented worldwide they have not been broadly accepted. For the online engineering education to be well successful and outperform traditional on-campus education, much has been done since ten years ago. To satisfy the five pillars in online education introduced by Sloan Consortium, there are still rooms for improvement[1]. Access, Learning effectiveness, student satisfaction, faculty satisfaction and cost effectiveness are the five metrics that drive investigations into online education. Problems related to “access” have been largely solved since the beginning of online technology era. Still, many substantive issues remain in gaining attention share and providing optimum modalities to specific classes of learners. Significant progress has also been made in “learning effectiveness”, however not much methodologies and guidelines have been developed to define outlines for transferring engineering text book into interactive/multimedia format featuring non-solitary, instructor-led activities with high communication attributes. Costs for creating and running online courses have plummeted over the decade and the average expense of online courses has decreased in recent years specially due to reducing the call on classroom space. This is a positive indication that online engineering education could potentially cost less than traditional on-campus education down the track. This research will shed light on online engineering education and will develop methodologies, formats and outlines with the aim of creating interactive online engineering courses. The methodologies and guidelines will be ideally covering all courses with general applicability and could be used as reference for all educational institutes that are keen to provide and develop online engineering education. This research will also define teaching methodologies in online engineering education that fit each course with less instructors’ influence and with consideration of specific classes of learners. The extent of instructors’ influence in online engineering education for each course will also be defined as part of this research. The outcome of this research will be used by engineering disciplines for implementation of online engineering education and to improve the efficiency of education.
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