Journal articles on the topic 'Mobile multimedia learning'

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1

Ota, Kaoru, Minh Son Dao, Vasileios Mezaris, and Francesco G. B. De Natale. "Deep Learning for Mobile Multimedia." ACM Transactions on Multimedia Computing, Communications, and Applications 13, no. 3s (August 10, 2017): 1–22. http://dx.doi.org/10.1145/3092831.

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Kamasi, Nadya Verona Viani, and Tirsa Julianti Saruan. "Mobile Learning (M-Learning) Based Learning Application Design for Elementary School Students." JURNAL ILMIAH SAINS 20, no. 2 (June 15, 2020): 70. http://dx.doi.org/10.35799/jis.20.2.2020.27877.

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This study was designed to produce a learning design based on Mobile Learning (M-Learning) that is appropriate for elementary school students. In making this instructional media design, the Multimedia Development Life Cycle (MDLC) method consists of six stages: concept, design, obtaining material, assembly, testing, and distribution, but in this study only carried out two stages, concept and design. The results showed that the MDLC method privides the feasibility percentage of: media experts amounted to 89.44%; material experts amounted to 92,89%, and teachers amounted to 93.3%. This study produces a learning design based on Mobile Learning (M-Learning) that is feasible to be applied for elementary school students.Keywords: Learning media; mobile learning; multimedia development life cycle Desain Aplikasi Pembelajaran Berbasis Mobile Learning (M-Learning) Untuk Siswa Sekolah DasarABSTRAKPenelitian ini bertujuan untuk menghasilkan desain media pembelajaran berbasis Mobile Learning (M-Learning) yang layak untuk siswa sekolah dasar. Dalam membuat desain media pembelajaran ini digunakan metode Multimedia Development Life Cycle (MDLC) yang terdiri dari enam tahapan yaitu concept, design, obtaining content material, assembly, testing, dan distribution, namun pada penelitian ini hanya dilakukan dua tahapan saja yaitu tahap concept dan tahap design. Hasil penelitian menunjukkan bahwa metode MDLC memberikan hasil persetase kelayakan dari: ahli media sebesar 89,44%; ahli materi sebesar 92,89%; dan guru-guru sebesar 93,3%. Penelitian ini menghasilkan sebuah desain media pembelajaran berbasis Mobile Learning (M-Learning) yang layak diterapkan pada siswa sekolah dasar.Kata Kunci: Media pembelajaran; mobile learning; multimedia development life cycle
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Amsyar, Izwan, Haznah Latifah, and Dewi Wuisan. "Design of Mobile Learning Content with a Mobile-Based Live Multimedia System." International Journal of Cyber and IT Service Management 2, no. 2 (September 20, 2022): 146–53. http://dx.doi.org/10.34306/ijcitsm.v2i2.112.

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With the rise of world progress, information technology and telecommunications to the Internet have become a top priority. These advancements mark a watershed moment in mobile learning, or "mobile learning," as it is known (m-learning). M Learning has some extra learning capacity that can be accessed by anybody, at any time, from anywhere. The issues still exist in m-learning, including a shortage of hardware and platforms required by the system architecture and accessibility. In order to become comfortable for the user, a thorough examination of each component dealing with existing m-learning is also required. This research aims to address the problem by employing multimedia as a material that can provide more precise and detailed information. Multimedia m-learning services necessitate an internet connection, excellent access, and adequate hardware to benefit from the overall bias with good services provided by phones that offer mobile multimedia facilities. The study's primary goal is to create m-learning with multimedia services, and the expected results are a software-based content provider.
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Amalia, Lida. "Perbandingan Hasil Belajar Siswa dengan Multimedia Berbasis Mobile Learning dan Multimedia Presentasi pada Sub Pokok Bahasan Ekosistem." JURNAL PETIK 7, no. 2 (September 14, 2021): 119–25. http://dx.doi.org/10.31980/jpetik.v7i2.1274.

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Abstract — Comparison of Student Learning Outcomes with Multimedia Based on Mobile Learning and Multimedia Presentation on Ecosystems. This study aims to determine the differences in student learning outcomes by using multimedia-based mobile learning and multimedia presentations on ecosystems. This research uses the Quasi Experiment research method with the object of research being the students of class X MIPA SMAN 15 Garut. The sample was taken two classes by means of Purposive sampling because the sampling was not done randomly but was chosen based on the characteristics, considerations, and specific objectives that are based on the same average learning outcomes. Samples were taken two classes, namely class X MIPA 5 and X MIPA 6 with 69 students. Data were collected using the main instrument in the form of an objective test (multiple choice) and student questionnaire responses as supporting instruments. Data analysis techniques using non-parametric statistical tests, where hypothesis testing uses the Mann Whitney test. The results showed asymp sig. (2-tailed) of 0.044 <α = 0.05, Ho is rejected or Ha is accepted, meaning that there are differences in learning outcomes between students who use multimedia based on mobile learning (average value 79.857) and multimedia presentations (average value 73.824) on ecosystems. The questionnaire responses of students showed very good responses to multimedia-based mobile learning and good responses to multimedia presentations. Keywords— Learning Outcomes, Multimedia Based on Mobile Learning, Multimedia Presentations. Abstrak — Perbandingan Hasil Belajar Siswa dengan Multimedia Berbasis Mobile Learning dan Multimedia Presentasi pada Sub Pokok Bahasan Ekosistem. Penelitian ini bertujuan untuk mengetahui perbedaan hasil belajar siswa dengan menggunakan multimedia berbasis mobile learning dan multimedia presentasi pada Sub Pokok Bahasan Ekosistem. Penelitian ini menggunakan metode penelitian Quasi Experiment (eksperimen semu) dengan objek penelitian siswa kelas X MIPA SMA Negeri 15 Garut. Sampel dalam penelitian diambil dua kelas dengan cara Purposive Sampling, karena pengambilan sampel tidak dilakukan secara acak tetapi dipilih berdasarkan karakteristik, pertimbangan, dan tujuan tertentu, yaitu berdasarkan rata-rata hasil belajar yang sama. Sampel diambil dua kelas yaitu kelas X MIPA 5 dan X MIPA 6 dengan jumlah siswa sebanyak 69. Data dikumpulkan dengan menggunakan instrumen utama berupa tes objektif (pilihan ganda) dan angket respon siswa sebagai instrumen penunjang. Teknik analisis data menggunakan uji statistik non parametrik, yaitu uji hipotesis menggunakan uji Mann Whitney. Hasil penelitian menunjukkan asymp sig.(2-tailed) sebesar 0,044 < α = 0,05 , maka Ho ditolak atau Ha diterima artinya terdapat perbedaan hasil belajar antara siswa yang menggunakan multimedia berbasis mobile learning (rata-rata nilai 79,857) dan multimedia presentasi (rata-rata nilai 73,824) pada Sub Pokok Bahasan Ekosistem. Berdasarkan hasil angket, respon siswa menunjukkan tanggapan sangat baik untuk multimedia berbasis mobile learning dan tanggapan baik untuk multimedia presentasi. Kata Kunci : Hasil Belajar, Multimedia Berbasis Mobile Learning, Multimedia Presentasi
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Mohamad Nurdin, Dadang, Deni Darmawan, and Hudiana Hernawan. "EFEKTIVITAS PENGGUNAAN MULTIMEDIA INTERAKTIF DAN MOBILE LEARNING DALAM MENINGKATKAN HASIL BELAJAR PADA MATA PELAJARAN MATEMATIKA." PEDAGOGIA 14, no. 1 (August 17, 2016): 86. http://dx.doi.org/10.17509/pedagogia.v14i1.2341.

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The purpose of this study is (1) to determine the learning outcome of students using interactive multimedia; (2) the improvement of student learning outcomes using mobile learning; (3) to determine the differences between the learning outcome of students using interactive multimedia and mobile learning. The method used is the method of quasi-experimental research design used in this study The Static group pretest – posttest design. Results obtained indicate that (1) there is an increase in student learning outcomes which uses interactive multimedia; (2) there is an increase in student learning outcomes using mobile learning; (3) there are differencesbetween the learning outcome of students using interactive multimedia and mobile learning.
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Aprianto, Muhamad, Saida Ulfa, and Arafah Husna. "Pengembangan Multimedia Interaktif Mobile Learning Pengurusan Jenazah." JKTP: Jurnal Kajian Teknologi Pendidikan 4, no. 1 (February 26, 2021): 23–32. http://dx.doi.org/10.17977/um038v4i12021p023.

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Imania, K. A. N., A. Z. Mutaqin, Y. Purwanti, S. H. Bariah, and I. Nasrulloh. "Interactive multimedia – based mobile learning prototipe development." IOP Conference Series: Materials Science and Engineering 1098, no. 2 (March 1, 2021): 022088. http://dx.doi.org/10.1088/1757-899x/1098/2/022088.

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Simalango, Untung, Asrul Huda, and Nurindah Dwiyani. "RANCANG BANGUN APLIKASI MULTIMEDIA INTERAKTIF MOBILE LEARNING." Voteteknika (Vocational Teknik Elektronika dan Informatika) 6, no. 2 (November 30, 2018): 44. http://dx.doi.org/10.24036/voteteknika.v6i2.101986.

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JOSEPH, SAMUEL R. H., and MARIA UTHER. "MOBILE DEVICES FOR LANGUAGE LEARNING: MULTIMEDIA APPROACHES." Research and Practice in Technology Enhanced Learning 04, no. 01 (March 2009): 7–32. http://dx.doi.org/10.1142/s179320680900060x.

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10

Shi, Youguo, Shuqin Chen, and Haitao Wang. "Mobile Multimedia Classroom Construction for Rhythmic Gymnastics Based on APT Teaching Model." International Journal of Emerging Technologies in Learning (iJET) 12, no. 07 (July 12, 2017): 79. http://dx.doi.org/10.3991/ijet.v12i07.7216.

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APT teaching model is an information-based teaching model which includes Assessment, Pedagogy and Technology. It can improve students’ learning initiative and autonomous learning ability. In this study, mobile multimedia classroom based on APT teaching model was designed for Rhythmic Gymnastics. With APT teaching model, learners’ learning is no longer limited to time and place. It can motivate learners’ learning interest and enhance learning efficiency. The mobile multimedia classroom was constructed from three aspects: assessment, pedagogy and technology. The final teaching test shows that, learners are very interested in the teaching mode of mobile multimedia classroom and express a strong wish for such teaching mode. Mobile multimedia classroom for Rhythmic Gymnastics based on APT teaching model has a promising application prospect in actual teaching process.
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Nie, Liqiang, Luming Zhang, Meng Wang, Richang Hong, Aleksandr Farseev, and Tat-Seng Chua. "Learning User Attributes via Mobile Social Multimedia Analytics." ACM Transactions on Intelligent Systems and Technology 8, no. 3 (April 22, 2017): 1–19. http://dx.doi.org/10.1145/2963105.

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Gkeka, Eugenia, Eleni Agorastou, and Athanasios S. Drigas. "Mobile Multimedia Education for Language Disorders." International Journal of Emerging Technologies in Learning (iJET) 15, no. 06 (March 27, 2020): 50. http://dx.doi.org/10.3991/ijet.v15i06.11175.

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This article describes the importance of new multimedia tools that provide multi-sensory education for language learning, especially for students who need special education. These contemporary appliances stimulate the senses, enter the motiva-tion and reinforce the memory. In particular, these tools advance language skills such as comprehension, oral language and vocabulary, speaking expressions, reading capacities and writing abilities. Also, the evaluation for students with lan-guage disorders lies on cognitive and metacognitive capabilities, being created by these interactive media devices.
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ABADI, ANIS SUSILA, and PIPIT FEBRIANA DEWI. "Multimedia Mobile Application of National Heroes History Learning for Children's Character Education." Telematika 18, no. 3 (October 31, 2021): 308. http://dx.doi.org/10.31315/telematika.v18i3.5542.

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Purpose: develope a multimedia application about the history of national heroes from Indonesia.Design/methodology/approach: the method used is the UCD (User Centered Design) method.Findings/result: this multimedia mobile application of national heroes history learning for children's character education has succeeded in meeting user needs.Originality/value/state of the art: a multimedia application about the history of national heroes from Indonesia.
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Irwanto, Irwanto. "INOVASI BARU PENGGUNAAN MULTIMEDIA INTERAKTIF DAN MOBILE LEARNING DALAM MENINGKATKAN PRESTASI MAHASISWA PENDIDIKAN TEKNIK ELEKTRO UNIVERSITAS SULTAN AGENG TIRTAYASA PADA MATA KULIAH LOGIKA FUZZY." Jurnal MEKOM (Media Komunikasi Pendidikan Kejuruan) 6, no. 2 (May 25, 2020): 57. http://dx.doi.org/10.26858/mekom.v6i2.13674.

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Penelitian ini dilakukan atas dasar permasalahan prestasi belajar mahasiswa pada mata kuliah logika fuzzy di program studi pendidikan teknik elektro Universitas Sultan Ageng Tirtayasa belum mencapai kriteria ketuntasan minimum, sehingga tujuan dalam pembelajaran belum tercapai dengan baik. Salah satu upaya untuk memperbaiki nilai prestasi belajar mahasiswa adalah menggunakan inovasi baru yaitu aplikasi media dalam pembelajaran yang dalam hal ini penggunaan multimedia interaktif dan mobile learning. Adapun tujuan yang ingin di capai dalam penelitian ini adalah untuk mengetahui (1) peningkatan prestasi belajar mahasiswa yang menggunakan multimedia interaktif pada mata kuliah logika fuzzy di program studi pendidikan teknik elektro (2) peningkatan nilai prestasi belajar mahasiswa yang menggunakan mobile learning pada mata kuliah logika fuzzy di program studi pendidikan teknik elektro (3) perbedaan dalam peningkatan prestasi belajar mahasiswa antara yang menggunakan multimedia interaktif dan mobile learning pada mata kuliah logika fuzzy di program studi pendidikan teknik elektro di universitas sultan ageng tirtayasa. Metode penelitian yang digunakan dalam penelitian ini adalah metode eksperimen dengan pendekatan kuantitatif. Bentuk eksperimen yang digunakan adalah pre-experimental design, dengan one-group pretest-posttest design. Hasil penelitian adalah (1) dalam penggunaan multimedia interaktif dapat meningkatkan nilai prestasi belajar mahasiswa pada mata kuliah logika fuzzy di program studi pendidikan teknik elektro universitas sultan ageng tirtayasa (2) penggunaan mobile learning dapat meningkatkan nilai prestasi belajar mahasiswa pada mata kuliah logika fuzzy di program studi pendidikan teknik elektro universitas sultan ageng tirtayasa (3) peningkatan nilai prestasi belajar mahasiswa pendidikan teknik elektro universitas sultan ageng tirtayasa yang menggunakan multimedia interaktif lebih tinggi dari pada mahasiswa yang menggunakan mobile learning pada mata kuliah logika fuzzy tersebut.
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Sugihartono, Tri, and Rendy Rian Chrisna Putra. "Meningkatkan Minat Belajar Siswa Menggunakan Aplikasi Multimedia Pembelajaran Mobile." Jurnal Sisfokom (Sistem Informasi dan Komputer) 9, no. 1 (March 11, 2020): 83. http://dx.doi.org/10.32736/sisfokom.v9i1.686.

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The rapid development of science and information technology, electronic technology has also developed rapidly. Indirectly, human lifestyle is influenced by the presence of a variety of sophisticated electronic equipment. With the development of technology and computer-based electronic equipment, many people already have such smartphones and tablets. These tools can help facilitate daily activities, for example student learning with an Android-based application. The problem with early childhood is a limited knowledge base, they need an understanding of letters, numbers, types of animals, and fruit names. Learning patterns of children who like to play greatly affect the concentration of children in learning. They are easily bored with theoretical material that is delivered verbally by the teacher and parents, children understand the material in the form of images faster. Therefore, this research discusses the application of multimedia learning to increase student interest in learning that can help in their learning process. the results of this study are the presence of multimedia learning applications, students can more easily understand and can increase interest in learning, feel interested and challenged with the exercise features in the form of multimedia.
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Lin, Hai Yun, and Yu Jiao Wang. "The Research of M-Learning Platform Based on 4G Network." Advanced Materials Research 989-994 (July 2014): 4157–60. http://dx.doi.org/10.4028/www.scientific.net/amr.989-994.4157.

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By analyzing mobile learning application mode of 4G network, combining with the technical characteristics of 4G network , a mobile learning system based on 4G was proposed. We described the architecture of system and found a solution to the flexibility question of multimedia service development in mobile learning.
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Marraffino, Matthew D., and Cheryl I. Johnson. "Applying Multimedia Learning Principles to Design Effective Mobile Training." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (September 2016): 1205–9. http://dx.doi.org/10.1177/1541931213601282.

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In the training literature, little empirical research has been devoted to the design of effective mobile-based instruction for training transfer. In this experiment, we tested the applicability of a multimedia learning design principle, the redundancy principle, in the context of a highly interactive tablet-based simulation for training m4 rifle disassembly procedures. In the narration condition, the simulation included oral instructions describing each disassembly step, while the narration and text condition included onscreen text in addition to the simulation and oral instructions. While we found no significant differences on a written recall test or a training transfer test of disassembling a physical rifle, the narration condition reported higher satisfaction and usability ratings than the narration and text condition. These results indicate that multimedia design principles apply to more complex platforms and procedural tasks.
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Sumbawati, M. S., R. C. Wibawa, Munoto, and S. C. Wibawa. "Development of Vocational Interactive Multimedia based on Mobile Learning." IOP Conference Series: Materials Science and Engineering 288 (January 2018): 012101. http://dx.doi.org/10.1088/1757-899x/288/1/012101.

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Molnar, Andreea. "Content type and perceived multimedia quality in mobile learning." Multimedia Tools and Applications 76, no. 20 (November 5, 2016): 21613–27. http://dx.doi.org/10.1007/s11042-016-4062-2.

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20

Sukmana, Adrianus I. Wayan Ilia Yuda, and I. Kadek Suartama. "PENGEMBANGAN MOBILE LEARNING BERORIENTASI MODEL PEMBELAJARAN FLIPPED CLASSROOM PADA MATA KULIAH MULTIMEDIA." Journal of Education Technology 2, no. 1 (August 21, 2019): 45. http://dx.doi.org/10.23887/jet.v2i1.13808.

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Penelitian ini merupakan penelitian pengembangan yang tujuan: 1) mengetahui rancang bangun mobile learning berorientasi model pembelajaran flipped classroom pada mata kuliah multimedia Jurusan TP FIP Undiksha, 2) mengetahui kelayakan mobile learning berorientasi model pembelajaran flipped classroom pada mata kuliah multimedia Jurusan TP FIP Undiksha, dan 3) mengetahui keefektifan mobile learning berorientasi model pembelajaran flipped classroom pada mata kuliah multimedia Jurusan TP FIP Undiksha. Subjek coba penelitian ini adalah satu orang ahli isi, satu orang ahli media pada tahapan uji validasi serta 12 mahasiswa Jurusan TP FIP Undiksha semester VIII 2016/2017 pada tahap evaluasi formatif. Pada tahap evaluasi sumatif (uji efektivitas) dipilih mahasiswa Jurusan TP FIP Undiksha Semester VII Tahun Akademik 2017-2018. Instrumen pengumpulan yang digunakan pada penelitian ini adalah angket dan tes hasil belajar. Hasil penelitian pengembangan ini menunjukkan bahwa hasil uji pada masing-masing tahap berada pada kategori baik dan layak digunakan dalam pembelajaran
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Ramadhan, Muhammad Sabir. "PENGEMBANGAN APLIKASI MOBILE LEARNING PADA MATA KULIAH PEMROGRAMAN CLIENT SERVER UNTUK MENINGKATKAN PRESTASI BELAJAR MAHASISWA." JURNAL TEKNOLOGI INFORMASI 3, no. 1 (June 13, 2019): 106. http://dx.doi.org/10.36294/jurti.v3i1.741.

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ABSTRACT- This study aims to design interactive multimedia for computer client server programming with Android-based so that it can be accessed via smartphone. Client server programming course is one of compulsory subjects in Informatics Engineering course. With the realization of multimedia is expected to shorten the learning time of students, and students can more easily understand the material of client server programming rather than through the tutorial tutorial as usual, and is expected to improve learning achievement. This multimedia realization chose to use the Android operating system to be accessible through smartphone that is currently widely used by the students. This interactive multimedia presents theories, simulations and problems as the evaluation of client server programming learning. The results of this interactive multimedia will be tested through the test instrument to the students on the study program of Informatika Technique of Asahan University. Instrument test used to know student achievement. Test instrument used is a questionnaire instrument to determine the quality of interactive multimedia computer network courses. Multimedia is designed using the main software such as Macromedia Flash, Macromedia Director, and Macromedia Authorware and Eclipse 4.2 along with supporting applications. The material to be delivered on interactive multimedia is tailored to the syllabus of client server programming courses on Strata 1 level. The expected research output is in the form of teaching materials for the enrichment of client server programming subjects and multimedia technology and will be socialized through the national seminar in the field of informatic engineering. Keywords - interactive multimedia, Android, client server programming
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Robi'in, Bambang, and Zahra Arwaning Tyas. "DESAIN APLIKASI MOBILE PANDUAN SHOLAT DAN DOA UNTUK ANAK GANGGUAN PENDENGARAN." ILKOM Jurnal Ilmiah 10, no. 3 (December 20, 2018): 290–97. http://dx.doi.org/10.33096/ilkom.v10i3.366.290-297.

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Children with hearing loss are children who experience learning difficulties. They have limited vocabulary and language in communication that hampers the learning process. They need a special way of learning and are usually educated in special schools. Level 2 elementary students at SLB B Karnnamanohara have difficulty learning prayer and daily prayer. Almost all elementary level 2 students cannot pronounce daily prayers and prayers. They need interesting learning resources and according to their characteristics. This study aims to design multimedia mobile application of prayer and daily prayers guides for children with hearing loss. The research method consists of five stages: data collection, data analysis, storyboard making, prototype design, and prototype evaluation. This research has been designed to multimedia mobile applications of prayer and prayers guides for children hearing impairments according to the needs of users who have different characteristics with users in general. The results showed that the prototype design of the multimedia mobile application prayer and prayer daily guides for children with hearing loss had met the needs of users with evaluation values of 4.42 from a scale of 5.
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Shadiq, Jafar, Intan Dwi Fatmaningtyas, Dwi Ismiyana Putri, Ahmad Safei, and Rayhan Wahyudin Ratu Lolly. "Android-based Mobile Multimedia Application Development Training." JUDIMAS 2, no. 1 (July 28, 2021): 1. http://dx.doi.org/10.30700/jm.v2i1.1159.

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<p align="center">Covid-19 demands the use of technology as an online learning media tool. The technology that becomes a low-cost developer is the Android Technology operating system. The main target of this community service activity is the 3rd &amp; 5th semester Computer System Study Program students at the Faculty of Science and Technology at the Panca Budi Development University in using Android technology, where learning about Android has been carried out but not maximized in building a Mobile Application. The method used is to provide training and demonstrations in making Multimedia Applications using Android Studio with online media support in the form of Zoom, YouTube, and Google Drive links. The results of the feedback response to material questions submitted by the resource person were 67% very good, participant responses to the material presented were 41% good, the relationship between material and participant needs was 59% very good, the relationship between material and applications that could be absorbed by participants was 54% very good, the linkage of the material with needs is 42% good, the presentation technique of the presenter is 56% very good, the time spent by the presenter is 44% giving a good response, the clarity of the material is 59% clear, the interest of the participants is 47% good, and overall satisfaction level of 51% gave a satisfied response to the training activities.</p>
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Jang, Seok-Woo, and Gye-Young Kim. "Learning-Based Detection of Harmful Data in Mobile Devices." Mobile Information Systems 2016 (2016): 1–8. http://dx.doi.org/10.1155/2016/3919134.

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The Internet has supported diverse types of multimedia content flowing freely on smart phones and tablet PCs based on its easy accessibility. However, multimedia content that can be emotionally harmful for children is also easily spread, causing many social problems. This paper proposes a method to assess the harmfulness of input images automatically based on an artificial neural network. The proposed method first detects human face areas based on the MCT features from the input images. Next, based on color characteristics, this study identifies human skin color areas along with the candidate areas of nipples, one of the human body parts representing harmfulness. Finally, the method removes nonnipple areas among the detected candidate areas using the artificial neural network. The experimental results show that the suggested neural network learning-based method can determine the harmfulness of various types of images more effectively by detecting nipple regions from input images robustly.
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Wang, Shanshan. "Construction of Mobile Teaching Platform for the Ideological and Political Education Course Based on the Multimedia Technology." International Journal of Emerging Technologies in Learning (iJET) 12, no. 09 (September 27, 2017): 156. http://dx.doi.org/10.3991/ijet.v12i09.7496.

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with the continuous development of mobile communication technology, learners can easily take advantage of the fragmentary time to learn through smartphone and tablet PC due to their portability. We applied the mobile multimedia technology to the multimedia teaching of the ideological and political course, designed a mobile multimedia teaching platform for the ideological and political course, put forward the application of mobile technology to the ideological and political education for the first time. In addition, based on the frame of Ruby on Rails, we used HTML5 technology to enrich the functionality of the education platform, and adopted the online examination technology in the online examination section of the mobile teaching platform in order to help students evaluate their learning better and improve their learning efficiency. The teaching practice test showed that the excellent rate in the experimental group is improved obviously, reaching 10%; the good rate in the experimental group increases by 25% compared with that in the control group, and the number of people at medium and passing stages declines obviously: the medium rate decreases by 30%. These findings indicate the mobile teaching platform for the ideological and political course could improve students' learning scores significantly, which has a broad application prospect.
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Ni, Dan, Shuo Wang, and Guocheng Liu. "The EEG-Based Attention Analysis in Multimedia m-Learning." Computational and Mathematical Methods in Medicine 2020 (June 10, 2020): 1–10. http://dx.doi.org/10.1155/2020/4837291.

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In recent years, research on brain-computer interfaces has been increasing in the field of education, and mobile learning has become a very important way of learning. In this study, EEG experiment of a group of iPad-based mobile learners was conducted through algorithm optimization on the TGAM chip. Under the three learning media (text, text + graphic, and video), the researchers analyzed the difference in learners’ attention. The study found no significant difference in attention in different media, but learners using text media had the highest attention value. Later, the researchers studied the attention of learners with different learning styles and found that active and reflective learners’ attention exhibited significant differences when using video media to learn.
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Cai, Ai Ping, and Xin Zheng. "Information Real-Time Transmission Algorithm Based on Mobile Platform." Applied Mechanics and Materials 631-632 (September 2014): 512–15. http://dx.doi.org/10.4028/www.scientific.net/amm.631-632.512.

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the application of mobile learning is the main application of intelligent mobile terminal realizes on pattern, this paper focuses on the Android platform to realize mobile multimedia data real-time transmission, by optimizing the data transmission speed, to meet the learners' online learning, for subsequent teaching and interaction provides a good technical support.
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Karpova, O. O. "Peculiarities of implementation of mobile learning of foreign languages at the economic university." CTE Workshop Proceedings 4 (March 21, 2017): 93–99. http://dx.doi.org/10.55056/cte.332.

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The aim of the study is to improve the process of teaching a foreign language using multimedia tools in general, and mobile learning in particular. The objectives of the study are the analysis of modern forms, methods and tools of teaching a foreign language with ICT tools, their selection and experimental study of their effectiveness. The object of the research is the process of teaching a foreign language to students of economic specialties. The subject of the research is the use of ICT tools in students’ study and research work. The following methods of research have been used: testing, questionnaires, experimental research, interviews and consultations. The analysis, generalization and systematization of researches on the problem of teaching a foreign language at higher educational establishments with the use of multimedia tools have been made as well as the experimental implementation of multimedia technologies along with mobile learning to teaching a professionally-oriented foreign language has been conducted. The results of the study are planned to be published to implement mobile learning in teaching a foreign language to future economists.
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Mewengkang, Alfrina, and Olivia E. S. Liando. "Impact of Mobile Learning using social media platform on Vocational Student’s Achievement Results." E3S Web of Conferences 328 (2021): 04003. http://dx.doi.org/10.1051/e3sconf/202132804003.

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This research study was conducted to determine the effect of the mobile learning model using social media platforms on the learning outcomes of 2d and 3d animation techniques for students of class XI Multimedia at SMK Negeri 1 Tondano. This research uses experimental research in the form of Quasi Experimental Design or quasi-experimental and the research design used in this research is Post-Test Only Control Design. Before the treatment is given in each class, a pre-test is carried out first. After learning, using the Blendend Learning learning model for the experimental class and using conventional methods for the control class. After the learning process is complete, a post-test is carried out for each class. From the results of this post-test, the results obtained are the influence of the Learning Mobile Learning model on the learning outcomes of 2d and 3d Animation Engineering students of class XI Multimedia SMK Negeri 1 Tondano. The results showed that mobile learning had a positive effect on improving learning outcomes. Finally, the results show that mobile learning changes students’ study habits for the better.
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Sari, Dian Ratna, Muhaimin Muhaimin, and Tedjo Sukmono. "The Prototype of ACCDR Model: M-Learning Multimedia Development Design Model Stem-Based for the Online Science Learning." Edukasi: Jurnal Pendidikan dan Pengajaran 9, no. 2 (December 31, 2022): 108–25. http://dx.doi.org/10.19109/ejpp.v9i2.14308.

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Online learning is learning carried out without face-to-face but supports the development of virtual academic mobility. It can be integrated with multimedia either in e-learning or m-learning. M-learning is a learning paradigm that takes advantage of developments in wireless and mobile technology. It is flexible, independent, and accessible anywhere and anytime. Integration of science and technology in multimedia m-learning becomes more comprehensive when combined with the principles of Science, Technology, Engineering, and Mathematics. STEM-based multimedia m-learning is developed using a specific development design model. The multimedia m-learning development design model is a structured framework or reference for developing multimedia m-learning. Some of the existing m-learning multimedia development design models do not fully cover the criteria for a suitable model for developing STEM-based multimedia m-learning. One solution that can be given is to develop a new model concept using the F2-O1-S1-A2 type model development procedure through literature studies. The instrument consisted of the model development matrices. Afterward, a STEM-based multimedia m-learning development design model for science learning consisted of five syntaxes, namely: analysis, concepting, design, development, and review. The ACDDR model is a linear diagrammatic-narrative procedural model which is then shortened to the ACDDR model and presented in a prototype form. The ACDDR prototype model is expected to be able to be used for the development of STEM-based multimedia m-learning in the 21st century learning.
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Zhang, Qingchen, Laurence T. Yang, Xingang Liu, Zhikui Chen, and Peng Li. "A Tucker Deep Computation Model for Mobile Multimedia Feature Learning." ACM Transactions on Multimedia Computing, Communications, and Applications 13, no. 3s (August 10, 2017): 1–18. http://dx.doi.org/10.1145/3063593.

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Ahmad, Nazir. "Enhancing QoS in Mobile Learning Multimedia in Resource Constrained Environments." International Journal of Computer Applications 138, no. 9 (March 17, 2016): 14–17. http://dx.doi.org/10.5120/ijca2016908949.

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Saleem, Muhammad, Yasir Saleem, H. M. Shahzad Asif, and M. Saleem Mian. "Quality Enhanced Multimedia Content Delivery for Mobile Cloud with Deep Reinforcement Learning." Wireless Communications and Mobile Computing 2019 (July 18, 2019): 1–15. http://dx.doi.org/10.1155/2019/5038758.

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The importance of multimedia streaming using mobile devices has increased considerably. The dynamic adaptive streaming over HTTP is an efficient scheme for bitrate adaptation in which video is segmented and stored in different quality levels. The multimedia streaming with limited bandwidth and varying network environment for mobile users affects the user quality of experience. We have proposed an adaptive rate control using enhanced Double Deep Q-Learning approach to improve multimedia content delivery by switching quality level according to the network, device, and environment conditions. The proposed algorithm is thoroughly evaluated against state-of-the-art heuristic and learning-based algorithms. The performance metrics such as PSNR, SSIM, quality of experience, rebuffering frequency, and quality variations are evaluated. The results are obtained using real network traces which shows that the proposed algorithm outperforms the other schemes in all considered quality metrics. The proposed algorithm provides faster convergence to the optimal solution as compared to other algorithms considered in our work.
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Damyanov, Ivo, and Nikolay Tsankov. "Mobile Apps in Daily Learning Activities." International Journal of Interactive Mobile Technologies (iJIM) 12, no. 6 (October 29, 2018): 133. http://dx.doi.org/10.3991/ijim.v12i6.9659.

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<span>The use of mobile devices is increasing in daily learning activities, providing single-person use combined with interactive learning materials, simulations, voice recognition and educational games. Mobile app stores bring to learners a large amount of mobile applications, but their value and effectiveness to support these learning activities is far from being adequately studied.</span><br /><span>In this paper, we present our recent study related to the opportunities for smart devices to be used in school education, outlining the main obstacles and challenges. The subject of the research is students' interest in the use of multimedia mobile devices for educational purposes. The aim of the study is to establish the main determinants for the complete and purposeful application of smart devices in school education.</span>
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Mohammad, Noor Ibrahim, Mahamad Saipunidzam, and Chua Ning Wei Edrea. "Mobile Learning: An Application Prototype for AVL Tree Learning Object." Applied Mechanics and Materials 39 (November 2010): 176–81. http://dx.doi.org/10.4028/www.scientific.net/amm.39.176.

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The rapid growth of mobile phone technologies encourages many researchers to explore, design and develop mobile learning applications for tertiary students. In computer science related disciplines, students always find computer science concepts as complex, abstract, and esoteric subject. Hence, we have seen the number of students enrolled for computer science related programs has decreased lately. Current delivery methods for computer science concepts are found not to be interesting to the students. This project focuses on the design and development of an AVL tree learning object for tertiary students by utilizing current mobile phone features such as mobility, multimedia capability and connectivity. Our approach is to incorporate video clips in presenting the algorithm systematically. With this mobile learning application, student could learn at his or her own pace, anywhere anytime. This application intends to complement the current traditional classroom and e-learning systems. Initial testing has shown that a well-presented video clip of AVL tree concept that delivered through mobile phone has a great potential to promote and enhance learning process.
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Pradana, Hirnanda Dimas. "Interactive Multimedia Based on Mobile Device for Primary School Students." Madrasah: Jurnal Pendidikan dan Pembelajaran Dasar 14, no. 1 (December 30, 2021): 71–78. http://dx.doi.org/10.18860/mad.v14i1.12627.

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Since COVID-19 was declared a pandemic by the Indonesian government, the learning system has undergone adjustments. Learning from home with an online system is an alternative solution that can be applied. The research describes the results of developing interactive multimedia based on mobile devices. This development aims to provide a variety of learning media that can be collaborated with online methods. The research subjects were fourth-grade students, SDN 1 Babat Jerawat Surabaya. The development model used is an adaptation of Lee Owens. The development product was tested on media experts, material experts, and potential users. The trial aims to measure the validity of the media. The validation results from media experts obtained 88.24%, material expert validation obtained a score of 90.38%, and user trials obtained a score of 79.89%. Furthermore, the effectiveness of using media in learning is measured by conducting pre-tests and post-test on students. The percentage increase in the value obtained a score of 95%. Thus the interactive multimedia based on mobile devices developed has high effectiveness in improving student learning outcomes.
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Supermaniam, Murugesu, and Rozniza Zaharudin. "Penggunaan Aplikasi Mudah Alih Multimedia Interaktif untuk Meningkatkan Pemikiran Algebra Pecahan Dalam Kalangan Murid-Murid Masalah Pembelajaran." Journal of ICT In Education 8, no. 2 (July 28, 2021): 43–51. http://dx.doi.org/10.37134/jictie.vol8.2.5.2021.

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Penggunaan aplikasi mobile multimedia dalam pendidikan kini mendapat perhatian semua pihak dan menghasilkan interaksi hubungan murid dan guru. Penggunaan aplikasi mudah alih dalam pengajaran dan pembelajaran dipercayai dapat menyelesaikan banyak masalah yang melibatkan matematik dan mengubah persepsi murid terhadap pemahaman algebra pecahan yang dianggap rumit dan membosankan. Kesukaran ini lebih terkesan kepada murid yang mempunyai masalah pembelajaran berbanding dengan murid biasa. Rasional kajian untuk meneroka penggunaan aplikasi mobile multimedia interaktif berasaskan permainan (P-PKSSMPK) sebagai alat bantu pengajaran untuk meningkatkan kemahiran pemikiran algebra pecahan dan pencapaian murid masalah pembelajaran dalam topik pecahan. Aplikasi mobile P-KSSMPK digunakan sebagai bahan bantu pengajaran bagi memudahkan murid memahami kemahiran pembelajaran pecahan. Penyelidikan ini melibatkan penguasaan kemahiran pemikiran algebra pecahan dan pemahaman dalam pengajaran dan pembelajaran topik pecahan bagi murid masalah pembelajaran. Objektif kajian yang pertama ialah merekabentuk dan membangunkan aplikasi mobile multimedia interaktif dengan menggunakan model Prototaip Pantas (menilai, menentukan objektif, mereka bentuk dan membangunkan prototaip, pelaksanaan prototaip, penilaian dan pemurnian). Objektif kajian kedua pula, mengkaji kesan aplikasi mobile P-KSSMPK melalui sembilan adengan pengajaran dalam membantu meningkatkan pemahaman dan penguasaan kemahiran pemikiran algebra pecahan bagi murid masalah pembelajaran. Reka bentuk kuasi-eksperimen digunakan ke atas kumpulan kawalan dan kumpulan rawatan di mana setiap responden diberi ujian pra, rawatan, dan ujian pasca. Kajian ini melibatkan 152 orang murid masalah pembelajaran dari sepuluh sekolah berbeza di daerah kinta utara di Perak. Dapatan kajian akhir mendapati bahawa pembelajaran menerusi aplikasi mobile P-KSSMPK berjaya mempertingkatkan tahap penguasaan kemahiran dan pemahaman pecahan. Min keputusan pencapaian ujian pra adalah 44.59 (sisihan piawai: 4.233) bagi kumpulan rawatan manakala min purata bagi ujian pasca meningkat sebanyak 65.88 (sisihan piawai: 21.520) bagi kumpulan rawatan. Justeru, kajian terhadap pembelajaran topik pecahan perlu diteruskan dengan melibatkan sampel kajian yang lebih besar supaya penglibatan murid dalam aktiviti pembelajaran pecahan dapat dipertingkatkan.
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38

Salomoni, Paola, Silvia Mirri, Stefano Ferretti, and Marco Roccetti. "A multimedia broker to support accessible and mobile learning through learning objects adaptation." ACM Transactions on Internet Technology 8, no. 2 (February 2008): 1–23. http://dx.doi.org/10.1145/1323651.1323655.

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39

Ariffin, Shamsul Arrieya. "Academics' Perspectives on the Challenges and Opportunities for Student-Generated Mobile Content in Malaysia." International Journal of Mobile and Blended Learning 8, no. 3 (July 2016): 49–64. http://dx.doi.org/10.4018/ijmbl.2016070104.

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In Malaysian universities, there is a scarcity of local content to support student learning. Mobile content is predominantly supplied by the United States and the United Kingdom. This research aims to understand the situation from the academic perspective, particularly in the field of local cultural studies. Student-generated multimedia is presented as a solution to the critical lack of local content whilst also providing an innovative learning approach to better engage students. Academics were exposed to the concepts of mobile learning and student-generated content by allowing their students to create multimedia for assignments using mobile devices. Before and after, semi-structured interviews were conducted with the academics. The main themes that emerged in Stage 1 were challenges, while Stage 2 successfully demonstrated student-generated content activity. Technical challenges were overcome and students encouraged to use their own mobile devices, although a minority of academics thought that having a standardised device would be better.
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40

Frawley, Jessica Katherine, and Laurel Evelyn Dyson. "Literacies and Learning in Motion." International Journal of Mobile and Blended Learning 10, no. 4 (October 2018): 52–72. http://dx.doi.org/10.4018/ijmbl.2018100104.

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Mobile and participatory cultures have led to widespread change in the way we communicate; emphasizing user generated content and digital multimedia. In this environment, informal learning may occur through digital and networked activities, with literacy no longer limited to alphabetic and character-based texts. This article explores adult learners' new literacies within the context of a digital mobile storytelling project. A qualitative approach is used to explore the artifacts and practices of nine adult participants who comprise the study. Participants created a range of fiction, non-fiction, poetry and diary-style content in a variety of modes and media. Outcomes from content analysis, interview and survey methods depict mobile digital literacies as characteristically situated, experiential and multimodal. The mobile and participatory nature of this project was catalytic to participants' imaginative re-interpretation of the world around them as sources for meaning making and transformation. This paper contributes a case example of mobile learning with adults in a community setting.
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Djakaria, Ismail, Ukhti Nurfajriah Sasmita Ijonu, and Sumarno Ismail. "Development of Adventure Multimedia Game Based on Mobile Learning in Pyramid Topic for Junior High School." Jurnal Didaktik Matematika 8, no. 2 (November 2, 2021): 267–79. http://dx.doi.org/10.24815/jdm.v8i2.21973.

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Mathematics is a difficult subject for students, causing low motivation, interest and student learning outcomes. To attract students to be more interested in learning mathematics, they must use interactive learning media so that learning is not boring and fun. This study aims to develop a multimedia adventure game in pyramid topic based on mobile learning in grade eight. This study uses the 4-D development model, however, at the stage of dissemination only limited distribution is carried out. The subjects in this study were grade eight students of one of junior school in Gorontalo District, Gorontalo Province, Indonesia. The results of the study based on the validation of topic and media experts showed that the quality of multimedia was good. Meanwhile, based on the teacher's ability for managerial to learn is also categorized as good, the activities of students during the learning process reach the ideal time criteria, the responses of all students are classified as very positive of 90.56% and learning tests show that 72.5% of students achieve completeness. This shows that the adventure multimedia game based on mobile learning in pyramid topic is valid, practise, and effective.
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42

Gutsol, Ju V. "E-PORTFOLIO AS AN INNOVATIVE FORM OF MOBILE LEARNING." Izvestiya of the Samara Science Centre of the Russian Academy of Sciences. Social, Humanitarian, Medicobiological Sciences 22, no. 74 (2020): 16–20. http://dx.doi.org/10.37313/2413-9645-2020-22-74-16-20.

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The article is focused on the use of technology for creating an electronic portfolio and its variety – a multimedia portfolio. The author reveals the need of using mobile technologies in combination with the traditional teaching methods using the example of Portfolio technology. The article describes in detail the types of Portfolios, the main features of its creation, as well as an example of using the main types of Language portfolios on the English lesson.
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43

Megahati S, Ruth Rize Paas, Azhar, and Febri Yanti. "Android-Based Mobile Learning in Genetics Subject." JOURNAL OF DIGITAL LEARNING AND DISTANCE EDUCATION 1, no. 2 (August 1, 2022): 71–78. http://dx.doi.org/10.56778/jdlde.v1i2.18.

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The use of ICT-based learning media can make learning more effective. One of the ICT-based learning media that can be used as a learning medium that is operated on a smartphone device is mobile learning (m-learning). M-learning is developed with a multimedia format that provides text, images, audio, and video. The ease of internet access through cellular phone devices such as blackberries, iPhones, PDAs, and smartphones makes it easier to make learning applications using an Android-based system. The results of developing learning media based on android mobile smartphones show that student’s motivation and learning outcomes increase. Learning media based on an android mobile smartphone is produced as a supplement to the Genetics course. Learning media based on an android mobile smartphone is a positive impact and a breakthrough from ICT advances to improve the quality of learning.
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Ariffin, Shamsul Arrieya, Salman Firdaus Sidek, and Mohd Fadhil Harfiez Mutalib. "A Preliminary Investigation of Malaysian Student’s Daily Use of Mobile Devices as Potential Tools for STEM in a Local University Context." International Journal of Interactive Mobile Technologies (iJIM) 12, no. 2 (March 29, 2018): 80. http://dx.doi.org/10.3991/ijim.v12i2.8015.

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<p>Mobile learning is a fairly new approach to the educational paradigm where learning is concerned. The usage of mobile learning may also be extended to various fields including Science, Technology, Engineering, and Mathematics (STEM). As Malaysia is lagging behind in STEM, this research is conducted to study preliminary information concerning mobile learning in a local university context, particularly, STEM. The method for this research is a descriptive survey. The results indicate that students already have some skills in using mobile phones, particularly multimedia skills, which can be applied to STEM.</p>
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45

Xu, Bi. "Constructing Network Learning Platform Based on the Influencing Factors of Mobile Learning - A Case Study on Learning Cell." Applied Mechanics and Materials 687-691 (November 2014): 2367–70. http://dx.doi.org/10.4028/www.scientific.net/amm.687-691.2367.

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Communication Technology and Network Technology are the key factors to M-learning, and at the same time constraints. This study combines the features of M-learning in digital, in multimedia, networking, intelligent and happening whenever and wherever, analyzes key factors affecting M-learning based on Communication Technology and Network Technology, and expects to find a basis for Network Platform’s design and development.
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46

Lee, JongHyeok, Jiyoon Kim, and Dong-Guk Han. "Novel Shuffling Countermeasure for Advanced Encryption Standard (AES) against Profiled Attack in Mobile Multimedia Services." Wireless Communications and Mobile Computing 2022 (July 13, 2022): 1–12. http://dx.doi.org/10.1155/2022/6495546.

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Mobile multimedia services are gaining popularity among many users by developing wireless communication and mobile devices. Mobile multimedia has alleviated conventional multimedia’s time and space limits, making it easier for consumers to access services and meet content demands. However, cyber risks lie in the shadows of the expansion of mobile multimedia services, threatening to continue wreaking havoc. Although various methods exist to defend against these cyber threats, side-channel analysis has remained a critical challenge in the current approaches that rely on cryptographic algorithms. Nowadays, research on deep learning-based side-channel analysis is receiving much attention. Attacks are constantly performed against implementations, to which existing countermeasures against traditional side-channel analysis are applied, using various artificial neural network structures. However, while studies on the implementations to which masking and simple hiding schemes using jitter are active, studies on the implementations to which the shuffling scheme or the random insertion of dummy operations scheme are applied have been relatively less attention. In a previous study, Lee and Han has used deep learning to distinguish between real and dummy operations in an implementation that combined shuffling scheme and random insertion of dummy operations scheme. They also proposed countermeasures against their attacks. However, they did not choose an appropriate environment that is as close to noise-free as possible, and their countermeasure still has flaws. Therefore, in this study, we analyze the causes of vulnerability of the previous countermeasure and propose a novel countermeasure that can completely solve them. The novel countermeasure is a method of uniformly applying shuffling schemes and random insertion of dummy operation schemes to byte-independent and byte-dependent operations of an advanced encryption standard, respectively. It was confirmed that our countermeasure is safe from attackers who perform profiled attacks even in an experimental environment with almost no noise.
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Seng, Jasmine Kah Phooi, Kenneth Li-minn Ang, Eno Peter, and Anthony Mmonyi. "Artificial Intelligence (AI) and Machine Learning for Multimedia and Edge Information Processing." Electronics 11, no. 14 (July 18, 2022): 2239. http://dx.doi.org/10.3390/electronics11142239.

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The advancements and progress in artificial intelligence (AI) and machine learning, and the numerous availabilities of mobile devices and Internet technologies together with the growing focus on multimedia data sources and information processing have led to the emergence of new paradigms for multimedia and edge AI information processing, particularly for urban and smart city environments. Compared to cloud information processing approaches where the data are collected and sent to a centralized server for information processing, the edge information processing paradigm distributes the tasks to multiple devices which are close to the data source. Edge information processing techniques and approaches are well suited to match current technologies for Internet of Things (IoT) and autonomous systems, although there are many challenges which remain to be addressed. The motivation of this paper was to survey these new paradigms for multimedia and edge information processing from several technological perspectives including: (1) multimedia analytics on the edge empowered by AI; (2) multimedia streaming on the intelligent edge; (3) multimedia edge caching and AI; (4) multimedia services for edge AI; and (5) hardware and devices for multimedia on edge intelligence. The review covers a wide spectrum of enabling technologies for AI and machine learning for multimedia and edge information processing.
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Wang, Lin, Yangfan Zhou, Xin Wang, Zhihang Ji, and Xin Liu. "A Projection-Free Adaptive Momentum Optimization Algorithm for Mobile Multimedia Computing." Wireless Communications and Mobile Computing 2022 (April 20, 2022): 1–12. http://dx.doi.org/10.1155/2022/8533687.

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In mobile multimedia applications, deep learning has received significant interest. Due to the limited computation and storage resources of mobile devices, however, general training methods are hardly suited for mobile multimedia computing. For this reason, we propose an adaptive momentum training (FWAdaBound) algorithm to reduce computation and storage cost, where the Frank-Wolfe method is employed. Furthermore, we rigorously prove the regret bound in order that O T 3 / 4 can be achieved, where T is a time horizon. Finally, the convergence, cost-reduction, and generalization ability of FWAdaBound are validated through various experiments on public datasets.
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Halili, Siti Hajar, Norharyanti Mohsin, and Rafiza Abdul Razak. "Student Perceptions Towards the Use of the Mobile Flipped Classroom Approach." International Journal of Web-Based Learning and Teaching Technologies 16, no. 6 (November 2021): 1–13. http://dx.doi.org/10.4018/ijwltt.20211101.oa3.

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This study aimed at identifying students’ perception in terms of motivation, learning and engagement in using mobile flipped classroom approach based on Kolb’s Learning Cycle (1984). This quantitative study was conducted using a questionnaire to collect the data. The collected data was analyzed using descriptive analysis (percentage, means and standard deviations) utilizing the SPSS 20. The research took place in one of the top private universities in Malaysia and equipped with adequate free internet access. The researcher applied homogenous purposive sampling by selecting 40 undergraduate students registered in multimedia and computer animation course. The result showed that students had positive perceptions in terms of students’ motivation, learning and engagement in multimedia and animation course using mobile flipped classroom approach. Future research is recommended to focus on different age and a group of participants to obtain in-depth information on the implementation of mobile flipped classroom approach in a different context.
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Qiu, Jiaosheng. "A Survey and Analysis of Mobile Learning of Local Undergraduate College Students." Journal of Language Teaching and Research 10, no. 6 (November 1, 2019): 1245. http://dx.doi.org/10.17507/jltr.1006.12.

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Mobile learning is a new learning mode with the increasing popularity of multimedia technology and Internet application. It not only emphasizes the learner's subjective status and initiative, but also helps learners construct meanings through various forms of interaction (Qiu,2019). This paper investigates the basic situation of students' mobile learning based on smart phones in local colleges and universities by means of questionnaire survey and interview. It also analyses the main problems and reasons of students' mobile learning based on smart phones in local colleges and universities, and explores relevant countermeasures and suggestions.
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