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Article
Publication date: 1 July 2004

Tse‐Kian Neo and Mai Neo

With the infusion of the multimedia technology into the education arena, traditional educational materials can be translated into interactive electronic form through the use of…

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Abstract

With the infusion of the multimedia technology into the education arena, traditional educational materials can be translated into interactive electronic form through the use of multimedia authoring tools. This has allowed teachers to design and incorporate multimedia elements into the content to convey the message in a multi‐sensory learning environment. The focus in education is thus moving towards using multimedia as the instructional media and a platform in teaching and learning. This paper focuses on using the multimedia design process to enable educators to re‐design their educational curricula into an interactive and media‐rich learning environment. This multimedia educational design process will reinforce and strengthen the traditional instructional communication process and foster a number of innovative methods to communicate knowledge to the learners. In this context, there is a need to adjust the educator's approach to teaching, preparing content and delivering learning materials.

Details

Campus-Wide Information Systems, vol. 21 no. 3
Type: Research Article
ISSN: 1065-0741

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Article
Publication date: 1 July 1996

Amanda Balaam

Considers the establishment of an interactive multimedia facility at the Writing Liaison Office, Liverpool, UK. Investigates the potential for interactive multimedia, as well as…

668

Abstract

Considers the establishment of an interactive multimedia facility at the Writing Liaison Office, Liverpool, UK. Investigates the potential for interactive multimedia, as well as local developments. Information was gathered through interviews with local organizations, a literature search and a user survey in the form of a questionnaire. Concludes that interactive multimedia will greatly affect the provision of information, and that establishing a facility at the Writing Liaison Office will allow Merseyside to continue to be a leading figure in the field of multimedia. Recommends that an interactive multimedia facility be established at the Writing Liaison Office, with adequate equipment and technical support.

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New Library World, vol. 97 no. 4
Type: Research Article
ISSN: 0307-4803

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Article
Publication date: 1 April 1993

Signe Hoffos

Interactive multimedia’ was, only a few years ago, just a fuzzy shape on the horizon of new technology. With rapid developments in computing, telecommunications and home…

Abstract

Interactive multimedia’ was, only a few years ago, just a fuzzy shape on the horizon of new technology. With rapid developments in computing, telecommunications and home entertainment, interactive multimedia now describes a range of products for corporate and consumer markets which — after more than a decade of promise and potential — are setting standards for the decade to come. A handful of products are of particular interest to libraries now; however, a wide range of products and issues, from electronic books and computer games to compression technology and networking, will profoundly influence the future of publishing and communications. This article identifies some of the key issues and platforms including interactive video (IV), multimedia computers, electronic books, and optical discs in the LaserDisc and compact disc (CD) formats.

Details

Program, vol. 27 no. 4
Type: Research Article
ISSN: 0033-0337

Article
Publication date: 31 May 2004

Tom McEwan and Sandra Cairncross

If initial attempts to incorporate reusable multimedia into university teaching were characterised by the efforts of enthusiasts, the growth of the “Learning Object” economy in…

Abstract

If initial attempts to incorporate reusable multimedia into university teaching were characterised by the efforts of enthusiasts, the growth of the “Learning Object” economy in recent years requires a more strategic and systems‐based approach. While all reusable learning materials have a value, both financial and educational, multimedia in particular is expensive to produce. Systematic production (based on ISO 14915 standards (2002a, 2002b, 2003) and evaluation of fitness for purpose, are paramount. Human‐centred design (HCD) methodologies, based on the ISO 13407 standard (1999), are now well‐established for ensuring that investments in technology result in benefits, and in particular lay heavy emphasis on the frequent use of evaluation. This paper reviews literature in educational multimedia production, interaction design, HCD, and pedagogy, and summarises ongoing attempts to standardise a definition of reusable learning objects (RLOs), with multimedia learning objects (MLOs) as a specific example. We conclude that evaluation must be central to the production and deployment of MLOs. We report on experiences applying an existing framework for effective production of multimedia learning resources, and propose revisions to this framework to add effective evaluation mechanisms.

Details

Interactive Technology and Smart Education, vol. 1 no. 2
Type: Research Article
ISSN: 1741-5659

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Article
Publication date: 28 July 2023

Somtochukwu Victor Okeke, Nabaz Nawzad Abdullah, Shaibu Mohammed Onakpa, Peter Nwokolo, Joel C. Ugwuoke, Ngozi Agujiobi-Odoh and Verlumun Celestine Gever

This study aims to assess the impact of visual multimedia in improving entrepreneurial competence and economic self-efficacy among widowed women farmers.

Abstract

Purpose

This study aims to assess the impact of visual multimedia in improving entrepreneurial competence and economic self-efficacy among widowed women farmers.

Design/methodology/approach

The participants received entrepreneurial training through visual multimedia package. The sample size was made up of 540 widowed women farmers. The entrepreneurship competence and economic self-efficacy scales were used as the instruments for data collection. The purpose of the entrepreneurial competence scale was to measure the mental competence of the participants to engage in entrepreneurial ventures. On the other hand, the economic self-efficacy scale measured the ability of the women to solve their financial problems, thus, meeting their financial needs. Both scales were administered face-to-face to the participants before, and after the training and during follow-up assessment after three years.

Findings

The result of the study showed that the women farmers reported low entrepreneurship competence and economic self-efficacy before the training. After the training, the women farmers who received the multimedia training reported an improvement, but those who did not receive the training did not show an improvement. A follow-up assessment after three years revealed stability in the improvement among women farmers who received the training. It was also indicated that interactive visual multimedia was found to be more effective than noninteractive visual multimedia.

Originality/value

This study has provided empirical evidence on how best to empower widowed women farmers by improving their entrepreneurial competence and economic self-efficacy. This information could be useful for policy formulation and advocacy in relation to women’s empowerment.

Details

Gender in Management: An International Journal , vol. 39 no. 2
Type: Research Article
ISSN: 1754-2413

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Article
Publication date: 28 February 2019

Patrick Lo, Holly H.Y. Chan, Angel W.M. Tang, Dickson K.W. Chiu, Allan Cho, Eric W.K. See-To, Kevin K.W. Ho, Minying He, Sarah Kenderdine and Jeffrey Shaw

The purpose of this paper is to examine how the emergent 3D interactive media technologies are used as a viable tool for enhancing visitors’ overall experiences at an exhibition…

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Abstract

Purpose

The purpose of this paper is to examine how the emergent 3D interactive media technologies are used as a viable tool for enhancing visitors’ overall experiences at an exhibition entitled, 300 Years of Hakka Kungfu – Digital Vision of Its Legacy and Future (Hakka Kungfu Exhibition) – presented and co-organized by the Intangible Cultural Heritage Office of Hong Kong, International Guoshu Association and the School of Creative Media, City University of Hong Kong.

Design/methodology/approach

A questionnaire survey in both online and paper-based formats was used for identifying visitors’ experiences in the interactions with the multimedia technologies. For this research study, a questionnaire, consisting of 26 items, was set out to measure the visitors’ experiences at the Exhibition. Since the Exhibition was about presenting a centuries-old Chinese cultural heritage, Hakka Kungfu via the use multimedia technologies, in the context of establishing a dialogue between the past and present, the researchers included questionnaire items that were devoted to enquire about the level of understanding, knowledge and enjoyment, and visitors’ new knowledge about Hong Kong history and culture was successfully disseminated to the respondents at the end of the questionnaire.

Findings

A total of 209 completed questionnaires were collected at this Hakka Kungfu Exhibition. The findings reveal that the exhibits did attract people at all ages. This Exhibition gave the visitors a sense of interest and wonder in the object and information presented in the Exhibition. Findings of this study also reveal that this Exhibition has successfully attracted a large number of female visitors, as well as visitors who have never taken any martial arts training. In addition, visitors’ Exhibition experience was found to be memorable, as well as enjoyable. Furthermore, visitors’ experience within the Exhibition suggested that it was entertaining, as well as educational. By creating a long-lasting impact on the minds of these Exhibition visitors about the connections between and relevance of traditional Chinese Kungfu, their collective cultural identity, as well as the contemporary society we live in. The Exhibition exemplified the successful integration of the presentation of Kungfu as a form of cultural heritage with engagement-creating technology, in which technology is unobtrusive but effective.

Originality/value

Although it is already a global trend for the museums to integrate multimedia technologies into their exhibitions, research on the situation and feedback of multimedia technology used in the museum exhibitions in Hong Kong is scarce as well as scattered. Findings of this study could help identify various factors involved in audience participation, thereby exploring the possibility of building a contact point/space for traditional Chinese Kungfu as an intangible cultural heritage, via the integration of the latest media technologies. In particular, the development of multimedia technologies has become increasingly important to museums, and museum professionals have been exploring how digital and communication technologies can be developed to offer visitors a more interactive, personalized museum experience. In general, despite the growing interest in deploying digital technology as interpretation devices in museums and galleries, there are relatively few studies that examine how visitors, both alone and with others, use new technologies when exploring the museum contents.

Details

Library Hi Tech, vol. 37 no. 2
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 1 May 2000

Mitsuru Kodama

Against the backdrop of recent developments in multimedia and information technology (IT), video‐based information networks being constructed on a platform chiefly composed of the…

Abstract

Against the backdrop of recent developments in multimedia and information technology (IT), video‐based information networks being constructed on a platform chiefly composed of the two core technologies of video terminals and ISDN are gaining worldwide recognition through the deployment of videophones, videoconferencing systems, and digital network ISDN technology. New forms of virtual community based on interactive, virtual communication continue to be fashioned, particularly in relation to the promotion of IT in regions of Japan. This paper points out that in the future, video‐based information networks will be an important platform for creating new regional‐level virtual communities to further regional invigoration.

Details

Information Management & Computer Security, vol. 8 no. 2
Type: Research Article
ISSN: 0968-5227

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Article
Publication date: 9 March 2010

Chee Kai Chua, Kah Fai Leong, Chu Sing Lim and Trong Thien Vu

The purpose of this paper is to detail the development of a multimedia courseware that enhances the learning of rapid prototyping (RP) among professionals, senior year and…

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Abstract

Purpose

The purpose of this paper is to detail the development of a multimedia courseware that enhances the learning of rapid prototyping (RP) among professionals, senior year and graduate students.

Design/methodology/approach

The design and development of the multimedia courseware is based on a “visit a science museum” concept where each topic can be accessed depending on the interests or the needs of users. Factors that influence learning curve such as structure of information, application of visual and auditory components and human‐computer interface are addressed and discussed.

Findings

Instructions using multimedia significantly enhances the education process of RP technology. Methods to produce a good multimedia courseware have been introduced.

Originality/value

This paper describes the latest version of the multimedia courseware which is an accompaniment to the third edition of the book entitled Rapid Prototyping: Principles & Applications published in 2009.

Details

Rapid Prototyping Journal, vol. 16 no. 2
Type: Research Article
ISSN: 1355-2546

Keywords

Article
Publication date: 11 September 2007

Ray Uzwyshyn

This paper aims to present the schematic for building a multimedia information visualization system and digital archive which takes advantage of a wider spectrum of media elements…

Abstract

Purpose

This paper aims to present the schematic for building a multimedia information visualization system and digital archive which takes advantage of a wider spectrum of media elements (images, sound, datasets) and interactivity with regards to research level historical body of knowledge.

Design/methodology/approach

The methodology for this interactive multimedia visualized system was based on create a digital environment to explore larger bodies of research that expand on simple text‐based Information Retrieval Database systems. Through photos, videos, interactive maps, digital audio interviews, primary documents and narrative structures the system presents new methodologies for building digital libraries. The “educational” objective of this project was to present a stylistically elegant yet intellectually robust interactive multimedia information system for academic libraries.

Findings

Building new online digital libraries must involve robust interactivity to take advantage of the computer's intrinsic specificity and the wider set of choices open to the human perceptual apparatus. Instead of text‐based navigation systems, a more creative set of visual “tools” should be explored for digital libraries including interactivity and cognitive cartographies. Key here are the terms “visual metaphor” and innovatively structuring visually intuitive “narratives” into non‐linear dynamic but humanly usable information systems.

Research limitations/implications

In expanding the range of “allowable” “historical archival media” (audio, video, images, datasets, databases) in digital libraries and keeping research level academic integrity, future questions regard what this means for historiography, information construction, and questions surrounding epistemology and “archives” of the future.

Practical implications

Technically, the successes in building this digital library information system solve the question of how to present a large robust amount of information indifferent rich media formats in an interesting and engaging manner. The project points to methodologies to present a research spectrum depth structure of textual material that can seamlessly be incorporated through wider spectrum of media elements: images, video, audio, music, datasets and interactivity.

Originality/value

This paper provides a methodology for marrying a textual body of academic research with a wider spectrum of media elements (sound, images, datasets, music) and incorporating them into a digital library through an innovative methodology. It will be valuable to anyone needing guidelines and specific algorithmic recipes and suggestions for building new millennia digital libraries which take advantage of a wider spectrum of media elements.

Details

Library Hi Tech, vol. 25 no. 3
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 1 March 1994

Carina Huguet Valls

The fundamental role that the new optical multimedia information technologies play in the museum context is analysed as a solution to problems in the management of museographic…

Abstract

The fundamental role that the new optical multimedia information technologies play in the museum context is analysed as a solution to problems in the management of museographic documentation. The advantages that the new technical means can give museums are assessed. The new optical means of information storage are analysed and the problems hindering the hypermedia interactive development in these institutions are exposed; legal, technological, standardisation and resources. Finally, the state of some existing applications is described at three levels; a) projects of collaboration for the growth and spread of information on projects for the development of multimedia databases; b) institutional projects for research into computerised system managers of image documentation; and c) individual projects from different centres belonging to different countries.

Details

Program, vol. 28 no. 3
Type: Research Article
ISSN: 0033-0337

1 – 10 of over 6000