A Motion-Driven Large Scene Interactive System for Media Art
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The rapid use of technology in lecture activities, especially the use of interactive multimedia since the pandemic conditions and until now, has attracted researchers to comprehensively analyze patterns of interactive multimedia utilization. This study aims to provide information on the pattern of interactive multimedia utilization and its development to date. The research method adopted a qualitative design, through a review of various studies from 2020 to 2023, and a literature search using the free Publish or Perish program. Further reduction and screening processes were carried out using the PRISMA method. The final results of the articles that have been selected are then mapped and codified with NVivo Pro 12 program, including the development and use of interactive multimedia in universities. In the development of interactive multimedia in the university, literature is grouped into forms of interactive multimedia and tools in designing interactive multimedia. The use of interactive multimedia in institutions is grouped into two, including the types of interactive multimedia used and how the impact of the use of interactive multimedia on lecture activities. Results obtained 1) Multimedia forms developed in universities include E-modules, Software, Websites, Android applications, Autoplay, Classpoint, E-learning, and tutorial models; 2) equipment in designing interactive multimedia including Kwisoft Flopbook Maker, live streaming, Macromedia Flash, Microsoft Way, Moodle, Adobe Flash Professional CS6.5, App Inventor 2, Autocad, Power Point, and Courselab 2.4; 3) types of interactive multimedia used in learning activities in universities include Android applications, Macromedia Flash, Lectora Inspire software, Adobe Flash, Adobe Premiere, and E-learning; 4) The effect of interactive multimedia on lecture activities can increase interest or motivation, also have an impact on student achievement.
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<span>Multimedia technology has advanced significantly in the past few years. Graphic, animation, audio and video data can be stored and processed efficiently in personal computer systems. CD-ROM technology has also matured over the years and it provides an economical and convenient means for storing a large amount of digital information. With careful designing and authoring, interactive multimedia courseware, in CD-ROM format, can be developed and produced for effective learning.</span><p>In developing interactive multimedia courseware for teaching and learning, instructional design (ID) and management are two crucial aspects for successful products. Based on the authors' experiences in developing multimedia projects in areas (a) curriculum information system, (b) interactive desktop video and (c) video CD-ROM courseware, a design model for managing interactive multimedia courseware production has been proposed</p><p>This paper will present and discuss the model which includes 5 phases, namely (1) analysis (2) development, (3) production, (4) evaluation, and(5) implementation.</p>
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Computer Graphics (CG) is the art of rendering, and visualizing images on the computer screens. In three-dimensional (3D) CG, a scene is first modeled geometrically, typically using triangles, and the computer is then used to calculate what the scene will look like from a specific view point at a particular instant. In CG, one of the major goals is to create photo-realistic images in real time. In recent years, Volume Visualization (VV) has attracted the attention of many researchers. VV techniques have been used to analyze and render 3D datasets, obtained from a variety of sources including medical scanners, and results of simulation of physical and synthetic phenomena, on the computer screen. Volume Graphics (VG) has proven itself as an independent graphics technology. A common purpose of VG is to achieve photo realistic rendering. To achieve this, reflections, shadows, refraction and perspective projections are all necessary elements since they occur naturally in the natural environment.
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An overview of interactive multimedia planning multimedia production video technology video production sound technology transferring video and sound to laserdisc and CD-ROM linking multimedia - using hypercard linking the interactive video with hypertalk. Appendices: multimedia authoring systems multimedia resources.
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Developing interactive multimedia, courseware and networks the remote area teaching program - an interactive multimedia computer application moving images in multimedia computer aided learning packages multimedia in industry and education research foundations for interactive multimedia interactive video technology instructional technology for student-centred learning the hyperbase developer's toolkit interactive multimedia in education the future of interactivity interactive multimedia and curriculum orientations in professional education curriculum, instructional design and the technologies.
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To provide flexible multimedia presentations, user interactive service becomes an essential requirement in a lot of multimedia applications, e.g., news on demand. Since media bases are located remotely in distributed environments, more considerations must be involved to deal with the synchronization issue. In this paper, we propose an Interactive Extended Finite State Machine (IEFSM) specification model to formally model and design synchronous multimedia presentations with user interactions in distributed environments.
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