We propose the development of multimedia programming frameworks based on the declarative logic programming setting and in particular the framework of object-oriented timed concurrent constraint programming (OO-TCCP). ...
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We propose the development of multimedia programming frameworks based on the declarative logic programming setting and in particular the framework of object-oriented timed concurrent constraint programming (OO-TCCP). The real-time extensions that have been proposed for the concurrent constraint programming framework are coupled with the object-oriented and inheritance mechanisms that have been developed for logic programs yielding an integrated declarative environment for multimedia objects modelling. composition and synchronisation. The expressiveness and ability of OO-TCCP to act as a basis for building high-level, user-friendly authoring environments is illustrated by presenting a simple object model for multimedia composition and synchronisation followed by an analysis on how it can be used to model the temporal behaviour and relationships of multimedia objects. We then define a "universal" set of multimedia programming primitives and we show how they can be implemented in OO-TCCP. Finally, we argue about the benefits of our approach wrt both easiness of programming and implementation of the proposed framework. To the best of our knowledge this is the first time logic programming (in the form of concurrent constraint programming or otherwise) is used as a basis for designing and implementing multimedia programming frameworks.
Beginner programmers can develop an intuitive understanding of programming by leveraging the motivating field of multimedia to visually inspect outputs and experiment with different ways to solve problems. This paper ...
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ISBN:
(纸本)9798400706035
Beginner programmers can develop an intuitive understanding of programming by leveraging the motivating field of multimedia to visually inspect outputs and experiment with different ways to solve problems. This paper presents MediaLib, a Python library designed to facilitate multimedia programming and lessen the cognitive load associated with programming for novice programmers. In addition, we designed an official MediaLib website which contains the library itself, two tutorials, and clear documentation. The tutorial clearly presents the learning objectives of each lesson and contains exercises related to MediaLib. We designed these exercises to help students gain knowledge incrementally, without requiring in-depth maths knowledge.
This paper explores the significance of encouraging Nusantara folktale readers to create an interactive digital storytelling product that can be shared on the Internet using open-source programming software. The motiv...
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ISBN:
(纸本)9780769551333
This paper explores the significance of encouraging Nusantara folktale readers to create an interactive digital storytelling product that can be shared on the Internet using open-source programming software. The motivation of this paper is derived from the concern whether Alice is a potential pedagogical tool in conserving Nusantara folktales or a mere software that teaches basic programming. The authors developed a digital product based on the folktale titled "Bawang Putih, Bawang Merah" in Alice 2.3, and also discussed the aesthetical-technical strengths and limitations of the software faced during the development of the project. Thereby, this paper sheds light on the potentials and limitations of Alice as an interactive storytelling tool for readers with no prior programming background, along with the possibility of becoming a digital archiving tool in conserving Nusantara folktales through transmedia storytelling.
This study explores students' attitudes regarding the use of e-lectures for introducing a blended mode of instruction in a multimedia programming course. In the context of a sixth-month course we supplemented stud...
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ISBN:
(纸本)9781605588209
This study explores students' attitudes regarding the use of e-lectures for introducing a blended mode of instruction in a multimedia programming course. In the context of a sixth-month course we supplemented students with e-lectures, available asynchronously from the course website. Most e-lectures presented multimedia programming techniques already been taught in the laboratory;but two of them presented more advanced topics completely new to the students. The results of a questionnaire-based evaluation showed that the students were quite positive about the use of e-lectures as a supporting material to the traditional laboratory course. The e-lectures helped them to better comprehend multimedia programming concepts and procedures, and to develop their projects successfully. However, the e-lectures on new subjects did not support all students effectively to advance their project. Also, half of the students stated that that they would still prefer to attend the traditional face-to-face laboratory sessions than being supported from distance using e-lectures as primary learning material. Developing e-lectures may have certain benefits for programming courses, however shifting such a course toward a blended mode entails more complex issues that demand further exploration.
The development of multimedia applications is a complex task. Much of this complexity stems from requirements associated with programming multiple media objects and the control of dependences and inter‐relationships ...
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Nowadays, using interactive video and computer games for educational purposes has become a popular subject of study. Recent empirical studies underline the fact that video games may contribute to the educational proce...
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ISBN:
(纸本)9781908272188
Nowadays, using interactive video and computer games for educational purposes has become a popular subject of study. Recent empirical studies underline the fact that video games may contribute to the educational process. As programming and logical reasoning are concepts that quite a few high school students find hard to cope with, alternative approaches of teaching them should be explored. The use of Rapid Digital Game Creation (RDGC) for developing Computational Thinking (ComT) skills moves away the frame from simply getting programming knowledge on a specific language, having previously spent a large amount of time in the learning of its syntax, and gives students a boost while stimulating them through the development of interesting applications. Such interesting applications are games, as they can give students the opportunity to experiment their knowledge and to develop ComT skills, while at the same time can have fun. This paper presents an approach to incorporate games, multimedia and programming in order to motivate, help understand and improve analysis, synthesis and algorithmic skills. This approach took place as part of the educational process in a high school class with children at the age of 17-18 years, during "multimedia" course. According to this approach, two types of projects were used. Firstly, a simplified demo version of a well known game was presented, and students had to reconstruct it from the beginning, with the same functionality. In the second project type, the rules of the game and the description of the behavior of the various actors in natural language, along with a demo version of a new game were given to them. The students were asked to reproduce the given demo, by using the RAD environment. This paper also presents a study that came through a process of an evaluation questionnaire answered by the students.
Computing capabilities are continuing to increase with the availability of multi core and many core processors. The wide availability of multi core processors has made parallel programming possible for end user applic...
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Computing capabilities are continuing to increase with the availability of multi core and many core processors. The wide availability of multi core processors has made parallel programming possible for end user applications running on desktops, workstations, and mobile devices. While parallel hardware has become common, software that exploits parallel capabilities is just beginning to take hold. multimedia applications, with their data parallel nature and large computing requirements will benefit significantly from parallel programming. In this paper an overview of parallel programming is presented and languages and tools for parallel programming such as OpenMP and CUDA are introduced within the scope of multimedia applications.
Comprehending and debugging computer programs are inherently difficult tasks. The current approach to building program execution and debugging environments is to use exclusively visual stimuli on programming languages...
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Comprehending and debugging computer programs are inherently difficult tasks. The current approach to building program execution and debugging environments is to use exclusively visual stimuli on programming languages whose syntax and semantics has often been designed without empirical guidance. We present an alternative: Sodbeans, an open-source integrated development environment designed to output carefully chosen spoken auditory cues to supplement empirically evaluated visual stimuli. Originally designed for the blind, earlier work suggested that Sodbeans may benefit sighted programmers as well. We evaluate Sodbeans in two experiments. First, we report on a formal debugging experiment comparing (1) a visual debugger, (2) an auditory debugger, and (3) a multimedia debugger, which includes both visual and auditory stimuli. The results from this study indicate that while auditory debuggers on their own are significantly less effective for sighted users when compared with visual and multimedia debuggers, multimedia debuggers might benefit sighted programmers under certain circumstances. Specifically, we found that while multimedia debuggers do not provide instant usability, once programmers have some practice, their performance in answering comprehension questions improves. Second, we created and evaluated a pilot survey analyzing individual elements in a custom programming language (called HOP) to garner empirical metrics on their comprehensibility. Results showed that some of the most widely used syntax and semantics choices in commercial programming languages are extraordinarily unintuitive for novices. For example, at an aggregate level, the word for , as in a for loop, was rated reliably worse than repeat by more than 673% by novices. After completing our studies, we implemented the HOP programming language and integrated it into Sodbeans.
multimedia is an art form that uses computers as a means of personal expression. However, much multimedia content is unattractive, and many applications have poor user interfaces because many developers don't have...
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multimedia is an art form that uses computers as a means of personal expression. However, much multimedia content is unattractive, and many applications have poor user interfaces because many developers don't have training in both programming and content creation. To counteract this, we teach students QuickTime for Java, which provides a rich library for manipulating media. Our students reported an increased understanding of multimedia programming and developed creative skills.
The Distributed Audio Video Environment provides object reusability, supports interoperability and network independence, and provides a simple conceptual model for application development.
The Distributed Audio Video Environment provides object reusability, supports interoperability and network independence, and provides a simple conceptual model for application development.
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