• 제목/요약/키워드: multimedia tools

검색결과 303건 처리시간 0.024초

멀티미디어 저작도구의 비교.분석 (Comparative and analysis of multimedia author tools)

  • 권오탁;홍동헌
    • 경영과정보연구
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    • 제2권
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    • pp.23-46
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    • 1998
  • In this paper, comparative and analysis of multimedia author tools for to proper compatible multimedia author tools on multimedia author tools function and usage, and which breach of contract each author tools specific property prepare to forecast future multimedia expansion trend on information technology expansion. Multimedia essential element is hardware(storage, digital video, CD), software, sound, hypertext and hypermedia etc. Analysis criteria of multimedia author tools is programming environment, which are card, script, icon, time method.

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The Importance of Multimedia for Professional Training of Future Specialists

  • Plakhotnik, Oleh;Strazhnikova, Inna;Yehorova, Inha;Semchuk, Svitlana;Tymchenko, Alla;Logvinova, Yaroslava;Kuchai, Oleksandr
    • International Journal of Computer Science & Network Security
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    • 제22권9호
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    • pp.43-50
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    • 2022
  • For high-quality education of the modern generation of students, forms of organizing the educational process and the latest methods of obtaining knowledge that differ from traditional ones are necessary. The importance of multimedia teaching tools is shown, which are promising and highly effective tools that allow the teacher not only to present an array of information in a larger volume than traditional sources of information, but also to include text, graphs, diagrams, sound, animation, video, etc. in a visually integrated form. Approaches to the classification of multimedia learning tools are revealed. Special features, advantages of multimedia, expediency of use and their disadvantages are highlighted. A comprehensive analysis of the capabilities of multimedia teaching tools gave grounds for identifying the didactic functions that they perform. Several areas of multimedia application are described. Multimedia technologies make it possible to implement several basic methods of pedagogical activity, which are traditionally divided into active and passive principles of student interaction with the computer, which are revealed in the article. Important conditions for the implementation of multimedia technologies in the educational process are indicated. The feasibility of using multimedia in education is illustrated by examples. Of particular importance in education are game forms of learning, in the implementation of which educational elements based on media material play an important role. The influence of the game on the development of attention by means of works of media culture, which are very diverse in form and character, is shown. The importance of the role of multimedia in student education is indicated. In the educational process of multimedia students, a number of educational functions are implemented, which are presented in the article. Recommendations for using multimedia are given.

Exploring the Effectiveness of Smart Education in a College Writing Course Utilizing Multimedia Learning Tools

  • Si-Yeon Pyo
    • 실천공학교육논문지
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    • 제16권2호
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    • pp.143-150
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    • 2024
  • With the development of AI, multimedia tools in education offer personalized learning environments, which foster individual competencies. This study aims to examine the effectiveness of smart education as perceived by learners through a case study of university writing classes utilizing multimedia learning tools, and to explore potential applications. To achieve this, a writing course incorporating various multimedia tools to promote interaction was designed and implemented over the course of one semester, targeting 42 university students. Through the semester, student reactions and survey results were analyzed to investigate the effects and satisfaction levels regarding the use of multimedia learning tools in writing instruction as perceived by students. The analysis revealed that multimedia-assisted writing classes effectively fostered learners' autonomy by focusing on individual needs, while also promoting interaction and encouraging spontaneous participation. Students reported recognizing the presence of diverse perspectives by comparing and communicating about each other's writing, leading to an expansion of their own thinking. In using ChatGPT, it was found that students attempted to refine their questions until they obtained the desired answers. They reported that this process deepened their understanding of the essence of the questions. These benefits led to results of high levels of students' active class engagement and satisfaction. This study contributes foundational and empirical data regarding the effectiveness and potential applications of learner-centered smart education as part of fourth industrial revolution integration research.

하이퍼미디어 도구와 디지털 미디어 활용 영어 쓰기 (Hypermedia Tools and Digital Media on English Writing)

  • 이일석
    • 디지털콘텐츠학회 논문지
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    • 제15권6호
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    • pp.729-736
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    • 2014
  • 영어 교육에서 멀티미디어 통합 교육은 교사 중심의 교육에서 학습자 중심의 교육의 방향을 전환시킨다. 본 연구의 목적은 오디오 스프트웨어, 파워포인트, Flash 애니메이션, 비디오 같은 멀티미디어 도구들의 사용이 영어 교육에서 영향력이 어느정도인지 분석하고자 한다. 이러한 학생들을 대상을 한 실험상의 연구는 영어 교육에서 다른 멀티미디어를 사용하는 교사 중심의 분석, 학생 중심의 분석, 그리고 응답 기반 분석으로 구분된다. 교사 기반 분석은 예측과 후향 방법으로 구성된다. 이 글에서 멀티미디어 도구가 의도된 효과를 성취하는 여부의 분석과, 멀티미디어 도구가 어떤 종류의 효과를 성취할 수 있는지 기술하고자 한다. 이러한 연구를 통하여 멀티미디어 도구가 학교 수업시간에 얼마나 유용한지 또한 얼마나 효과적인지 입증하고자 한다.

멀티미디어 저작도구에 관한 연구 (A Study on the Multimedia Authoring Tools)

  • 김재운;유봉길;문창수;최정규;정종필;전희정
    • 한국컴퓨터정보학회논문지
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    • 제3권1호
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    • pp.47-62
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    • 1998
  • 양질의 코스웨어를 컴퓨터, 프로그래밍과 교수설계의 충분한 지식과 경험 없이도쉽게 개발할 수 있도록 지원하여 주는 저작도구의 필요성과 활용도가 증가하고 있다. 이 논문에서는 현재 많이 사용되고 있는 멀티미디어 저작도구 5가지 즉 GREAT-II, Artware, Authorware Professional, TooIBook, Iconauthor의 특징 및 기능을 분석하였다. 그것을 근거로 저작도구가 기본적으로 가지고 있어야 할 요소와 기능을 분석하고 차세대 멀티미디어 저작도구의 개 선 방향을 제안하였다.

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A Comparative Study on the Features and Applications of AI Tools -Focus on PIKA Labs and RUNWAY

  • Biying Guo;Xinyi Shan;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권1호
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    • pp.86-91
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    • 2024
  • In the field of artistic creation, the iterative development of AI-generated video software has pushed the boundaries of multimedia content creation and provided powerful creative tools for non-professionals. This paper extensively examines two leading AI-generated video software, PIKA Labs and RUNWAY, discussing their functions, performance differences, and application scopes in the video generation domain. Through detailed operational examples, a comparative analysis of their functionalities, as well as the advantages and limitations of each in generating video content, is presented. By comparison, it can be found that PIKA Labs and RUNWAY have excellent performance in stability and creativity. Therefore, the purpose of this study is to comprehensively elucidate the operating mechanisms of these two AI software, in order to intuitively demonstrate the advantages of each software. Simultaneously, this study provides valuable references for professionals and creators in the video production field, assisting them in selecting the most suitable tools for different scenarios, thereby advancing the application and development of AI-generated video software in multimedia content creation.

Teaching a Database Course with Collaborative Team Projects

  • Park, Jae-Hwa
    • 정보기술과데이타베이스저널
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    • 제4권1호
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    • pp.65-77
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    • 1997
  • This paper describes and effective teaching approach to an undergraduate database course. This research draws on practical experience based on the hands-on practice approach which leads students to develop a database application utilizing various tools. Students not only learn concepts, methodologies and tools of database technology in class and through online multimedia learning aids, but also practice how to integrate them through collaborative team projects. The course employs collaborative learning approach and multimedia and internet technologies. Students are encouraged to work collaboratively on assignments and projects and to learn independently through online multimedia learning aids.

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멀티미디어 통합에 의한 원격교육 강의 녹화 (Lecture Encoding of Distance Education by Multimedia Integration)

  • 주우석
    • 공학교육연구
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    • 제17권3호
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    • pp.34-41
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    • 2014
  • In distance education, use of proper software tools can greatly enhance student's attention and learning efficiency. In such software tools, offering diverse multimedia information is one of the most critical factors. However, integration and synchronization of the various media types has been relatively difficult parts of implementation. This paper proposes a prototype system that uses a metafile and event handling mechanism for the uniform treatment of various media types. This event-level integration and synchronization of multimedia makes the implementation relatively simple. With this approach, instructor's behaviors are automatically recorded, and the instructors can freely choose and show any type of multimedia contents while lecturing. Current commercial or non-commercial lecture management systems could incorporate this approach, so that the distance education market could be expanded with richer multimedia contents.

A Comparative Analysis Between <Leonardo.Ai> and <Meshy> as AI Texture Generation Tools

  • Pingjian Jie;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • 제11권4호
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    • pp.333-339
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    • 2023
  • In three-dimensional(3D) modeling, texturing plays a crucial role as a visual element, imparting detail and realism to models. In contrast to traditional texturing methods, the current trend involves utilizing AI tools such as Leonardo.Ai and Meshy to create textures for 3D models in a more efficient and precise manner. This paper focuses on 3D texturing, conducting a comprehensive comparative study of AI tools, specifically Leonardo.Ai and Meshy. By delving into the performance, functional differences, and respective application scopes of these two tools in the generation of 3D textures, we highlight potential applications and development trends within the realm of 3D texturing. The efficient use of AI tools in texture creation also has the potential to drive innovation and enhancement in the field of 3D modeling. In conclusion, this research aims to provide a comprehensive perspective for researchers, practitioners, and enthusiasts in related fields, fostering further innovation and development in this domain.

AHP 기법을 이용한 멀티미디어 저작도구 평가 및 선정에 관한 연구 (A Study on the Evaluation & Selection of Multimedia Authoring Tools using the AHP)

  • 심상천;김용겸
    • 경영과학
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    • 제21권2호
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    • pp.191-213
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    • 2004
  • This study addresses the evaluation criteria of multimedia authoring tools(MATs), the way which decision-maker can exclude outlier matrix from group using the concept of the compatibility index, and how AHP can be applied to the selection of MATs in a group decision-making environment. The AHP technique allows an evaluator to quantify the relative importance of elements at each hierarchy and to calculate the composite relative weights for each product(i.e. MATs). This decision process allows setting to priority of the MATs based on the AHP. The results indicated that technical ability of MATs was the most significant factor in affecting their decision, trailed by managerial efficiency and vendor support. To the experts, multimedia data support was the less important than development interface. Also, the results indicated that product A(0.510) was their first choice, trailed by product C(0.286) and B(0.204). Assessing the composite relative weights revealed that expert group's members were consistent with the rankings of decision variables(evaluation criteria variables) statistically in selecting their MATs. Therefore, we believed that expert group's members have achieved sufficient agreement to permit the use of geometric mean to average the group's preference without obscuring the differences of individual opinions.