The immense increase in multimedia-on-demand traffic that refers to audio, video, and images, has drastically shifted the vision of the Internet of Things (IoT) from scalar to Multimedia Internet of ...Things (M-IoT). IoT devices are constrained in terms of energy, computing, size, and storage memory. Delay-sensitive and bandwidth-hungry multimedia applications over constrained IoT networks require revision of IoT architecture for M-IoT. This paper provides a comprehensive survey of M-IoT with an emphasis on architecture, protocols, and applications. This article starts by providing a horizontal overview of the IoT. Then, we discuss the issues considering the characteristics of multimedia and provide a summary of related M-IoT architectures. Various multimedia applications supported by IoT are surveyed, and numerous use cases related to road traffic management, security, industry, and health are illustrated to show how different M-IoT applications are revolutionizing human life. We explore the importance of Quality-of-Experience (QoE) and Quality-of-Service (QoS) for multimedia transmission over IoT. Moreover, we explore the limitations of IoT for multimedia computing and present the relationship between the M-IoT and emerging technologies including event processing, feature extraction, cloud computing, Fog/Edge computing and Software-Defined-Networks (SDNs). We also present the need for better routing and Physical-Medium Access Control (PHY-MAC) protocols for M-IoT. Finally, we present a detailed discussion on the open research issues and several potential research areas related to emerging multimedia communication in IoT.
The Future Was Here Maher, Jimmy
2012, 20180126, 2012-04-13, 2019-06-20
eBook
Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box ...used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here , the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform--from Deluxe Paint to AmigaOS to Cinemaware--in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.
Multimedia is ubiquitous in 21st-century education. Cognitive load theory and the cognitive theory of multimedia learning both postulate that the quality of multimedia design heavily influences ...learning. We sought to identify how to
best design multimedia and review how well those learning theories held up to meta-analyses. We conducted an overview of systematic reviews that tested the effects of multimedia design on learning or cognitive load. We found 29 reviews
including 1,189 studies and 78,177 participants. We found 11 design principles that demonstrated significant, positive, meta-analytic effects on learning and five that significantly improved management of cognitive load. The largest
benefits were for captioning second-language videos, temporal/spatial contiguity, and signaling. We also found robust evidence for modality, animation, coherence/removing seductive details, anthropomorphics, segmentation,
personalization, pedagogical agents, and verbal redundancy effects. Good design was more important for more complex materials, and in system-paced environments (e.g., lectures) than self-paced ones (e.g., websites). Results supported
many tenets of both theories. We highlight a range of evidence-based strategies that could be implemented by educators. Author abstract
This open access book discusses how the involvement of citizens into scientific endeavors is expected to contribute to solve the big challenges of our time, such as climate change and the loss of ...biodiversity, growing inequalities within and between societies, and the sustainability turn. The field of citizen science has been growing in recent decades. Many different stakeholders from scientists to citizens and from policy makers to environmental organisations have been involved in its practice. In addition, many scientists also study citizen science as a research approach and as a way for science and society to interact and collaborate. This book provides a representation of the practices as well as scientific and societal outcomes in different disciplines. It reflects the contribution of citizen science to societal development, education, or innovation and provides and overview of the field of actors as well as on tools and guidelines. It serves as an introduction for anyone who wants to get involved in and learn more about the science of citizen science.
Evaluating Children's Interactive Products directly addresses the need to ensure that interactive products designed for children — whether toys, games, educational products, or websites — are safe, ...effective, and entertaining. It presents an essential background in child development and child psychology, particularly as they relate to technology; captures best practices for observing and surveying children, training evaluators, and capturing the child user experience using audio and visual technology; and examines ethical and legal issues involved in working with children and offers guidelines for effective risk management. Based on the authors' workshops, conference courses, and own design experience and research, this highly practical book reads like a handbook, while being thoroughly grounded in the latest research. Throughout, the authors illustrate techniques and principles with numerous mini case studies and highlight practical information in tips and exercises and conclude with three in-depth case studies. This book is recommended for usability experts, product developers, and researchers in the field. * Presents an essential background in child development and child psychology, particularly as they relate to technology. * Captures best practices for observing and surveying children, training evaluators, and capturing the child user experience using audio and visual technology.* Examines ethical and legal issues involved in working with children and offers guidelines for effective risk management.
Using multimedia for e‐learning Mayer, R.E.
Journal of computer assisted learning,
October 2017, Letnik:
33, Številka:
5
Journal Article
Recenzirano
This paper reviews 12 research‐based principles for how to design computer‐based multimedia instructional materials to promote academic learning, starting with the multimedia principle (yielding a ...median effect size of d = 1.67 based on five experimental comparisons), which holds that people learn better from computer‐based instruction containing words and graphics rather than words alone. Principles aimed at reducing extraneous processing (i.e., cognitive processing that is unrelated to the instructional objective) include coherence (d = 0.70), signalling (d = 0.46), redundancy (d = 0.87), spatial contiguity (d = 0.79) and temporal contiguity (d = 1.30). Principles for managing essential processing (i.e., mentally representing the essential material) include segmenting (d = 0.70), pre‐training (d = 0.46) and modality (d = 0.72). Principles for fostering generative processing (i.e., cognitive processing aimed at making sense of the material) include personalization (d = 0.79), voice (d = 0.74) and embodiment (d = 0.36). Some principles have boundary conditions, such as being stronger for low‐ rather than high‐knowledge learners.
Lay Description
Coherence principle: Eliminate extraneous material.
Signaling principle: Highlight essential material.
Redundancy principle: Do not add on‐screen text to narrated graphics.
Spatial contiguity principle: Please printed words next to corresponding graphics.
Temporal contiguity: Present narration simultaneously with corresponding graphics.
Segmenting principle: Break lesson into to self‐paced parts.
Pre‐training principle: Provide pre‐training in key terms.
Modality principle: Use spoken text rather than printed text with graphics.
Personalization principle: Use conversational language.
Voice principle: Use appealing human voice.
Embodiment: Show on‐screen agents that use human‐like gestures.
With the proliferation of online services and mobile technologies, the world has stepped into a multimedia big data era. A vast amount of research work has been done in the multimedia area, targeting ...different aspects of big data analytics, such as the capture, storage, indexing, mining, and retrieval of multimedia big data. However, very few research work provides a complete survey of the whole pine-line of the multimedia big data analytics, including the management and analysis of the large amount of data, the challenges and opportunities, and the promising research directions. To serve this purpose, we present this survey, which conducts a comprehensive overview of the state-of-the-art research work on multimedia big data analytics. It also aims to bridge the gap between multimedia challenges and big data solutions by providing the current big data frameworks, their applications in multimedia analyses, the strengths and limitations of the existing methods, and the potential future directions in multimedia big data analytics. To the best of our knowledge, this is the first survey that targets the most recent multimedia management techniques for very large-scale data and also provides the research studies and technologies advancing the multimedia analyses in this big data era.
A / B Testing Siroker, Dan; Koomen, Pete
2013, 2013-08-19T00:00:00, 2013-08-07, c2013
eBook
How Your Business Can Use the Science That Helped Win the White House The average conversion rate—the rate at which visitors convert into customers—across the web is only 2%. That means it's likely ...that 98% of visitors to your website won't end up converting into customers. What's the solution? A/B testing. A/B testing is the simple idea of showing several different versions of a web page to live traffic, and then measuring the effect each version has on visitors. Using A/B testing, companies can improve the effectiveness of their marketing and user experience and, in doing so, can sometimes double or triple their conversion rates. Testing has been fundamental in driving the success of Google, Amazon, Netflix, and other top tech companies. Even Barack Obama and Mitt Romney had dedicated teams A/B testing their campaign websites during the 2012 Presidential race. In the past, marketing teams were unable to unleash the power of A/B testing because it required costly engineering and IT resources. Today, a new generation of technology that enables marketers to run A/B tests without depending on engineers is emerging and quickly becoming one of the most powerful tools for making data-driven decisions. Authors Dan Siroker and Pete Koomen are cofounders of Optimizely, the leading A/B testing platform used by more than 5, 000 organizations across the world. A/B Testing: The Most Powerful Way to Turn Clicks Into Customers offers best practices and lessons learned from more than 300, 000 experiments run by Optimizely customers. You'll learn: * What to test * How to choose the testing solution that's right for your organization * How to assemble an A/B testing dream team * How to create personalized experiences for every visitor * And much more Marketers and web professionals will become obsolete if they don't embrace a data-driven approach to decision making. This book shows you how, no matter your technical expertise.