Re•Vision, an assemblage of multimedia storytelling and arts-based research projects, works creatively and collaboratively with misrepresented communities to advance social well-being, inclusion, and ...justice. Drawing from videos created by health care providers in disability artist-led workshops, this article investigates the potential of disability arts to disrupt dominant conceptions of disability and invulnerable embodiments, and proliferate new representations of bodymind difference in health care. In exploring, remembering, and developing ideas related to their experiences with and assumptions about embodied difference, providers describe processes of unsettling the mythical norm of human embodiment common in health discourse/practice, coming to know disability in nonmedical ways, and re/discovering embodied differences and vulnerabilities. We argue that art-making produces instances of critical reflection wherein attitudes can shift, and new affective responses to difference can be made. Through self-reflective engagement with disability arts practices, providers come to recognize assumptions underlying health care practices and the vulnerability of their own embodied lives.
Abstrak: Tujuan penelitian dan pengembangan ini adalah menghasilkan produk pengembangan berupa multimedia untuk mengetahui efektivitas penggunaan media dalam proses pembelajaran dan motivasi belajar ...siswa pada mata pelajaran IPA kelas VIII.3 di SMP Negeri 3 Malang dengan menggunakan pengembangan multimedia pembelajaran berbasis Cross Platform (Dekstop dan mobile) serta untuk mengetahui kelayakan produk pengembangan multimedia pembelajaran. Model pengembangan yang digunakan dalam penelitian ini adalah model Lee & Owens dengan menggunakan tiga tahapan yaitu (1) Assessment/Analisis; (2) Desain; (3) Pengembangan; (4) Implementasi; (5) Evaluasi. Perolehan hasil uji validasi multimedia Indera pendengaran dan Sistem Sonar meliputi: 1) ahli materi pada aplikasi dekstop 93,3% dan mobile 94,6%, 2) ahli desain pada aplikasi dekstop 85,3% dan mobile 88%, 3) ahli media pada aplikasi dekstop 97,3% dan mobile 97,3%. Keseluruhannya menunjukkan kriteria sangat layak. Hasil tanggapan siswa meliputi: 1) perorangan aplikasi dekstop 84,6%, mobile 83,3% , 2) kelompok kecil pada aplikasi dekstop 84,4%, mobile 83,5%, dan 3) kelompok besar pada dekstop 85%, pada mobile 85,5%. Keseluruhan review hasil tanggapan siswa menunjukkan kriteria sangat layak. Hasil tanggapan motivasi siswa meliputi: 1) perorangan aplikasi dekstop 86,6%, mobile 87,3% , 2) kelompok kecil pada aplikasi dekstop 83,1%, mobile 83,6%, dan 3) kelompok besar pada dekstop 84,7%, pada mobile 85,3%. Keseluruhan menunjukkan multimedia ini sangat baik dalam meningkatkan motivasi belajar siswa. Hasil uji coba lapangan pada siswa memilki rata-rata hasil belajar 87,35 dengan persentase kelulusan 100%, yang menunjukkan sangat efektif dalam proses pembelajaran. Abstract: The purpose of this research and development is to produce development products in the form of multimedia to find out the effectiveness of media use in the learning process and student motivation in class VIII.3 science subjects in Malang Middle School 3 by using Cross-Platform multimedia learning development (Desktop and mobile ) and to determine the feasibility of learning multimedia development products. The development model used in this study is the Lee & Owens model using three stages, namely (1) Assessment / Analysis; (2) Design; (3) Development; (4) Implementation; (5) Evaluation. The acquisition of multimedia validation results of the auditory sense and Sonar system include: 1) material experts on desktop applications 93.3% and mobile 94.6%, 2) design experts on desktop applications 85.3% and mobile 88%, 3) media experts on desktop applications 97.3% and mobile 97.3%. The whole show the criteria very feasible. The results of student responses included: 1) individual desktop applications 84.6%, mobile 83.3%, 2) small groups on desktop applications 84.4%, mobile 83.5%, and 3) large groups on desktop 85%, at mobile 85.5%. The overall review of the results of student responses shows criteria that are very feasible. The results of student motivation responses include 1) 86.6% individual desktop applications, mobile 87.3%, 2) small groups on desktop applications 83.1%, mobile 83.6%, and 3) large groups on desktop 84.7 %, on mobile 85.3%. The whole show of multimedia is very good at increasing student learning motivation. The results of field trials on students have an average learning outcome of 87.35 with a graduation percentage of 100%, which shows that it is very effective in the learning process.
A new broadcasting service, called "Mobile Multimedia Broadcasting" will start its service in July 2011 using the frequency which Analogue TV now uses. The outline of this new broadcasting system, ...and latest trends are described.
Next Generation Network has drawn great attention by the researchers and telecommunication industries as the future generation in the communication technologies and services. The interest covers all ...aspects on NGN from the global standards, architecture and services. The management of services provided in the NGN environment has posed great challenges due to the heterogeneity of the service protocols, service requirements and specifications and service functionalities. The recent effort in the autonomics of service management is the initial effort towards achieving this paper. The paper proposes enhancement of the automated service management through embedding the semantic service descriptions that can be referenced to the service ontology for service creation and management. IMS (IP Multimedia System) is used as the core communication platform as it provides various services running on different protocols besides the common internet protocols and web services.
This study proposes a novel approach to the generation of video-based movement epenthesis for sign language and concentrates on a spatial interpolation approach using a nonuniform rational B-spline ...function to produce a smooth interpolation curve. To generate movement epenthesis, the beginning and end "cut points" are determined based on the concatenation cost, which is a linear combination of the distance, smoothness, and image distortion costs. The distance cost is defined as the normalized Euclidian distance between the palm locations at two cut points. The smoothness cost is determined by accumulating the second derivative of the curve. The image distortion cost is then estimated from the normalized Euclidian distance between the real and generated hand images. To evaluate the proposed approach, a set of sign video databases is collected and preprocessed with image calibration, content annotation, and principle component analysis. An image component overlapping procedure is also employed to yield a smooth sign video output. Evaluation results demonstrate that the synthesized trajectory is very close to the original trajectory. Moreover, the system was evaluated subjectively based on the results of ten hearing and five deaf people. The evaluation results also demonstrate the stability and feasibility of the proposed approach
Social Multimedia computing is a new approach which combines the contextual information available in the social networks with available multimedia content to achieve greater accuracy in traditional ...multimedia problems like face and landmark recognition. Tian et al.12 introduce this concept and suggest various fields where this approach yields significant benefits. In this paper, this approach has been applied to the landmark recognition problem. The dataset of flickr.com was used to select a set of images for a given landmark. Then image processing techniques were applied on the images and text mining techniques were applied on the accompanying social metadata to determine independent rankings. These rankings were combined using models similar to meta search engines to develop an improved integrated ranking system. Experiments have shown that the recombination approach gives better results than the separate analysis.
High Speed Downlink Packet Access (HSDPA) is being increasingly deployed to enhance UMTS Radio Access Networks. Scheduling of Node B (base station) buffered user data for transmission over a shared ...radio channel is a key HSDPA functionality which enables queue management techniques to be utilized to improve Quality of Service (QoS) for mixed 'multimedia' services. Thus, we have previously studied a control access scheme of multimedia stream in HSDPA channel using stochastic analytic (SA) approach. In this paper, we use stochastic reward Nets (SRN) approach to derive QoS metrics of access control scheme in HSDPA channel. By comparing with stochastic analytic approach, we show that both approaches are scalable, tractable and give the same results. Obtained results show the impact of workload aspects (e.g., arrival rate and service rate) and system capacity on two performance measures: mean response delay and job blocking probability.
Golden Age is the time when a child's brain's ability to absorb information is very high. All information supplied will influence the child in later. Technology gives an effect on the progress of ...children. Computer technology can be a fun learning media and interseted for kid. Therefore, Fruvenimal application is developed as a learning media for introducing fruits, vegetables, and animals from the name, shape, sound, and vitamin via multimedia applications. Fruvenimal application is built using Construct 2. Multimedia aplication development used Multimedia Development Life Cycle (MDLC) which consists of six stages: concept, design, collection of material, manufacture, testing, and distribution /evaluation. For application testing method using the black box Test. Results from this study in the form of a multimedia application named Fruvenimal that can run on HTML5 browser. The application can be a learning media to introduce of fruits, vegetables, and animals for people, especially aged <8 so that kid from an early age is able to recognize the diversity of fruits, vegetables, and animals on earth.