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New technology is being used more and more in education and providers have to be aware of what is on offer and how it can be used. This practical handbook demonstrates how interactive multimedia can be developed for educational application.
New technology is being used more and more in education and providers have to be aware of what is on offer and how it can be used. This practical handbook demonstrates how interactive multimedia can be developed for educational application.
New technology is being used more and more in education and providers have to be aware of what is on offer and how it can be used. This practical handbook demonstrates how interactive multimedia can be developed for educational application. Practical examples are included in the text from projects that the the Curtin Computing Centre has worked on in collaboration with its staff.
This text emerges out of the need to share information and knowledge on the research and practices of using multimedia in various educational settings. It discusses issues relating to planning, designing and development of interactive multimedia, offering research data.
This book offers a clearly written and engaging introduction to the basics of interactive digital media. As our reliance on and daily usage of websites, mobile apps, kiosks, games, VR/AR and devices that respond to our commands has increased, the need for practitioners who understand these technologies is growing. Author Julia Griffey provides a valuable guide to the fundamentals of this field, offering best practices and common pitfalls throughout. The book also notes opportunities within the field of interactive digital media for professionals with different types of skills, and interviews with experienced practitioners offer practical wisdom for readers. Additional features of this book include: An overview of the history, evolution and impact of interactive media; A spotlight on the development process and contributing team members; Analysis of the components of interactive digital media and their design function (graphics, animation, audio, video, typography, color); An introduction to coding languages for interactive media; and A guide to usability in interactive media. Introduction to Interactive Digital Media will help both students and professionals understand the varied creative, technical, and collaborative skills needed in this exciting and emerging field.
What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What does the future hold for interactive musical and sonic experiences? This book answers these questions with newly-commissioned chapters that explore the full range of interactive audio in games, performance, design, and practice.
Currently we are at the beginnings of widespread wireless connectivity and ubiquitous computing. The Web is merging with a variety of technologies: cell phones, laptop computers, hand held organisers, information appliances, and GPS and other sensors. The capability for access anytime and anywhere is here. The increasing frequency of cell phone calls at inappropriate times testifies that people no longer can easily control access. Devices can determine where they are located and can make a range of information available to users as well as make users available to others or their devices. We have proposed a general technique that promises to assist in mediating access. It capitalises on advantages afforded by computation(Hollan & Stometta, 1992). We first described the negotiation technique in the context of problems involved in scheduling meetings and then showed that similar issues, which at first may seem unrelated but in fact have much in common, arise in other contexts. One such activity, gaining immediate access, is currently of growing importance because of expanding connectivity via wireless technology. Cell phones and related technologies make it possible to be constantly available for synchronous interaction. At times, this can be advantageous but the associated costs and benefits result in a complex tradeoff space for designers as well as users.
First Published in 2000. This is the fourth edition of a handbook that has already become well-known to many academic staff. Its popularity rests on the way it presents ideas about teaching and learning underpinned by research findings, but in a form that provides detailed, helpful advice for teachers in higher education. he Handbook could be used to support any of the many training programmes being introduced into colleges and universities around the world, as indeed previous editions have already done. The various chapters focus on the specific skills that are dealt with in such programmes: large-group and small-group teaching, methods of assessment and so on. They also include advice on how to present conference papers, an area where advice seems sorely lacking.
The text explores the concept of innovation, and analyse and compare different dimensions of innovation found in the various case studies; the transfer of innovation and the mechanisms of change; on an innovative online case study database on education innovations that has been designed to be used by education practitioners to support organizational leadership, international collaboration and reflective practice in the Asia Pacific Economic Cooperation (APEC) eEducation Leadership initiative; on a project aimed to support the establishment of communities of practice for education practitioners facilitated through an extendable online database that can be used to contribute and share case studies of their own ICT-supported pedagogical innovations. It discusses roles of the teacher and the anticipated changes to the education profession at a system level, in the coming decade on the basis of emerging changes observed in the case studies, and leadership issues at the school level. The book analyses change mechanisms for different kinds of innovation and how different contextual and cultural factors interact to bring about the changes observed.
Digital Storytelling shows you how to create immersive, interactive narratives across a multitude of platforms, devices, and media. From age-old storytelling techniques to cutting-edge development processes, this book covers creating stories for all forms of New Media, including transmedia storytelling, video games, mobile apps, and second screen experiences. The way a story is told, a message is delivered, or a narrative is navigated has changed dramatically over the last few years. Stories are told through video games, interactive books, and social media. Stories are told on all sorts of different platforms and through all sorts of different devices. They’re immersive, letting the user interact with the story and letting the user enter the story and shape it themselves. This book features case studies that cover a great spectrum of platforms and different story genres. It also shows you how to plan processes for developing interactive narratives for all forms of entertainment and non-fiction purposes: education, training, information and promotion. Digital Storytelling features interviews with some of the industry’s biggest names, showing you how they build and tell their stories.