Multimedia: computing, communications and applications
Multimedia: computing, communications and applications
Granularity in the design of interactive illustrations
SIGCSE '99 The proceedings of the thirtieth SIGCSE technical symposium on Computer science education
Automatic creation of exercises in adaptive hypermedia learning systems
HYPERTEXT '00 Proceedings of the eleventh ACM on Hypertext and hypermedia
MPEG Video Compression Standard
MPEG Video Compression Standard
Integrating digital libraries into learning environments: the LEBONED approach
Proceedings of the 3rd ACM/IEEE-CS joint conference on Digital libraries
On Automated Lesson Construction from Electronic Textbooks
IEEE Transactions on Knowledge and Data Engineering
Reusability of eLearning Objects in the context of Learning Grids
Proceedings of the 2005 conference on Towards the Learning Grid: Advances in Human Learning Services
Reusability of elearning objects in the context of learning grids
3LeGE-WG'03 Proceedings of the 3rd international LeGE-WG conference on GRID Infrastructure to Support Future Technology Enhanced Learning
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The production of interactive multimedia content is in most cases an expensive task in terms of time and cost. Hence, optimizing production by exploiting the reusability of interactive multimedia elements is mandatory. Reusability can be triggered by a combination of resuable multimedia components and the appropriate use of metadata to control the components as well as their combination.In this article, we discuss the reusability aspects of interactive multimedia content in web-based learning systems. In contrast to existing approaches, we extend a component-based architecture to build interactive multimedia visualization units with the use of metadata for reusability and customizability.In the three-tier model, the lowest layer of the paradigm corresponds to the programmer (code reusability). The user interface of an educational visualization is located at the top layer where the interaction with the end-user (student) takes place. The educator is located between the top and the bottom layers. This medium layer allows adapting interactive multimedia content according to the needs of the user, applying a predefined set of metadata. The teacher can both adjust the level of explanation and the level of interactivity of an animation, and influence the presentation and the results of the algorithms being illustrated (program reusability). After a theoretical overview, we explain our architecture by giving an example of an application.