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1.
This paper discusses the importance of user adaptation and software evolution in hypermedia applications, and reviews some of the most relevant approaches to both fields. The paper describes a model that has been conceived for the development, maintenance and navigation of adaptive hypermedia systems. This model, called SEMantic, systemic and evolutionary model to develop HyPermedia systems (SEM-HP), includes an incremental design process, a layered architecture and an authoring tool integrated with a navigation tool. SEM-HP architecture is composed of four subsystems, which allow the separation of aspects related to knowledge representation, presentation, navigation and user adaptation. In addition, SEM-HP has a higher layer, which acts as a meta-system and allows a consistent evolution of the elements defined in each of the four subsystems, as well as their automatic co-evolution. Regarding user interaction, four alternative ways of navigating hypermedia information are supported. Finally, the paper shows the main results of two case studies carried out with the authoring and navigation tool, JSEM-HP, at the University of Granada, Spain.  相似文献   

2.

Most existing hypermedia authoring systems are intended for use on desktop computers. These systems are typically designed for the creation of 2D documents and therefore employ 2D authoring mechanisms. In contrast, authoring systems for nontraditional multimedia/hypermedia experiences for 3D virtual or augmented worlds focus mainly on creating separate media objects and embedding them within the user's surroundings. As a result, linking these media objects to create 3D hypermedia is a tedious manual task. To address this issue, we present an authoring tool for creating and editing linked 3D hypermedia narratives that are interwoven with a wearable computer user's surrounding environment. Our system is designed for use by authors who are not programmers, and allows them to preview their results on a desktop workstation, as well as with an augmented or virtual reality system.  相似文献   

3.
Much research has occurred in recent years detailing computer systems which support collaborative writing. In this paper we describe a collaborative authoring system capable of handling both synchronous and asynchronous communication between authors, based upon a writing model of coordination, writing, annotation, consolidation and negotiation. This assumes that the negotiation aspects play a major role in the collaborative process. A model linking the logical structure of documents and author roles is also established, based on the Standard Generalized Markup Language.  相似文献   

4.
The development process of hypermedia and web systems poses very specific problems that do not appear in other software applications, such as the need for mechanisms to model sophisticated navigational structures, interactive behaviors, interfaces with external applications, security constraints and multimedia compositions. Even though experience, modelling skills and abstractions can be borrowed from existing software design methods, such as object-oriented modelling, hypermedia developers need specific mechanisms to analyze and design using entities that belong to the hypermedia domain (such as nodes, links, anchors and space and time-based relationships). Moreover, hypermedia methods should provide mechanisms to deal with all the aforementioned features in a progressive and integrated way. In this paper, we present the Ariadne Development Method (ADM), a software engineering method that proposes a systematic, flexible, integrative and platform-independent process to specify and evaluate hypermedia and web applications. ADM has been shown particularly useful in complex systems involving a huge number of users with different abilities to access information, with a complex structure where a huge number of nodes have to be organized in a clear way to produce specifications that are discussed by people with an heterogeneous background. This is the case of ARCE, a Latin American project where 21 countries are cooperating to produce a web platform to improve assistance in disaster mitigation situations.  相似文献   

5.
The paper reports on the initial development of a hypermedia environment aimed at teachers. The system uses constructivist learning principles to discover the preconceptions held by teachers about fundamental electrical principles. The interface is designed to be as transparent and non‐threatening as possible, thus allowing the users to concentrate on content. The system which was prototyped in SuperCard has generated positive feedback from the eventual end users.  相似文献   

6.
Learning in complex and ill-structured knowledge domains requires accommodation of multiple perspectives embedded in authentic activities and the reconciliation of those perspectives with personal beliefs resulting in conceptual change. Cognitive flexibility hypertext systems support that process by enabling learners to explore authentic cases from multiple thematic perspective. Study 1 showed that knowledge exploration alone is insufficient to engage those conceptual change processes. So we reasoned that providing learners with environments that engage more constructive, personal knowledge representation activities would better support conceptual change. However, these environments rarely support learners in structuring, integrating, and representing their personal beliefs with other perspectives. That became the goal of our iterative research process.  相似文献   

7.
Several augmented reality systems have been proposed for different target fields such as medical, cultural heritage and military. However, most of the current AR authoring tools are actually programming interfaces that are exclusively suitable for programmers. In this paper, we propose an AR authoring tool which provides advanced visual effect, such as occlusion or media contents. This tool allows non-programming users to develop low-cost AR applications, specially oriented to on-site assembly and maintenance/repair tasks. A new 3D edition interface is proposed, using photos and Kinect depth information to improve 3D scenes composition. In order to validate our AR authoring tool, two evaluations have been performed, to test the authoring process and the task execution using AR. The evaluation results show that overlaying 3D instructions on the actual work pieces reduces the error rate for an assembly task by more than a 75%, particularly diminishing cumulative errors common in sequential procedures. Also, the results show how the new edition interface proposed, improves the 3D authoring process making possible create more accurate AR scenarios and 70% faster.  相似文献   

8.
用面向对象方法开发软件产品   总被引:3,自引:0,他引:3  
针对软件产品开发的主要难点 ,分析了可能使用的几种软件工程方法 ,着重介绍了面向对象方法的特点和几种具体面向对象开发方法流派的开发步骤 ,并以超媒体编著工具 (HyperAuthor)为例说明怎样用面向对象方法解决软件产品开发的几个常见问题  相似文献   

9.
In this paper we present WEEV (Writing Environment for Educational Video games), a methodology for educational point-and-click adventure game authoring. Our approach aims to allow educators to actively collaborate in the educational game development process, using a narrative-based representation. WEEV is based on a pragmatic reinterpretation of previous works on narrativity and video games, enhanced by the use of a novel visual language to represent the flow of the story or narrative. The WEEV methodology has been implemented into an actual tool based on the already established <e-Adventure> platform for educational games. This tool was improved with feedback gathered from formative evaluation, end-users testing (i.e. educators), and actual use in the development of an educational game. The system, still under development, presents some user-interaction problems along with a need for the educational effectiveness of the resulting games to be further analyzed. However, this paper highlights that, according to the qualitative results of evaluations, WEEV can indeed be successfully applied to simplify the game creation process and that by using representations of games that educators can understand, WEEV can help provide educational value to games.  相似文献   

10.
11.
In information technology, models are abstract devices to represent the components and functions of software applications. When a model is general and consistent, it represents a useful design tool to unambiguously describe the application. Traditional models are not suitable for the design of hypermedia systems and, therefore, specific design models and methodologies are needed. In the present article, the requirements for such models are analysed, an overview of the characteristics of the existing models for hypermedia applications is made and an abstract model fulfilling the analysed requirements is presented. The model, called Labyrinth, allows 1) the design of platform-independent hypermedia applications; 2) the categorisation, generalisation and abstraction of sparse unstructured heterogeneous information in multiple and interconnected levels; 3) the creation of personalisations (personal views) in multiuser hyperdocuments for both groups and individual users and 4) the design of advanced security mechanisms for hypermedia applications.  相似文献   

12.

Adaptive Hypermedia has sought to tackle the problems of dealing with complex, heavily structured information and the presentation of views of that structure to users. Increasingly, adaptive content is achieved through different forms of context. Using two case-study applications, we will reflect on how Augmented Reality may present solutions to a number of Adaptive Hypermedia presentation problems. Each case study describes a different physical interaction metaphor for exposing the complex adaptation of hypermedia content in an intuitive way. The preliminary findings of our early evaluations are discussed. Finally, conclusions are drawn as to how Augmented Reality applications could use the modelling techniques of the Adaptive Hypermedia community to deal more easily with complex information.  相似文献   

13.
Abstract In an effort to reduce the expensive resource requirements in courseware production and to allow effective management of, and communication and collaboration between authors, a model is needed to harmonize the diverse theoretical backgrounds such a process requires. To this end we look at five abstract models which where chosen for their apparent appropriateness within the general area of collaborative authoring and reuse of multimedia courseware. These models consist of a functional model of hypertext, an infrastructure model for an open collaborative authoring system, two object-oriented communication models, and a courseware production model. We attempt a consolidation of these models and ultimately make several conclusions, which are exposed during a conceptual harmonisation. The principal conclusion is that a hypermedia logical model is not by itself adequate to support collaboration and reuse. Our modeling conclusions have driven the design of a system which will be implemented and tested.  相似文献   

14.
This paper discusses multimedia and hypermedia modeling, authoring and formatting tools, presenting the proposals of the HyperProp system and comparing them to related work. It also highlights several research challenges that still need to be addressed. Moreover, it stresses the importance of document logical structuring and considers the use of compositions in order to represent context relations, synchronization relations, derivation relations and task relations in hypermedia systems. It discusses temporal and spatial synchronization among multimedia objects and briefly presents the HyperProp graphical authoring and formatting tools. Integration between the proposed system and the WWW is also addressed.  相似文献   

15.
Many researchers have proposed hypertext and hypermedia as superior learning environments over traditional linear-based approaches. At the same time, reports of disorientation amongst students working in these environments has become a topic of major concern. The study reported in this paper sets out to investigate the efficacy of the provision of maps on students' ability to search, orientation and access information in a hypertext-based learning task. The domain used required students to learn about the theory of tectonic plates. The results indicate that the greater use of maps led to less relevant searching behaviour and less effective search effort. In conclusion, it is argued that the concept of the spatial metaphor has not served the designers and students of hypertext and hypermedia environments well. Further, it is proposed that designers of non-linear learning environments would be better served by concentrating on the fundamental usability of their systems rather than attempting to introduce navigational aids, which themselves are a symptom of poor design.  相似文献   

16.
This paper discusses the importance of non-functional requirements in the design of hypermedia authoring tools, which typically provides multiple graphical abstractions (views). It focuses on creating products and services that operate robustly across a broad range of environments, and that take into account the changeable needs of their users over time, as they become more familiar with the tool. In order to meet these non-functional aspects, this paper proposes a microkernel-based architecture for authoring tools, where the microkernel is responsible for instantiating the requested extensions (plugins), maintaining the core data model that represents the hypermedia document under development, and notifying changes in this model to plugins interested in them. Based on the proposed architecture, a new version of Composer (an NCL authoring tool) is presented, rewritten from scratch. Results from experiments show that the discussed non-functional requirements are adequately met.  相似文献   

17.
The process of authoring ontologies appears to be fragmented across several tools and workarounds, and there exists no well accepted framework for common authoring tasks such as exploring ontologies, comparing versions, debugging, and testing. This lack of an adequate and seamless tool chain potentially hinders the broad uptake of ontologies, especially OWL, as a knowledge representation formalism. We start to address this situation by presenting insights from an interview-based study with 15 ontology experts. We uncover the tensions that may emerge between ontology authors including antagonistic ontology building styles (definition-driven vs. manually crafted hierarchies). We identify the problems reported by the ontology authors and the strategies they employ to solve them. These data are mapped to a set of key design recommendations, which should inform and guide future efforts for improving ontology authoring tool support, thus opening up ontology authoring to a new generation of users. We discuss future research avenues in light of these results.  相似文献   

18.
Semantic scaffolds in hypermedia learning environments   总被引:1,自引:0,他引:1  
In knowledge acquisition from hypermedia, learners have to orient themselves in a non-linear information space, navigate in this space and build a knowledge structure from the information there. Research on learning from hypermedia has focused primarily on enhancing orientation and navigation, with only minor attention on possibilities for supporting semantic processing. In a first experiment, 98 students from senior high school and university undergraduates learned about a complex subject matter either without or with semantic scaffolds, which were presented either in an obligatory (non-removable) or in an optional mode. High prior knowledge learners profited from adequately used semantic scaffolds, whereas low prior knowledge learners did not. In a second experiment, 53 senior high school students and university undergraduates received the learning material with semantic scaffolds presented either in an obligatory mode (but removable on demand) or in an optional mode. Learners with low prior knowledge performed better with optional presentation. Learners with high prior knowledge performed better with obligatory presentation, which allowed removing scaffolds on demand. Learners generally preferred the optional presentation of learning scaffolds.  相似文献   

19.
Abstract This paper reports on an experiment in which a whole semester course in psychology was replaced by a mixed formula consisting of a CD-ROM complemented by a series of seminars and workshops. The CD-ROM was conceived as a collection of documents (hypertexts, research data, references, videos and activities) linked together with genuine Netscape facilities. Students were invited to search through these documents for information to answer questions (called challenges ) on the topic. A multiple-choice questionnaire accompanied each challenge in order to foster students' self-evaluation. The seminars, held every other week, served both as forums to discuss each of the topics under the guidance of an expert. Careful analysis of students' answers to two questionnaires at the beginning and end of the course and during interviews, showed that such a formula was favourably accepted by a large majority of students, although it lead to more anxiety and work load than a traditional course. Positive effects were also observed on learning.  相似文献   

20.
In current Web-based hypermedia environments, constructing and maintaining a large-scale interactive aesthetic hypermedia exhibition is a difficult task. In particular, the shaping of presentation styles requires tedious multimedia composing and is indeed extremely laborious. As our first step toward developing an intelligent styling system for digital museum exhibitions, this paper proposes a fine-grained modularization framework that decomposes the styling of a typical hypermedia presentation into fine-grained style modules (FGSM). A hypermedia document based on a monomodal media handler and a digital museum exhibition management framework have been designed to realize the concept of FGSM. We have implemented a Web-based authoring system that allows content providers to efficiently construct mediacentric, interactive, aesthetic hypermedia Web sites. In the future, relevant optimization and constraint-solving techniques will be exploited to achieve the goal of intelligent styling for digital museum exhibitions .  相似文献   

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