The following resources come from the 2009/10 B.Sc in Media Technology and Digital Broadcast (course number 2ELE0077) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The document discusses various forms of intellectual property rights (IPR) such as patents, registered designs, trademarks, copyrights, and creative commons licenses. It provides information on the requirements and protections of each type of IPR, and examples to illustrate how different IPRs can be applied.
Presentations from the final seminar in our digital training programme for the arts sector, developed in partnership with BBC Academy.
Includes:
- Ben Green, BBC: "Finding the right approach: working your way through the Rights maze…"
Case studies: Contracts and collaboration
- Roxanne Peters, Project Manager and Vicky Panter, Documentation Manager, V&A - V&A online collections
- Jo Higgins, Young People’s Web Content Manager, South London Gallery - RE:creative
Case studies: Innovative approaches to rights clearances
- Carolyn Royston, Head of Digital Media, Imperial War Museums - "Digital collections and cultural change"
- Charlie Gauvain, Managing Director, Eye Film and Television- John Peel archive
Employing Internet of Things Technologies for Building Automation Dimitrios Amaxilatis
This document discusses employing Internet of Things technologies for building automation. It proposes using the Constrained Application Protocol (CoAP) as the main communication protocol between applications and smart devices. A gateway is used to bridge wireless sensor networks and the Internet. New devices can be automatically discovered and configured using CoAP. The system was implemented and tested with various sensor and networking hardware over a 4 month period. Future work includes adding more CoAP extensions and implementing DNS-like capabilities for gateways.
1) The document describes a mini project for students to develop a fingerprint reader security system using Java.
2) Students will modify existing Java source code to communicate with both a fingerprint reader and a Windows system to identify users.
3) The goal is to understand how to interface Java code with both fingerprint reader hardware and Windows, and to automatically display a corresponding user photo based on their fingerprint.
The following resources come from the 2009/10 BEng in Electrical Engineering (course number 2ELE0066) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
In a normal domestic houses and businesses premises, lighting appliances, heating and cooling, security and monitoring systems, entertainment (home audio and video), communications (telephones and intercoms) and even lawn sprinklers is above 20 items. House keepers naturally lose tracks of monitoring and controlling the aforementioned items. This project is about home monitoring, controlling, security and automation. The home automation system setup, programme and operate specific wireless communication protocol such as ZigBee are part of this mini project’s theme. The completion of the project must follow a testing stage to assure proper setup.
The following resources come from the 2009/10 B.Sc in Media Technology and Digital Broadcast (course number 2ELE0073) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this module are to demonstrate within a digital broadcast environment:
• an understanding of technical requirements for digital video production process.
• an awareness of technical constraints for content creation and distribution.
• the creation of a video sequences with extra effects added.
This project entails the creation, editing, and encoding of a video sequence with the intention of distribution over a particular digital broadcast platform (e.g. DVB-T or ipTV). This project provides an awareness of current video standards for television and also introduces the use of contemporary digital video authoring tools and processes.
The following resources come from the 2009/10 BSc in Games and Graphics Hardware Technology (course number 2ELE0074) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this module are to demonstrate, using the PlayStation® 2 SDK:
• Knowledge of PS2 registers, graphics, sound, IO architecture, EE, GS and VU’s
• Graphics programming.
This project will investigate the PlayStation® 2 through use of the Linux SDK. The project will involve the completion of a 2D game to explore the architecture of the PS2.
This document provides an overview of a 6th grade Ancient Greece project consisting of 7 different tasks. Students worked in groups to complete tasks exploring various aspects of Ancient Greek culture and civilization through online games, wanted posters, stories, digital posters, 3D drawings, travel brochures, videos, quizzes, and a presentation on the Olympic Games. Click on the embedded images and links to view the student work.
The document discusses various forms of intellectual property rights (IPR) such as patents, registered designs, trademarks, copyrights, and creative commons licenses. It provides information on the requirements and protections of each type of IPR, and examples to illustrate how different IPRs can be applied.
Presentations from the final seminar in our digital training programme for the arts sector, developed in partnership with BBC Academy.
Includes:
- Ben Green, BBC: "Finding the right approach: working your way through the Rights maze…"
Case studies: Contracts and collaboration
- Roxanne Peters, Project Manager and Vicky Panter, Documentation Manager, V&A - V&A online collections
- Jo Higgins, Young People’s Web Content Manager, South London Gallery - RE:creative
Case studies: Innovative approaches to rights clearances
- Carolyn Royston, Head of Digital Media, Imperial War Museums - "Digital collections and cultural change"
- Charlie Gauvain, Managing Director, Eye Film and Television- John Peel archive
Employing Internet of Things Technologies for Building Automation Dimitrios Amaxilatis
This document discusses employing Internet of Things technologies for building automation. It proposes using the Constrained Application Protocol (CoAP) as the main communication protocol between applications and smart devices. A gateway is used to bridge wireless sensor networks and the Internet. New devices can be automatically discovered and configured using CoAP. The system was implemented and tested with various sensor and networking hardware over a 4 month period. Future work includes adding more CoAP extensions and implementing DNS-like capabilities for gateways.
1) The document describes a mini project for students to develop a fingerprint reader security system using Java.
2) Students will modify existing Java source code to communicate with both a fingerprint reader and a Windows system to identify users.
3) The goal is to understand how to interface Java code with both fingerprint reader hardware and Windows, and to automatically display a corresponding user photo based on their fingerprint.
The following resources come from the 2009/10 BEng in Electrical Engineering (course number 2ELE0066) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
In a normal domestic houses and businesses premises, lighting appliances, heating and cooling, security and monitoring systems, entertainment (home audio and video), communications (telephones and intercoms) and even lawn sprinklers is above 20 items. House keepers naturally lose tracks of monitoring and controlling the aforementioned items. This project is about home monitoring, controlling, security and automation. The home automation system setup, programme and operate specific wireless communication protocol such as ZigBee are part of this mini project’s theme. The completion of the project must follow a testing stage to assure proper setup.
The following resources come from the 2009/10 B.Sc in Media Technology and Digital Broadcast (course number 2ELE0073) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this module are to demonstrate within a digital broadcast environment:
• an understanding of technical requirements for digital video production process.
• an awareness of technical constraints for content creation and distribution.
• the creation of a video sequences with extra effects added.
This project entails the creation, editing, and encoding of a video sequence with the intention of distribution over a particular digital broadcast platform (e.g. DVB-T or ipTV). This project provides an awareness of current video standards for television and also introduces the use of contemporary digital video authoring tools and processes.
The following resources come from the 2009/10 BSc in Games and Graphics Hardware Technology (course number 2ELE0074) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this module are to demonstrate, using the PlayStation® 2 SDK:
• Knowledge of PS2 registers, graphics, sound, IO architecture, EE, GS and VU’s
• Graphics programming.
This project will investigate the PlayStation® 2 through use of the Linux SDK. The project will involve the completion of a 2D game to explore the architecture of the PS2.
This document provides an overview of a 6th grade Ancient Greece project consisting of 7 different tasks. Students worked in groups to complete tasks exploring various aspects of Ancient Greek culture and civilization through online games, wanted posters, stories, digital posters, 3D drawings, travel brochures, videos, quizzes, and a presentation on the Olympic Games. Click on the embedded images and links to view the student work.
using project-based Learning multimedia as teaching-learning strategynessamartinez
This document outlines objectives for applying project-based learning multimedia. The objectives are to learn how to apply this strategy to one's own field of specialization and to acquire knowledge on how to implement project-based learning multimedia to benefit from the strategy. It also asks how one can use project-based learning multimedia in teaching their own field of specialization.
Using the Project-Based Multimedia as a Teaching-Learning StrategyRenalyn Advincola
The document discusses project-based multimedia learning, which involves students designing and creating a multimedia product to acquire new knowledge and skills, and describes how it provides differentiated instruction by targeting students' zones of proximal development, intellectual strengths, and authentic motivation. It also outlines the key planning aspects of effective project-based multimedia learning such as clarifying goals and objectives, determining time and student involvement, and the various phases of a project from preliminary research to finalizing the presentation.
Project-based multimedia learning involves students creating multimedia products that address core curriculum topics over an extended period of time. It has seven key elements: being based on core curriculum, relating to the real world, taking an extended time frame, involving student decision making, collaboration, assessment of learning, and use of multimedia. Benefits include motivating students and helping them develop hard skills like problem solving as well as soft skills like collaboration and presentation abilities. Potential disadvantages include needing time for orientation and making sure students have the necessary computer skills.
This document provides a list of online tools and websites that can be used to create multimedia projects and activities to incorporate into lessons to make them more engaging for students. It includes brief descriptions and examples for tools like Glogster, Animoto, PhotoPeach and StoryBird which allow students to create online presentations, slideshows, stories and more. Additional resources for finding videos, sound files and learning about other web 2.0 tools are also provided. Contact information is given at the end for questions.
The following resources come from the 2009/10 BSc in Computer and Network Technologies (course number 2ELE0072) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this project are to demonstrate within a domestic control environment:
• The implementation of wire and wireless starter kit
• The evaluation and implementation of wire and wireless sensors
• The implementation of wire and wireless Cameras.
In a normal domestic houses and businesses premises, Lighting appliances, heating and cooling, security and monitoring systems, entertainment (home audio and video), communications (telephones and intercoms) and even lawn sprinklers is above 20 items. House keepers naturally lose tracks of monitoring and controlling the aforementioned items. This project is about home monitoring, controlling, security and automation. The home automation system set-up, programme and operate specific wireless communication protocol are part of this mini project’s theme. The completion of the project must follow a testing stage to assure proper set-up.
Educational Technology lesson 16 using project based multimedia learningGlenn Melendez
This document outlines the various phases of a project-based multimedia learning strategy, including preparing resources and the classroom, introducing the project to students, having students learn the necessary technology, conducting research and planning, designing concepts and storyboards, creating initial drafts and finalizing the presentation, and concluding the project by presenting to audiences. It provides details on activities and considerations at each phase to help guide students through the project process.
LESSON 16Using Project-based Learning Multimedia as a Teaching-Learning Strategyrenalyn espinola
The document outlines the steps to use project-based multimedia learning strategies:
1. Select learning goals and objectives suited to this strategy from the curriculum.
2. Estimate required time versus available time.
3. Establish decision-making procedures and collaborative work arrangements.
4. Determine available resources like library materials, field trips, community experts, and technology.
5. Plan how student learning will be measured.
Using Project-based learning multimedia as teaching-learning strategyjmmendoza21
The document outlines the initial planning steps for a project-based multimedia learning strategy. It lists 6 steps: 1) determine subject competencies and content addressed by the project, 2) estimate time needed versus available, 3) establish clear parameters and decision-making procedures, 4) set up collaborative work arrangements, 5) identify needed and available resources, and 6) plan assessment of student learning. Additional details are provided on goals and objectives, using available technology and time, and evaluating the project. Stages of the project and estimated times are also outlined.
Using Project-based Learning Multimedia as a Teaching-Learning Strategy - Ed ...KJ Zamora
The document outlines the steps involved in using project-based multimedia learning strategies according to experts Michael Simkins et al. The key steps are:
1) Determine learning objectives and content based on standards that a multimedia project can address.
2) Estimate time needed versus time available and set clear decision-making parameters.
3) Determine available resources like library materials, field trips, community experts, and technology.
4) Plan how to measure student learning based on objectives.
Project-based multimedia learning redefines boundaries of the classroom. Teacher Nachielle teaches social studies and has her students create a multimedia presentation on the Black Plague as part of their study of medieval history. Students created animations showing how the plague virus attacks the body in science class and computer-based presentations from various perspectives in social studies class. The presentations used primary sources and compared the Black Plague to the modern AIDS epidemic. Students were fully engaged in their work on the multimedia project, which incorporated research, art, writing, math, and technology activities designed by the teacher.
Using the project based multimedia as a teaching-learning strategyLea Olano
Project-based multimedia learning is a teaching method where students design and create a multimedia product to acquire new knowledge and skills. It provides a format for differentiating instruction, scaffolding learning, and facilitating social learning. Effective use of this method requires thorough planning including clarifying goals, determining time and student involvement, setting collaboration structures, and identifying needed resources and assessment. The project has various phases from initial introduction and planning, to preliminary research, design, draft production, testing, and concluding presentation.
ed. Tech 1 - Project - Based learning and Multimediajenny678
This document discusses project-based learning and multimedia. It defines project-based learning as a teaching method where students acquire new knowledge and skills by designing, planning, and producing a product or performance. Multimedia is defined as integrating various media like text, graphics, video, and sound. Project-based multimedia learning combines these approaches by having students acquire knowledge and skills through designing a multimedia product. The document outlines seven key dimensions of project-based multimedia learning: using core curriculum, making real-world connections, extending over time, allowing student decision making, enabling collaboration, incorporating assessment, and utilizing multimedia. It argues this approach helps students develop important hard and soft skills for the modern workplace.
Project-based Learning Multimedia as a Teaching-Learning StrategyJuaymah Daine Rivera
The document outlines the various phases of a project-based multimedia learning strategy, including preparing resources and materials, introducing the project to students, having students learn the necessary technologies, conducting preliminary research and planning, developing concept designs and storyboards, producing drafts and finalizing the project, and concluding with presentations. It provides details on activities and considerations for each phase to help structure and implement the multimedia learning projects.
Project-based learning is a teaching method where students gain knowledge and skills by working to design and create a product or presentation. It uses multimedia like text, graphics, video and sound. Key aspects include addressing core curriculum, making real-world connections, extended timeframes, student decision making, collaboration, and assessment. Students learn by creating multimedia themselves rather than just using others' work. Benefits include improving hard skills like problem solving and soft skills like collaboration. It prepares students for skills like planning, presenting information, and applying academic knowledge to the real world.
The document discusses project-based learning approaches that integrate 21st century skills. It outlines how projects allow students to develop in-depth knowledge on a topic, use critical thinking, make real-world connections, and demonstrate understanding through products. Effective projects are standards-driven, develop 21st century skills, focus on important questions, include ongoing assessment, and engage students through varied instructional strategies that meet varying student needs and abilities. Instructional approaches for project-based learning are student-centered and include students acting as choosers, designers, discoverers, collaborators using multiple sources of information and 21st century skills to make real-world connections.
The following resources come from the 2009/10 BSc (Hons) in Multimedia Technology (course number 2ELE0075) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this module are to demonstrate abilities to:
Design and implement multimedia applications
Apply System Development Life Cycle methodology
Create and manipulate a range of media elements such as image, sound and animation
This project requires students to apply the System Development Life Cycle methodology to design and implement their personal multimedia portfolios for specific target audiences, with proper use of different media elements including image, sound and animation.
The document introduces multimedia as the use of more than one media element such as text, graphics, sound, animation and video in an interactive online experience. It discusses what multimedia is, provides examples of multimedia applications, and explains the importance and benefits of using multimedia to engage multiple senses and improve retention of information. The document also covers where multimedia is used in various contexts such as business, education, homes, public places, and on the internet and mobile devices.
The following resources come from the 2009/10 BSc (Hons) in Multimedia Technology (course number 2ELE0075) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this module are to demonstrate abilities to:
To plan, generate, source, evaluate, refine, manipulate, edit and present audio / video content
Apply creative digital project development methodology
Create and manipulate a range of media types such as animation, stills, clip art, drawn art, video and audio content using optimum software technologies
Identify and utilise correct communication and presentation methodology
Design and produce a short story to be delivered over the internet using multimedia applications
Effectively respond to a brief
Intro to Multimedia sdsdsadsdsdsd (1).pptdond38480
This document defines multimedia and discusses its applications. Multimedia is defined as using more than one medium, such as text, graphics, sound, animation and video. It is digitized to allow computer manipulation. Examples of multimedia applications include the World Wide Web, interactive TV, computer games and virtual reality. Multimedia can be linear or nonlinear. It is important for learning as it engages multiple senses. Careers in multimedia include positions in management, production, art, content and support.
This document defines multimedia and discusses its applications. Multimedia is defined as using more than one medium, such as text, graphics, sound, animation and video. It is digitized to allow computer manipulation. Examples of multimedia applications include the World Wide Web, interactive TV, computer games and virtual reality. Multimedia can be linear or nonlinear. It is important for learning as it engages multiple senses. Careers in multimedia include positions in management, production, art, content and support.
This document defines multimedia and discusses its applications. Multimedia is defined as using more than one medium, such as text, graphics, sound, animation and video. It is digitized to allow computer manipulation. Examples of multimedia applications include the World Wide Web, interactive TV, computer games and virtual reality. Multimedia can be linear or nonlinear. It is important for learning as it engages multiple senses. Careers in multimedia include positions in management, production, art, content and support.
This document defines multimedia and discusses its applications. Multimedia is defined as using more than one medium, such as text, graphics, sound, animation and video. It is digitized to allow computer manipulation. Examples of multimedia applications include the World Wide Web, interactive TV, computer games and virtual reality. Multimedia can be linear or nonlinear. It is important for learning as it engages multiple senses. Careers in multimedia include positions in management, production, art, content and support.
using project-based Learning multimedia as teaching-learning strategynessamartinez
This document outlines objectives for applying project-based learning multimedia. The objectives are to learn how to apply this strategy to one's own field of specialization and to acquire knowledge on how to implement project-based learning multimedia to benefit from the strategy. It also asks how one can use project-based learning multimedia in teaching their own field of specialization.
Using the Project-Based Multimedia as a Teaching-Learning StrategyRenalyn Advincola
The document discusses project-based multimedia learning, which involves students designing and creating a multimedia product to acquire new knowledge and skills, and describes how it provides differentiated instruction by targeting students' zones of proximal development, intellectual strengths, and authentic motivation. It also outlines the key planning aspects of effective project-based multimedia learning such as clarifying goals and objectives, determining time and student involvement, and the various phases of a project from preliminary research to finalizing the presentation.
Project-based multimedia learning involves students creating multimedia products that address core curriculum topics over an extended period of time. It has seven key elements: being based on core curriculum, relating to the real world, taking an extended time frame, involving student decision making, collaboration, assessment of learning, and use of multimedia. Benefits include motivating students and helping them develop hard skills like problem solving as well as soft skills like collaboration and presentation abilities. Potential disadvantages include needing time for orientation and making sure students have the necessary computer skills.
This document provides a list of online tools and websites that can be used to create multimedia projects and activities to incorporate into lessons to make them more engaging for students. It includes brief descriptions and examples for tools like Glogster, Animoto, PhotoPeach and StoryBird which allow students to create online presentations, slideshows, stories and more. Additional resources for finding videos, sound files and learning about other web 2.0 tools are also provided. Contact information is given at the end for questions.
The following resources come from the 2009/10 BSc in Computer and Network Technologies (course number 2ELE0072) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this project are to demonstrate within a domestic control environment:
• The implementation of wire and wireless starter kit
• The evaluation and implementation of wire and wireless sensors
• The implementation of wire and wireless Cameras.
In a normal domestic houses and businesses premises, Lighting appliances, heating and cooling, security and monitoring systems, entertainment (home audio and video), communications (telephones and intercoms) and even lawn sprinklers is above 20 items. House keepers naturally lose tracks of monitoring and controlling the aforementioned items. This project is about home monitoring, controlling, security and automation. The home automation system set-up, programme and operate specific wireless communication protocol are part of this mini project’s theme. The completion of the project must follow a testing stage to assure proper set-up.
Educational Technology lesson 16 using project based multimedia learningGlenn Melendez
This document outlines the various phases of a project-based multimedia learning strategy, including preparing resources and the classroom, introducing the project to students, having students learn the necessary technology, conducting research and planning, designing concepts and storyboards, creating initial drafts and finalizing the presentation, and concluding the project by presenting to audiences. It provides details on activities and considerations at each phase to help guide students through the project process.
LESSON 16Using Project-based Learning Multimedia as a Teaching-Learning Strategyrenalyn espinola
The document outlines the steps to use project-based multimedia learning strategies:
1. Select learning goals and objectives suited to this strategy from the curriculum.
2. Estimate required time versus available time.
3. Establish decision-making procedures and collaborative work arrangements.
4. Determine available resources like library materials, field trips, community experts, and technology.
5. Plan how student learning will be measured.
Using Project-based learning multimedia as teaching-learning strategyjmmendoza21
The document outlines the initial planning steps for a project-based multimedia learning strategy. It lists 6 steps: 1) determine subject competencies and content addressed by the project, 2) estimate time needed versus available, 3) establish clear parameters and decision-making procedures, 4) set up collaborative work arrangements, 5) identify needed and available resources, and 6) plan assessment of student learning. Additional details are provided on goals and objectives, using available technology and time, and evaluating the project. Stages of the project and estimated times are also outlined.
Using Project-based Learning Multimedia as a Teaching-Learning Strategy - Ed ...KJ Zamora
The document outlines the steps involved in using project-based multimedia learning strategies according to experts Michael Simkins et al. The key steps are:
1) Determine learning objectives and content based on standards that a multimedia project can address.
2) Estimate time needed versus time available and set clear decision-making parameters.
3) Determine available resources like library materials, field trips, community experts, and technology.
4) Plan how to measure student learning based on objectives.
Project-based multimedia learning redefines boundaries of the classroom. Teacher Nachielle teaches social studies and has her students create a multimedia presentation on the Black Plague as part of their study of medieval history. Students created animations showing how the plague virus attacks the body in science class and computer-based presentations from various perspectives in social studies class. The presentations used primary sources and compared the Black Plague to the modern AIDS epidemic. Students were fully engaged in their work on the multimedia project, which incorporated research, art, writing, math, and technology activities designed by the teacher.
Using the project based multimedia as a teaching-learning strategyLea Olano
Project-based multimedia learning is a teaching method where students design and create a multimedia product to acquire new knowledge and skills. It provides a format for differentiating instruction, scaffolding learning, and facilitating social learning. Effective use of this method requires thorough planning including clarifying goals, determining time and student involvement, setting collaboration structures, and identifying needed resources and assessment. The project has various phases from initial introduction and planning, to preliminary research, design, draft production, testing, and concluding presentation.
ed. Tech 1 - Project - Based learning and Multimediajenny678
This document discusses project-based learning and multimedia. It defines project-based learning as a teaching method where students acquire new knowledge and skills by designing, planning, and producing a product or performance. Multimedia is defined as integrating various media like text, graphics, video, and sound. Project-based multimedia learning combines these approaches by having students acquire knowledge and skills through designing a multimedia product. The document outlines seven key dimensions of project-based multimedia learning: using core curriculum, making real-world connections, extending over time, allowing student decision making, enabling collaboration, incorporating assessment, and utilizing multimedia. It argues this approach helps students develop important hard and soft skills for the modern workplace.
Project-based Learning Multimedia as a Teaching-Learning StrategyJuaymah Daine Rivera
The document outlines the various phases of a project-based multimedia learning strategy, including preparing resources and materials, introducing the project to students, having students learn the necessary technologies, conducting preliminary research and planning, developing concept designs and storyboards, producing drafts and finalizing the project, and concluding with presentations. It provides details on activities and considerations for each phase to help structure and implement the multimedia learning projects.
Project-based learning is a teaching method where students gain knowledge and skills by working to design and create a product or presentation. It uses multimedia like text, graphics, video and sound. Key aspects include addressing core curriculum, making real-world connections, extended timeframes, student decision making, collaboration, and assessment. Students learn by creating multimedia themselves rather than just using others' work. Benefits include improving hard skills like problem solving and soft skills like collaboration. It prepares students for skills like planning, presenting information, and applying academic knowledge to the real world.
The document discusses project-based learning approaches that integrate 21st century skills. It outlines how projects allow students to develop in-depth knowledge on a topic, use critical thinking, make real-world connections, and demonstrate understanding through products. Effective projects are standards-driven, develop 21st century skills, focus on important questions, include ongoing assessment, and engage students through varied instructional strategies that meet varying student needs and abilities. Instructional approaches for project-based learning are student-centered and include students acting as choosers, designers, discoverers, collaborators using multiple sources of information and 21st century skills to make real-world connections.
The following resources come from the 2009/10 BSc (Hons) in Multimedia Technology (course number 2ELE0075) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this module are to demonstrate abilities to:
Design and implement multimedia applications
Apply System Development Life Cycle methodology
Create and manipulate a range of media elements such as image, sound and animation
This project requires students to apply the System Development Life Cycle methodology to design and implement their personal multimedia portfolios for specific target audiences, with proper use of different media elements including image, sound and animation.
The document introduces multimedia as the use of more than one media element such as text, graphics, sound, animation and video in an interactive online experience. It discusses what multimedia is, provides examples of multimedia applications, and explains the importance and benefits of using multimedia to engage multiple senses and improve retention of information. The document also covers where multimedia is used in various contexts such as business, education, homes, public places, and on the internet and mobile devices.
The following resources come from the 2009/10 BSc (Hons) in Multimedia Technology (course number 2ELE0075) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this module are to demonstrate abilities to:
To plan, generate, source, evaluate, refine, manipulate, edit and present audio / video content
Apply creative digital project development methodology
Create and manipulate a range of media types such as animation, stills, clip art, drawn art, video and audio content using optimum software technologies
Identify and utilise correct communication and presentation methodology
Design and produce a short story to be delivered over the internet using multimedia applications
Effectively respond to a brief
Intro to Multimedia sdsdsadsdsdsd (1).pptdond38480
This document defines multimedia and discusses its applications. Multimedia is defined as using more than one medium, such as text, graphics, sound, animation and video. It is digitized to allow computer manipulation. Examples of multimedia applications include the World Wide Web, interactive TV, computer games and virtual reality. Multimedia can be linear or nonlinear. It is important for learning as it engages multiple senses. Careers in multimedia include positions in management, production, art, content and support.
This document defines multimedia and discusses its applications. Multimedia is defined as using more than one medium, such as text, graphics, sound, animation and video. It is digitized to allow computer manipulation. Examples of multimedia applications include the World Wide Web, interactive TV, computer games and virtual reality. Multimedia can be linear or nonlinear. It is important for learning as it engages multiple senses. Careers in multimedia include positions in management, production, art, content and support.
This document defines multimedia and discusses its applications. Multimedia is defined as using more than one medium, such as text, graphics, sound, animation and video. It is digitized to allow computer manipulation. Examples of multimedia applications include the World Wide Web, interactive TV, computer games and virtual reality. Multimedia can be linear or nonlinear. It is important for learning as it engages multiple senses. Careers in multimedia include positions in management, production, art, content and support.
This document defines multimedia and discusses its applications. Multimedia is defined as using more than one medium, such as text, graphics, sound, animation and video. It is digitized to allow computer manipulation. Examples of multimedia applications include the World Wide Web, interactive TV, computer games and virtual reality. Multimedia can be linear or nonlinear. It is important for learning as it engages multiple senses. Careers in multimedia include positions in management, production, art, content and support.
The document discusses digital storytelling and provides guidance on creating digital stories. It defines digital stories as combining multimedia tools like graphics, audio and video to tell stories that are typically a few minutes long. It outlines different types of digital stories and provides examples. It also discusses the elements and process of creating a personal narrative digital story, and lists the software, hardware and steps needed. Sample rubrics for evaluating digital stories are also included.
The following resources come from the 2009/10 B.Sc in Media Technology and Digital Broadcast (course number 2ELE0077) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The Technical Communications Major with a focus in Interactive Media Production teaches students core skills in areas such as basic and advanced interactive production, writing for interactive media, media graphics production, computer animation, communication law, audio production, and social documentary. Through classes, students complete projects like pre-production documents for accessible websites, fully developed websites for non-profit organizations, graphics and animations using tools like Photoshop and Flash, research papers and debates on communication law topics, audio recordings and mixes, and a documentary film. The program prepares students for careers requiring skills in digital media production, project management, and communication law compliance.
Multimedia encompasses a combination of different media types including sound, graphics, video, and text. It is used for information, entertainment, and education purposes. The document discusses various aspects of multimedia including animation, web design, video and sound editing, and the experiences of a final year multimedia student. Their final project involves creating a 5-minute multimedia presentation to demonstrate their skills in areas like animation, video editing, and music video production.
The document introduces multimedia and its uses. It defines multimedia as using more than one media element, such as text, graphics, sound, animation and video. Most multimedia is digitized and interactive, allowing users some control over the content. It is used in business, education, entertainment and on the internet. Careers in multimedia include positions in management, production, art, content and support.
The document discusses empowerment technologies and multimedia content. It defines multimedia as using different types of media like text, images, video and audio to trigger multiple senses. Some examples of multimedia content include videos on YouTube, audio recordings, online games, surveys, educational courseware, podcasts and vodcasts. The document also outlines several fields where multimedia is used, including education to improve learning, entertainment through movies and games, business for marketing, medicine for training and research, mathematics and science to explain complex topics, and government to deliver information.
Multimedia encompasses both traditional and new media combined, using a combination of sound, graphics, video, and text. It can be used for information, entertainment, or education. The document discusses various aspects of multimedia including animation, web design, video and sound editing, and discusses a student's experience in a multimedia specialization program, including learning photography, design, animation, and video and photo editing software. It also notes that final year students in the program create a 5-minute multimedia project showcasing their skills in an area they are interested in, such as a music video.
This letter requests permission to use a copyrighted image in an open educational resources project. It provides details on the open education initiative, which aims to make academic resources freely available under Creative Commons licenses. It asks to use the specified image in an engineering lecture presentation, and for permission to release the materials under a Creative Commons Attribution 2.0 UK license, with proper attribution.
This document describes an open source toolkit project for interactive art and design. The project investigates and develops open source software through tutorials, libraries and demonstration videos. It aims to enable creative coders to learn state-of-the-art software skills for areas like computer graphics, interaction design, and physical computing. Key outputs include peer-reviewed tutorial books, software libraries, and demonstration videos distributed through various platforms.
This document discusses how teachers can integrate multimedia tools into their classrooms. It defines multimedia as technologies like cell phones, videos, computers, and more. Teachers can have students create digital videos, presentations, and storyboards. PowerPoint and other programs allow students to incorporate text, graphics, sound, and video into multimedia projects. The document also addresses how multimedia can help students learn and develop creativity, research, and technology skills based on ISTE standards. It provides examples of classroom activities where students make multimedia presentations and discusses how teachers can support multimedia use in the classroom.
Victorian Institute Of Technology(VIT) offers a number of short courses covering Multimedia courses in Sydney, Australia. This Multimedia course includes digital media training in Adobe products and our Diploma of Interactive Digital Media. Visit Us at https://www.vit.edu.au/multimedia-courses/
This is a powerpoint presentation about one of the I.T Based Project which is the Guided Hypermedia Project, it's one of the topics in MS4Ed Educational Technology 2, I hope that this would help pre-service teachers out there and also the ones who are exploring Educational Technology.
The following resources come from the 2009/10 BSc in Music Technology (course number 2ELE0077) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this module are to demonstrate within a digital audio environment:
• an understanding of audio requirements for digital editing.
• an awareness of technical constraints for content management and creation.
• the creation of immersive multitrack sound sequences, within a games environment.
Students will be provided with a library of audio samples, captured from a range of sources, from which they must select and edit into a short duration, professional quality multitrack sound sequence. The project provides students with an awareness of current audio standards and also the need to technically appraise the content of source material. The project also introduces the use of contemporary digital authoring tools and processes.
The following resources come from the 2009/10 BSc (Hons) in Multimedia Technology (course number 2ELE0075) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this project are to demonstrate abilities to:
• Handle camera setup, calibrate and capture still and video faces
• Pre-process images and extract features
• Perform face recognition by a) using existing methods and b) trying new techniques.
This project requires the students to apply their abilities to handle image capture hardware and software. Since this is an active area of research, students will need to perform literature survey and discuss ( through brainstorm sessions) their performance characteristics. In addition, they will need to design and implement pre-processing and recognition codes leading to face recognition.
The following resources come from the 2009/10 BSc in Games & Graphics Hardware Technology (course number 2ELE0074) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The project will involve developing a simple game concept to demonstrate the portability of the XNA® framework. Students will be required to develop contents for an existing prototype game, with the intention of extending the functionality to provide interaction with objects within the game, using the mouse and keyboard on the PC as well as XBOX 360 game controllers connected to the PC. The game will be further deployed to work on a dedicated gaming machine, the XBOX 360.
The following resources come from the 2009/10 B.Sc in Media Technology and Digital Broadcast (course number 2ELE0073) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The following resources come from the 2009/10 B.Sc in Media Technology and Digital Broadcast (course number 2ELE0076) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The following resources come from the 2009/10 B.Sc in Media Technology and Digital Broadcast (course number 2ELE0076) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The following resources come from the 2009/10 BSc (Hons) in Multimedia Technology (course number 2ELE0075) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this module are to demonstrate abilities to:
Design and implement multimedia applications
Apply System Development Life Cycle methodology
Create and manipulate a range of media elements such as image, sound and animation
This project requires students to apply the System Development Life Cycle methodology to design and implement their personal multimedia portfolios for specific target audiences, with proper use of different media elements including image, sound and animation.
The following resources come from the 2009/10 BSc (Hons) in Multimedia Technology (course number 2ELE0075) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this module are to demonstrate abilities to:
To plan, generate, source, evaluate, refine, manipulate, edit and present audio / video content
Apply creative digital project development methodology
Create and manipulate a range of media types such as animation, stills, clip art, drawn art, video and audio content using optimum software technologies
Identify and utilise correct communication and presentation methodology
Design and produce a short story to be delivered over the internet using multimedia applications
Effectively respond to a brief
The following resources come from the 2009/10 B.Sc in Media Technology and Digital Broadcast (course number 2ELE0073) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this module are to demonstrate within a digital broadcast environment:
• an understanding of technical requirements for digital video production process.
• an awareness of technical constraints for content creation and distribution.
• the creation of a video sequences with extra effects added.
This project entails the creation, editing, and encoding of a video sequence with the intention of distribution over a particular digital broadcast platform (e.g. DVB-T or ipTV). This project provides an awareness of current video standards for television and also introduces the use of contemporary digital video authoring tools and processes.
The following resources come from the 2009/10 B.Sc in Media Technology and Digital Broadcast (course number 2ELE0073) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this module are to demonstrate within a digital broadcast environment:
• an understanding of audio requirements for digital editing.
• an awareness of technical constraints for content management and creation.
• the creation of multitrack sound sequences.
Students will be provided with a library of audio samples captured from a range of sources from which they must select and edit into several short duration, professional quality, multitrack sound sequences. The project provides students with an awareness of current audio standards and also the need to appraise the technical content of source material. The project also introduces the use of contemporary digital authoring tools and processes.
The following resources come from the 2009/10 BSc in Internet Technology and E-Commerce (course number 2ELE0076) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this module are to examine the structure of shopping cart on e-Commerce websites and understand various usage of shopping cart:
• Identifying successful usage of shopping cart on e-Commerce websites
• Identifying different types of programming languages used for creating shopping cart
• Analysing different structures of shopping cart
• Using one of the chosen language to create a shopping cart for an online book store website.
This project requires examination of several famous e-Commerce websites and their individual usage of shopping cart. Students are required not only understand the successful examples on shopping cart usage, but also create their own shopping cart for an e-Commerce website.
The following resources come from the 2009/10 BSc in Internet Technology and E-Commerce (course number 2ELE0076) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this module are to examine the structure of shopping cart on e-Commerce websites and understand various usage of shopping cart:
• Identifying successful usage of shopping cart on e-Commerce websites
• Identifying different types of programming languages used for creating shopping cart
• Analysing different structures of shopping cart
• Using one of the chosen language to create a shopping cart for an online book store website.
This project requires examination of several famous e-Commerce websites and their individual usage of shopping cart. Students are required not only understand the successful examples on shopping cart usage, but also create their own shopping cart for an e-Commerce website.
The following resources come from the 2009/10 BSc in Games & Graphics Hardware Technology (course number 2ELE0074) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this project are to demonstrate, using media visualization software:
Comprehension of the process of creating and manipulating 3D Visualization content
Implementation of a simple system setup for acquisition and generation of 3D videos
Analysis of experimental results
3D graphics and visualization represents an important aspect in new media and future generation of computer games. The proposed project will involve developing a simple system which will allow students to understand the process and the main parameters involved in creating 3D visualization content for games and various applications. The theoretical knowledge introduced in the initial lecture and the software and technologies introduced in the preparation lecture will be the means through which apply and analyse theories and methods introduced. Both artificial and natural human vision will be introduced
This document provides an overview of a virtual network project for students. The objectives are to demonstrate installing and configuring virtual network/server operating systems, virtual workstations, and ensuring security and manageability of the virtual network. Students will perform tasks over two days, such as installing client and server operating systems, configuring security and file sharing on the server, and setting up a basic intranet with user webpages. The project aims to simulate a small office network using virtualization software.
The following resources come from the 2009/10 BSc in Computer and Network Technologies (course number 2ELE0072) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this project are to demonstrate by building a virtual local area network environment:
• Installation and configuration of virtual network/server operating systems (virtual)
• Installation and configuration of virtual workstations (operating systems)
• Ensure a suitable level of security and access control exists for the virtual network.
• Ensure that the network can be easily managed.
This project entails using a virtual network to demonstrate a typical setup for a networked office environment. Students are expected to be able to perform simple installation of workstation and server operating systems. Students are required to investigate important management tools on a server operating system and to configure these tools to simplify management of the network. The network environment should have a suitable level of security and access control.
The following resources come from the 2009/10 BSc in Computer and Network Technologies (course number 2ELE0072) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this module are to Demonstrate within a private network environment:
• The implementation of a wireless local are networks (WLANs) topology with diverse physical parameters
• The real-time performance evaluation of the individual WLAN transmission characteristics in the presence of standard transport protocols.
This mini-project involves the implementation of an “infrastructure” wireless network, the generation and transmission of packets and the measurement of network performance for TCP transport protocols by means of the “Wireshark” benchmarking tool. Parameters most likely to affect network performance such as the transmission medium’s signal-to-noise ratio, the propagating signal’s latency and jitter and the packet loss rate will be determined.
This document provides an overview of implementing and evaluating wireless local area networks (WLANs). It discusses topics such as the wireless spectrum, physical impairments like noise and interference, medium access control, security, the IEEE 802.11 standard, and transport control protocols. The objectives are to demonstrate the implementation of a WLAN topology and evaluate its performance under various conditions using tools like Wireshark.
The following resources come from the 2009/10 BEng in Digital Systems and Computer Engineering (course number 2ELE0065) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this project are to design, develop and test software for an embedded system that will smoothly control the rotation of a stepper motor, taking into account the physical constraints on the maximum operating speed of the motor.
Each student will be required to design a ‘C’ program can rotate a stepper motor to a number of user-defined positions as quickly as possible. This will include sensing of the marker pulse, the implementation of an appropriate speed profile and the use of timer-generated interrupts.
This document outlines a mini project for students to design software to control a stepper motor. The objectives are to design software that smoothly rotates the motor to specified positions while considering its maximum operating speed. Over two days, students will create programs to move the motor to positions using delays and then interrupts, and investigate how load affects the motor's maximum rotation speed. They will implement a speed profile to move the motor as quickly as possible.
The following resources come from the 2009/10 BEng in Digital Systems and Computer Engineering (course number 2ELE0065) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this module are to demonstrate, within an embedded development environment:
• Processor – to – processor communication
• Multiple processors to perform one computation task using parallel processing
This project requires the establishment of a communication protocol between two 68000-based microcomputer systems. Using ‘C’, students will write software to control all aspects of complex data transfer system, demonstrating knowledge of handshaking, transmission protocols, transmission overhead, bandwidth, memory addressing. Students will then demonstrate and analyse parallel processing of a mathematical problem using two processors. This project requires two students working as a team.
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