Abstract: The computer has become an essential tool in modern
life, and the combined use of a computer with a projector is very
common in teaching and presentations. However, as typical computer
operating devices involve a mouse or keyboard, when making
presentations, users often need to stay near the computer to execute
functions such as changing pages, writing, and drawing, thus, making
the operation time-consuming, and reducing interactions with the
audience. This paper proposes a laser pointer interaction system able
to simulate mouse functions in order that users need not remain near
the computer, but can directly use laser pointer operations from at a
distance. It can effectively reduce the users- time spent by the
computer, allowing for greater interactions with the audience.
Abstract: This research investigates the use of digital technology
namely interactive multimedia in effective art education provided by
museum. Several multimedia experience examples created for art
education are study case subjected to assistance audiences- learning
within the context of existing theory in the field of interactive
multimedia.
Abstract: This paper describes a platform that faces the main
research areas for e-learning educational contents. Reusability tackles
the possibility to use contents in different courses reducing costs and
exploiting available data from repositories. In our approach the
production of educational material is based on templates to reuse
learning objects. In terms of interoperability the main challenge lays
on reaching the audience through different platforms. E-learning
solution must track social consumption evolution where nowadays
lots of multimedia contents are accessed through the social networks.
Our work faces it by implementing a platform for generation of
multimedia presentations focused on the new paradigm related to
social media. The system produces videos-courses on top of web
standard SMIL (Synchronized Multimedia Integration Language)
ready to be published and shared. Regarding interfaces it is
mandatory to satisfy user needs and ease communication. To
overcome it the platform deploys virtual teachers that provide natural
interfaces while multimodal features remove barriers to pupils with
disabilities.
Abstract: In this work, we present for the first time in our perception an efficient digital watermarking scheme for mpeg audio layer 3 files that operates directly in the compressed data domain, while manipulating the time and subband/channel domain. In addition, it does not need the original signal to detect the watermark. Our scheme was implemented taking special care for the efficient usage of the two limited resources of computer systems: time and space. It offers to the industrial user the capability of watermark embedding and detection in time immediately comparable to the real music time of the original audio file that depends on the mpeg compression, while the end user/audience does not face any artifacts or delays hearing the watermarked audio file. Furthermore, it overcomes the disadvantage of algorithms operating in the PCMData domain to be vulnerable to compression/recompression attacks, as it places the watermark in the scale factors domain and not in the digitized sound audio data. The strength of our scheme, that allows it to be used with success in both authentication and copyright protection, relies on the fact that it gives to the users the enhanced capability their ownership of the audio file not to be accomplished simply by detecting the bit pattern that comprises the watermark itself, but by showing that the legal owner knows a hard to compute property of the watermark.
Abstract: The cinema in Turkey during the 1940s was shaped
under the Second World War conditions. The amateur film makers
from different socioeconomic roots experienced movie production in
those years. Having similar socioeconomic characteristics and
autobiographies, each of them has a different understanding of
cinema. Nevertheless, they joined in making movies which address
native culture and audience. They narrated indigenous stories with
native music, amateur players and simple settings. Although the
martial law, censorship and economical deficiencies, they started to
produce films in the Second World War. The cinematographers of the
1940s usually called as thetransition period cinematographers in
Turkey, producing in the passage between the period of thetheatre
playersand the period of thenational cinema. But, 1940- 1950 period
of Turkish cinema should be defined not as a transition but a period
of forming the professional conscioussness in cinema.
Abstract: Subjective loneliness describes people who feel a
disagreeable or unacceptable lack of meaningful social relationships,
both at the quantitative and qualitative level. The studies to be
presented tested an Italian 18-items self-report loneliness measure,
that included items adapted from scales previously developed,
namely a short version of the UCLA (Russell, Peplau and Cutrona,
1980), and the 11-items Loneliness scale by De Jong-Gierveld &
Kamphuis (JGLS; 1985). The studies aimed at testing the developed
scale and at verifying whether loneliness is better conceptualized as a
unidimensional (so-called 'general loneliness') or a bidimensional
construct, namely comprising the distinct facets of social and
emotional loneliness. The loneliness questionnaire included 2 singleitem
criterion measures of sad mood, and social contact, and asked
participants to supply information on a number of socio-demographic
variables. Factorial analyses of responses obtained in two
preliminary studies, with 59 and 143 Italian participants respectively,
showed good factor loadings and subscale reliability and confirmed
that perceived loneliness has clearly two components, a social and an
emotional one, the latter measured by two subscales, a 7-item
'general' loneliness subscale derived from UCLA, and a 6–item
'emotional' scale included in the JGLS. Results further showed that
type and amount of loneliness are related, negatively, to frequency of
social contacts, and, positively, to sad mood. In a third study data
were obtained from a nation-wide sample of 9.097 Italian subjects,
12 to about 70 year-olds, who filled the test on-line, on the Italian
web site of a large-audience magazine, Focus. The results again
confirmed the reliability of the component subscales, namely social,
emotional, and 'general' loneliness, and showed that they were
highly correlated with each other, especially the latter two.
Loneliness scores were significantly predicted by sex, age, education
level, sad mood and social contact, and, less so, by other variables –
e.g., geographical area and profession. The scale validity was
confirmed by the results of a fourth study, with elderly men and
women (N 105) living at home or in residential care units. The three
subscales were significantly related, among others, to depression, and
to various measures of the extension of, and satisfaction with, social
contacts with relatives and friends. Finally, a fifth study with 315
career-starters showed that social and emotional loneliness correlate
with life satisfaction, and with measures of emotional intelligence.
Altogether the results showed a good validity and reliability in the
tested samples of the entire scale, and of its components.
Abstract: Arguments on a popular microblogging site were analysed by means of a methodological approach to business rhetoric focusing on the logos communication technique. The focus of the analysis was the 100 day countdown to the 2011 Rugby World Cup as advanced by the organisers. Big sporting events provide an attractive medium for sport event marketers in that they have become important strategic communication tools directed at sport consumers. Sport event marketing is understood in the sense of using a microblogging site as a communication tool whose purpose it is to disseminate a company-s marketing messages by involving the target audience in experiential activities. Sport creates a universal language in that it excites and increases the spread of information by word of mouth and other means. The findings highlight the limitations of a microblogging site in terms of marketing messages which can assist in better practices. This study can also serve as a heuristic tool for other researchers analysing sports marketing messages in social network environments.
Abstract: The study explored the question of who am I? As a (re)construction of cultural identity by delving into globalization, communication, and social change in Malta during a historical moment when Malta became a European Union Member State. Three objectives guided this qualitative study. Firstly the study reviewed European Union (EU) policies that regulate broadcasting and their implementation in Member States, whilst meeting the challenges of globalization and new media technology. Secondly the research investigated the changes of the media landscape via organizational structures, programs and television (TV) content. Finally the study explored the impact of these transformations taking place in the way Maltese live as they (re)construct their cultural identity. Despite the choices available to the Maltese audience, old local traditions and new foreign customs coexist as informants continue to (re)construct their cultural identity and define who they are.
Abstract: Chakri Maha Prasart Throne Hall is the important
Audience hall in Grand Palace, Bangkok, Thailand which was
established in the early reign of King Chulalongkorn (King Rama V)
in 1882. The Throne was designed with the distinguished architecture
by significant blending of Western and Thai Traditional styles under
the Thai Social changing in Colony Era and Thai traditional culture.
The western style was represented of modernization and civilization as
the other European countries. In the other hand, Thai traditional
architecture style with national emblem or Royal emblem was shown
the status and power of Thai King as the Thai believes and culture.