Multimedia refers to any application that combined several elements of multimedia such as text, graphics, animation, audio and video. A combination of text, audio, animation, video, images/graphics, and interactivity define multimedia. Each appeals to a human sense. The degree and manner to which each is used has the potential to increase learning. The mix of video, audio, and high quality graphics afforded by multimedia may grab the attention of students, particularly poor readers, in ways that
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1 Video Data Mining JungHwan Oh University of Texas at Arlington, USA JeongKyu Lee University of Texas at Arlington, USA Sae Hwang University of Texas at Arlington, USA 8 INTRODUCTION Data mining, which is defined as the process of extracting previously unknown knowledge and detecting interesting patterns from a massive set of data, has been an active research area. As a result, several commercial products and research prototypes are available nowadays. However, most of these studies have
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term 1.1 British vs American 2 Characteristics 3 Examples 3.1 2000s: Human trafficking 3.2 1990s–present: Sex offenders 3.3 1980s–1990s: Satanic ritual abuse 3.4 1980s–1990s: Dungeons and Dragons 3.5 1980s–present: AIDS 3.6 1970s–present: Video games and violence 3.7 1970s–present: Crime increase 3.8 1970s–present: War on drugs 4 Criticism 5 Other 6 See also 7 References 8 Further reading 9 External links Use as a social science term[edit] Marshall McLuhan gave the term academic
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Course description and outline The Ice House Entrepreneurship Program is a unique and powerful online learning program designed to inspire and engage participants in the fundamental concepts of an entrepreneurial mindset and the unlimited opportunities it can provide. The overall objective is to empower learners through entrepreneurial thinking and immerse them in entrepreneurial experiences that will enable them to develop entrepreneurial skills. Inspire, Inform and Involve This highly interactive
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time. In order to appeal to different learning styles, different methods are used in this training. We have a case study, group discussions, an established theory and a video. Several factors that may affect learning are considered to help the learners to achieve the objectives. Firstly, individual factors, i.e. prior knowledge, the presentation starts with a short discussion of the concept of ‘Time Management’ (TM) to find out what information needed to pre-teach before jumping into the actual lesson
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hour 20 minutes. Total duration: 10 sessions Session | Topics | Case/discussions | 1 | Importance of strategic business communication in corporate world.Characteristics of “persuasive presentation”Experiential case studyS3P3 Presentation Model elements | Anchor case from Faculty corporate experience | 2 | Learning from top leader presentation skills- Presentation secrets of Steve Jobs – Video based discussion | Video based case | 3 | "Stages of business communication" model framework.analysis
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http://www.ted.com/talks/lang/eng/bill_joy_muses_on_what_s_next.html Billy joy has describes some important contents in the video and he is very right. We have to think about the future technology as we have a lot of complex decision ahead. He describes the danger of technologies that we are currently utilizing. His conversation gives us the information to think about the future as future technologies would be brought up with many issues. http://www.ted.com/talks/dennis_hong_my_seven_species_of_robot
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Media, Video Games, or Internet- Based Social Media on Teen Behavior Name Institution Introduction Behaviors are influenced by the concepts of learning and conditioning. Learning is a natural process that occurs passively. Everyone gets new ideas that are indicative of the process of learning. The study of the relationship between learning and behavior is significant. This is because we need to understand how behaviors are leaned before changing them. The concepts of behavior
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M2. Case Study Analysis - Prince Sports, Inc. Quick and fast changes in an environmental market place such as social growth (globalization and the growth of social networks), economic instability (crises), industrial progress, fast growing competitive world and firm marketing regulatory mainly have an effect on the work of most of marketing companies or marketing and brand image divisions of the companies. In order to put into practice a winning marketing plan or a boost in sales and customer
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NCAA had violated antitrust laws (specifically the Sherman Act) by colluding with colleges that participate in NCAA sports. The plaintiffs (Ed O’Bannon and 19 others) claimed that the NCAA had made money off their images in television programs and video games (www.espn.com). In August 2014, a federal judge, Claudia Wilken ruled that “the challenged NCAA rules unreasonably restrain trade in the market for certain educational and athletic opportunities offered by the NCAA Division I schools (www.espn
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