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MTDL '09: Proceedings of the first ACM international workshop on Multimedia technologies for distance learning
ACM2009 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
MM09: ACM Multimedia Conference Beijing China 23 October 2009
ISBN:
978-1-60558-757-8
Published:
23 October 2009
Sponsors:
Next Conference
October 28 - November 1, 2024
Melbourne , VIC , Australia
Bibliometrics
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Abstract

Welcome to the First ACM International Workshop on Multimedia Technologies for Distance Learning (MTDL 2009), as one of the workshops held in conjunction with the ACM Multimedia 2009 Conference. Multimedia technologies and networking infrastructure have changed human social behavior. One typical example is education. The impact of distance learning to traditional universities in particular allows educational professionals to rethink about how to efficiently and effectively using multimedia technologies to improve instruction, as well as to encourage students to learn. Although multimedia technologies have already been widely used in e-learning, various considerations should be carefully addressed from both pedagogical and technological perspectives, to ensure the successful incorporation of these technologies in e-learning. This ACM workshop aims to discuss problems, current studies, and solutions in how to use multimedia and communication technologies to improve e-learning. Especially, presentations address the difference between using and without using multimedia technologies in education. Practical solutions are included, although pedagogical theories may be used to support the solutions.

The workshop received 24 full paper submissions from Australia, Canada, Germany, France, Italy, Spain, China, Hong Kong, Taiwan, Greece, and United Kingdom. Each paper was reviewed by at least three reviewers. To ensure quality of this workshop, the Program Co-Chairs decided to accept only 11 papers. Some of the accepted papers will be further recommended for resubmission to the Special Issue of IEEE Transactions on Learning Technologies on Game-Based Learning.

The Workshop program is divided into four sessions: Learning Technology Infrastructure (3 papers), Technology-Assisted Learning (3 papers), Game-Based Learning (3 papers), and Learning Methodologies (2 papers). All presentations are scheduled on October 23, 2009.

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SESSION: Learning technology infrastructure
research-article
Personal media data organization and retrieval in e-learning: a collaborative tagging based approach

Due to the large quantities of available media content, effective organization to support fast browsing and retrieval is important to multimedia database applications including e-Learning. Traditional subject indexing approach of information ...

research-article
Synote: enhancing multimedia e-learning with synchronised annotation

This paper discusses the development of a collaborative hypertext application named Synote. Multimedia has become technically easier to create, but while the WHOLE of a media resource can be easily bookmarked, searched, linked to and tagged, it is still ...

research-article
Toward environment-to-environment (E2E) affective sensitive communication systems

In the last decades several efforts have been focused on helping people keeping in touch and communicating from distant environments. Nevertheless, existing devices limit natural human interactions in a number of different ways. Researchers have been ...

SESSION: Technology-assisted learning
research-article
Design an empathic virtual human to encourage and persuade learners in e-learning systems

Studies indicate that making learners feel good is important only minor to clear knowledge transformation. Many studies have tried to use virtual humans as a part of interface in learning systems to increase the effect of instructions. Based on social ...

research-article
Towards affective learning with an EEG feedback approach

In the distance learning program, students' emotions need to be recognized and interpreted so as to motivate students and deepen learning. This paper focuses on how to conduct interactive learning between learners and teachers, and also proposes our ...

research-article
Developing the immersive learning environment by integrating the interactive video and ubiquitous technologies

Nowadays information technologies have becoming part of our daily life and provide lots of practical applications in various domains. E-Learning is one of the most significant IT products and brings us a flexible learning environment. But if we want to ...

SESSION: Game-based learning
research-article
Constraint-directed business simulation for supporting game-based problem-based learning

This paper presents a constraint-directed approach for business simulation in supporting game-based collaborative problem-based learning (PBL). The business scenario is formulated as a distributed fuzzy constraint satisfaction problem (DFCSP). The ...

research-article
Implementing accessibility in educational videogames with <e-Adventure>

Web-based distance education (often identified as e-learning) is being reinvented to include richer content, with multimedia and interactive experiences that engage the students, thus increasing their motivation. However, the richer the content, the ...

research-article
Game-based learning model using fuzzy cognitive map

Fuzzy Cognitive Map (FCM) can be used to design game-based learning systems because it has the excellent ability of concept representation and reasoning. However, it can not (1) get new knowledge from existing data and (2) correct false transcendental ...

SESSION: Learning methodologies
research-article
Knowledge multimedia processes in technology enhanced learning

Success of Technology Enhanced Learning (TEL) depends on the careful engineering of multimedia and the related communication/collaboration features. Particularly, at engineering TEL environments for professionals and scientists in many disciplines, it ...

research-article
A mash-up authoring tool for e-learning based on pedagogical templates

The purpose of this paper is twofold. On the one hand it aims at presenting the "pedagogical template" methodology for the definition of didactic activities, through the aggregation of atomic learning entities on the basis of pre-defined schemas. On the ...

Contributors
  • National Central University
  • University of Chinese Academy of Sciences
  • City University of Hong Kong
  • National Cheng Kung University

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  1. Proceedings of the first ACM international workshop on Multimedia technologies for distance learning

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