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MPEG-SCORM: an Ontological Approach of Interoperable Metadata for Multimedia e-Learning

机译:MPEG-SCORM:多媒体电子学习互操作性元数据的本体论方法

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The convergence of digital media offers an integration of ICT focused on telecommunications and multimedia domain (under responsibility of the Moving Picture Experts Group, ISO/IEC JTC1 SC29) and the ICTE (the ICT for Education), managed by the ISO/IEC JTC1 SC36, highlighting the MPEG standards, employees as content and metadata to the Multimedia domain and technologies applied to e-Learning. Regarding this, there are problems of developing an interoperable matching for normative bases, achieving an innovative proposal in the convergence between digital telecommunications and applications for e-Learning, also essential to multimedia. To reach this purpose it is proposed to create a standard ontology of interoperable metadata for web, digital TV and extensions for mobile devices based on the integration between MPEG-21 and SCORM metadata standards. The methodology used consists of building ontology MPEG-21 SCORM which can be achieved on making a correspondence through the XPath language, managed by the W3C. The use of the XPath language is desirable for matching and mapping both metadata schema patterns - integrating MPEG-21 (mostly Digital Item Declaration Language) and SCORM metadata schema. The practical purpose is the creation and storage of objects for use in digital multimedia casting as the Web and Digital Television, in an interoperable way with the e-Learning industry, here as description metadata for all sorts of media and hypermedia to create learning objects.
机译:数字媒体提供了融合ICT的融合集中在电信和多媒体域(在运动图像专家组,ISO / IEC JTC1 SC29的责任)和ICTE(信息和通信技术教育),由ISO / IEC JTC1 SC36管理,突出MPEG标准,雇员,内容和元数据到多媒体域和技术应用到电子学习。对此,有制定规范基础的可互操作的匹配,实现数字通信和应用之间的融合创新的提案,电子学习,也给多媒体至关重要的问题。为了达到这个目的,建议创建网络,数字电视和扩展基于MPEG-21和SCORM元数据标准之间的集成移动设备可互操作的元数据标准的本体。所使用的方法包括构建本体它可以在使通过XPath语言的对应关系,由W3C管理来实现MPEG-21 SCORM的。利用XPath语言的期望匹配和映射两个元数据模式的模式 - 积分MPEG-21(主要是数字项声明语言)和SCORM元数据模式。实际目的是创造和数字多媒体铸塑网络和数字电视,同的e-Learning行业的互操作的方式,这里描述元数据的各种媒体和超媒体创建学习对象的使用对象存储。

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