5. Baseline Engagement
Techniques
• Build on prior knowledge
• Ask questions
• Seek audience input
• Personalize it! - Change from third person
to second person.
28. What if there is no presenter?
What is the role of the audience?
29. Audience driven stories
• No prescribed ordering of content
• Little to no messaging
• Free interactivity
30. Baseline Engagement
Techniques
• Enable the audience to build their own
narrative
• Provide locus of control in navigation
• Seek inputs
• Allow for comparisons
• Personalize it! - Change from third person to
second person.
31. Techniques for using visuals in
audience driven stories
Interactivity
audience is the creator of the narrative.
Interface
Audience controls the narrative
The visualization is now the interface.
34. Interface + Interactivity
• Locus of control
– Navigation
– Details on demand
– Non linear structure
– Means for exploration
• Inputs for individualization and personalization
– Audience selected parameters
– Filtering
– Custom input
• Comparison for context
DC: Humans possess separate channels for processing visual and auditory information
LC Humans are limited in the amount of information that they can process in each channel at one time
AP Humans engage in active learning by attending to relevant incoming information, organizing selected information into coherent mental representations, and integrating mental representations with other knowledge
This figure presents a cognitive model of multimedia learning intended to represent the human information processing system.
The boxes represent memory stores, including sensory memory, working memory, and long term memory. Pictures and words come in form the outside world as a multimedia presentation and enter sensory memory through the eyes and ears. Sensory memory allows for the pictures and printed text to be held as exact visual images for a very brief time period in visual sensory memory.
Arrow from pictures to eyes corresponds to a picture being registered in the eyes; the arrow from Words to Ears corresponds to spoken text being registered in the ears; the arrow from words to eyes corresponds to printed text being registered in the eyes.
The central work of multimedia learning takes place in working memory. Working memory is used for temporarily holding and manipulating knowledge in active consciousness. For example, this presentation, you are able to hold some of the words I'm saying at one time or some of the boxes and arrows in your mind at one time. This kind of processing , where you are consciously aware, takes place in your working memory.
The left side of the box labeled Working Memory represents the raw material that comes into working memory - visual images of pictures and sound images of words - so it is based on the two sensory modalities, called visual and auditory.
The right side of the working memory box represents the knowledge constructed in working memory - visual and verbal mental models and links between them, this is based on the two representation modes, Mayer refers to as pictorial and verbal.