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Intelligent technologies for interactive entertainment : 13th EAI International Conference, INTETAIN 2021, virtual event, December 3-4, 2021, proceedings / / edited by Zhihan Lv, Houbing Song



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Titolo: Intelligent technologies for interactive entertainment : 13th EAI International Conference, INTETAIN 2021, virtual event, December 3-4, 2021, proceedings / / edited by Zhihan Lv, Houbing Song Visualizza cluster
Pubblicazione: Cham, Switzerland : , : Springer, , [2022]
©2022
Descrizione fisica: 1 online resource (422 pages)
Disciplina: 006.7
Soggetto topico: Artificial intelligence
Persona (resp. second.): SongHoubing
LvZhihan
Nota di bibliografia: Includes bibliographical references and index.
Nota di contenuto: Intro -- Preface -- Organization -- Contents -- Emerging Applications -- Some Questions Regarding the Nature of Experience and Interaction in Media -- 1 Introduction -- 2 Question 1: What is the Difference Between Interaction and Experience? -- 3 Question 2: What is the Relationship of Experience to Knowledge? -- 4 Question 3: Should We Be Treating Our Experiences with Media as a Being-With-Otherness? -- 5 Conclusion -- References -- Exploring the User Interaction with a Multimodal Web-Based Video Annotator -- 1 Introduction -- 2 Related Work -- 3 MotionNotes -- 3.1 MotionNotes Implementation Overview -- 3.2 MotionNotes Interaction Example -- 4 User Study -- 4.1 Design and Participants -- 4.2 Results and Discussion -- 5 Future Work -- 6 Conclusion -- References -- A Fast Region Segmentation Algorithm for Water Meter Image Based on Adaptive Seed Point Selection -- 1 The Introduction -- 2 Disadvantages of Binary Image Segmentation Algorithms -- 3 Improved Region Segmentation Algorithm -- 4 Experiment and Analysis of Result -- 4.1 Experiment Preparation -- 4.2 Preprocessing of Water Meter Images -- 4.3 Segmentation of Water Meter Images -- 5 Conclusion -- References -- Enterprise Economic Forecasting Method Based on ARIMA-LSTM Model -- 1 Introduction -- 1.1 Research Significance -- 1.2 Research Background -- 2 Correlative Knowledge -- 2.1 The Relationship Between IOT and Economic Development -- 2.2 Application of Time Series Model in IOT Data Prediction -- 3 Enterprise Economic Forecasting Method Based on ARIMA-LSTM Model -- 3.1 Enterprise Development Environment -- 3.2 Model Principle -- 3.3 Model Process -- 4 Experiment and Analysis -- 4.1 Experimental Environment -- 4.2 Data Set Selection -- 4.3 Experimental Process -- 4.4 Results and Analysis -- 5 Conclusion -- References.
eXtended Reality (XR) Experiences in Museums for Cultural Heritage: A Systematic Review -- 1 Introduction -- 2 Reality-Virtuality Continuum -- 3 Research Methodology -- 3.1 Data Sources and Search Strategies -- 4 XR Experiences in Museums Case Studies -- 5 XR Case Studies Tables Analysis -- 6 Discussion and Future Directions -- References -- Mesh2Measure: A Novel Body Dimensions Measurement Based on 3D Human Model -- 1 Introduction -- 2 Our Mesh2Measure Model -- 2.1 MeshNet -- 2.2 Measure -- 3 Results and Discussion -- 3.1 Datasets -- 3.2 Experimental Results -- 4 Conclusions -- References -- Charting Science Fiction in Computer Science Literature -- 1 Introduction -- 2 Background -- 3 Method -- 3.1 Coding the Type of Research Paper-PubType -- 3.2 Coding the Contextual SF Referral-SFCont -- 3.3 Contextual SF Particulars-SFCont -- 4 Results -- 4.1 Type of Research Paper -- 4.2 Contextual SF Referral -- 4.3 Type of Research Paper/Contextual SF Referral -- 4.4 SF Authors -- 4.5 SF Writings -- 4.6 SF Movies and Shows -- 4.7 SF Characters -- 5 Discussion -- 5.1 SF Movies, Shows and Characters -- 6 Limitations -- 7 Conclusions -- 7.1 Future Work -- References -- Deep Learning Based Video Compression -- 1 Motivation -- 2 Related Work -- 3 Implementation -- 4 Design and Approach -- 5 Theoretical Background -- 6 Result Evaluation and Discussion -- 6.1 File Size Comparison -- 6.2 Quality Measurement -- 6.3 Quantization -- 6.4 Limitations -- 6.5 Discussion and Future Work -- 7 Conclusion -- References -- Validating the Proposed Framework for Visualising Music Mood Using Visual Texture -- 1 Introduction -- 2 Research Methodology -- 2.1 Phase 1: Awareness of the Problem -- 2.2 Phase 2: Suggestion -- 2.3 Phase 3: Development -- 2.4 Phase 4: Evaluation -- 3 Conclusion and Future Work -- References -- Interactive Art Therapy for Mental Health Using Microsoft Kinect.
1 Introduction -- 2 Literature Review -- 3 Development of Interactive Art Therapy -- 4 Results and Discussion -- 5 Conclusion -- References -- Impact of Games on People: A Comprehensive Review -- 1 Introduction -- 2 Background -- 3 Related Studies on the Impact of Video Games on People -- 3.1 Games and People -- 3.2 Virtual Reality -- 3.3 Mental Health -- 3.4 Alternatives Ways to Video Games -- 3.5 Devices and Software -- 4 Conclusion -- References -- Review of Gamified MOOC's Impact Toward Learner's Motivation in Learning Effectiveness Context -- 1 Introduction -- 1.1 Research Background -- 2 Theoretical Basis -- 2.1 Malone's Intrinsic Motivation Theory -- 2.2 ARCS Motivation Theory -- 2.3 Flow Theory -- 3 Massive Open Online Class (MOOC) -- 3.1 Classification of MOOC -- 3.2 cMOOCs -- 3.3 xMOOCs -- 4 MOOC Gamification Design -- 4.1 Gamification -- 4.2 MOOC Gamification -- 4.3 Overview of Competition and Collaboration -- 4.4 Perceive Challenge and Attention -- 4.5 Gamification Design Conditions -- 4.6 The Moderating Role of Gamification Design -- 5 Conclusion -- References -- On-Device Image Labelling Photo Management System Using Flutter and ML Kit -- 1 Introduction -- 2 Literature Review and Related Work -- 2.1 Google Cloud Vision -- 2.2 Flutter -- 2.3 Widget Lifecycle Events -- 2.4 Widget Lifecycle Events -- 2.5 Object Detection and Image Labelling -- 2.6 Comparison of Image Recognition Tool in the Market -- 3 Proposed Method -- 4 Result and Discussion -- 4.1 List of Categories -- 4.2 Strength and Uniqueness -- 5 Conclusion -- References -- The Dynamic Scattering Coefficient on Image Dehazing Method with Different Haze Conditions -- 1 Introduction -- 2 Atmospheric Scattering Model -- 3 Methodology -- 4 Haze Simulation Algorithm -- 5 Image Dehazing Algorithm -- 5.1 Depth Estimation -- 5.2 Dynamic Scattering Coefficient -- 6 Image Dehazing Result.
7 Benchmark for Comparative Analysis -- 8 Conclusion -- References -- Adaptive Gamification: User/Player Type and Game Elements Mapping -- 1 Introduction -- 2 Related Works -- 2.1 Player/User Type -- 2.2 HEXAD Gamification User Type -- 2.3 Adaptive Gamification -- 3 Methodology -- 3.1 Respondents Profile -- 3.2 Process -- 4 Result -- 4.1 HEXAD User Type -- 4.2 User Type and Game Element - Matrix -- 4.3 Correlation Between HEXAD User Types -- 4.4 Relationship Between Game Elements and HEXAD User Types -- 5 Discussion -- 5.1 Designing a Gamification Application -- 5.2 Adaptive Gamification (User Type and Game Elements Mapping) -- 6 Conclusion -- References -- Federated Parking Flow Prediction Method Based on Blockchain and IPFS -- 1 Introduction -- 2 Correlative Knowledge -- 2.1 LSTM Neural Network -- 2.2 Federated Learning -- 2.3 Blockchain -- 2.4 IPFS -- 3 Federated Parking Flow Prediction Method Based on Blockchain and IPFS -- 3.1 Training of Federated Parking Flow Prediction Model -- 3.2 Incentive Mechanism -- 4 Experimental Results and Analysis -- 4.1 Experimental Parameter Settings -- 4.2 Experimental Data Processing -- 4.3 Experimental Result Analysis -- 5 Conclusion -- References -- Augmented Reality -- Investigating the Motivational Effect of Fantasy and Similarity Through Avatar Identification in AR Game-Based Learning -- 1 Introduction -- 2 Related Work -- 2.1 Motivation -- 2.2 Augmented Reality for Learning -- 2.3 Fantasy and Similarity -- 2.4 Avatar Identification -- 3 The Game Design -- 4 The Experiment Design -- 5 Results -- 5.1 Reliability -- 5.2 Descriptive Data and Controlled Factors -- 5.3 Two-Way Repeated Measures ANOVA -- 5.4 Partial Correlation -- 6 Discussion.
6.1 RQ1: Do Players Have Distinct Avatar Identifications (Similarity and Wishful Identification) for a Fantasy or a Real-Life Avatar Setting, for a Similar or a Dissimilar Avatar Setting? -- 6.2 RQ2: How Do Fantasy and Similarity Settings in Games Affect Their Motivation in GBL Through Player Identification? -- 6.3 Design with Similarity and Fantasy -- 7 Limitation -- 8 Conclusion -- References -- Research on the Application of Augmented Reality Technology in the Transformation and Development of Cultural and Creative Industries -- 1 Introduction -- 2 Present Situation and Existing Problems of Hainan Cultural and Creative Industry -- 3 Introduction of Augmented Reality and Its Application Advantages -- 3.1 Augmented Reality -- 3.2 Advantages and Characteristics of the Application of AR in Hainan's Cultural Entrepreneurship Industry -- 4 Research on Cultural and Creative Development of Hainan Based on AR -- 4.1 Li Brocade Display and Protection Using AR Techniques -- 4.2 Using AR to Create Brocade Interactive Experience -- 4.3 AR Was Used to Repair and Restore Li Brocade -- 4.4 Using AR to Develop Li Brocade's Innovative Products -- 5 Conclusion -- References -- The Heptagon of AUX Model: Development of a Synergising Model on Aesthetic Experience and User Experience through the Fuzzy Delphi Method Towards Augmented Reality Comics -- 1 Introduction -- 2 Literature Review -- 2.1 Aesthetic Experience (AX) -- 2.2 User Experience (UX) -- 2.3 Augmented Reality Comics (AR Comics) -- 3 Fuzzy Delphi Method (FDM) -- 3.1 FDM Initial Model Formulation -- 4 The Heptagon of Aesthetic User Experience (AUX) Model -- 4.1 Storytelling -- 4.2 Amusement -- 4.3 Harmony -- 4.4 Inspiration -- 4.5 Incentive -- 4.6 Mindfulness -- 4.7 Efficiency -- 5 Conclusion -- References.
AREDAPPS: Mobile Augmented Reality Development and Learning Framework Based on Augmented Reality Technology for Engineering Drawing Course.
Titolo autorizzato: Intelligent Technologies for Interactive Entertainment  Visualizza cluster
ISBN: 3-030-99188-1
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 9910556899303321
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Serie: Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering