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Augmented Reality, Virtual Reality & Semantic 3D Reconstruction
Augmented Reality, Virtual Reality & Semantic 3D Reconstruction
Autore Lv Zhihan
Pubbl/distr/stampa Basel, : MDPI - Multidisciplinary Digital Publishing Institute, 2022
Descrizione fisica 1 electronic resource (304 p.)
Soggetto topico Technology: general issues
History of engineering & technology
Soggetto non controllato feature tracking
superpixel
structure from motion
three-dimensional reconstruction
local feature
multi-view stereo
construction hazard
safety education
photoreality
virtual reality
anatomization
audio classification
olfactory display
deep learning
transfer learning
inception model
augmented reality
higher education
scientific production
web of science
bibliometric analysis
scientific mapping
applications in subject areas
interactive learning environments
3P model
primary education
educational technology
mobile lip reading system
lightweight neural network
face correction
virtual reality (VR)
computer vision
projection mapping
3D face model
super-resolution
radial curve
Dynamic Time Warping
semantic 3D reconstruction
eye-in-hand vision system
robotic manipulator
probabilistic fusion
graph-based refinement
3D modelling
3D representation
game engine
laser scanning
panoramic photography
super-resolution reconstruction
generative adversarial networks
dense convolutional networks
texture loss
WGAN-GP
orientation
positioning
viewpoint
image matching
algorithm
transformation
ADHD
EDAH
assessment
continuous performance test
Photometric Stereo (PS)
3D reconstruction
fully convolutional network (FCN)
semi-immersive virtual reality
children
cooperative games
empowerment
perception
motor planning
problem-solving
area of interest
wayfinding
spatial information
one-shot learning
gesture recognition
GREN
skeleton-based
3D composition
pre-visualization
stereo vision
360° video
ISBN 3-0365-6062-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910639985103321
Lv Zhihan  
Basel, : MDPI - Multidisciplinary Digital Publishing Institute, 2022
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Digital twins : basics and applications / / Zhihan Lv, Elena Fersman, editors
Digital twins : basics and applications / / Zhihan Lv, Elena Fersman, editors
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2022]
Descrizione fisica 1 online resource (102 pages)
Disciplina 003.3
Soggetto topico Digital twins (Computer simulation)
ISBN 3-031-11401-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Contents -- Digital Twins Architecture -- 1 Why to Talk About Digital Twins? -- 2 The Main Digital Twin's Components -- 2.1 Physical System (PS) -- 2.2 Virtual System (VS) -- 2.3 Systems Data (SD) -- 2.4 Communication Interface (CI) -- 3 Is This a Digital Twin? -- 4 Practical Case Studies -- 4.1 Case Study I -- 4.2 Case Study II -- References -- Digital Twins for Physical Asset Lifecycle Management -- 1 Introduction -- 2 Digital Twin Asset Lifecycle Management (DTALM) -- 3 Digital Twin Essence -- 4 Digital Twin Systems -- 4.1 Physical Domain -- 4.2 Digital Domain -- 4.3 Physics-Based Generative Models for Digital Twins -- 4.4 Advances in Parameter Identifiability -- 5 Data-Driven Digital Twins -- 5.1 Statistical Learning Models -- 5.2 Machine Learning Models -- 5.3 Deep Learning Models -- 5.4 Industrial Digital Twin Applications for PALM -- References -- Digital Twins and Additive Manufacturing -- 1 Additive Manufacturing -- 2 Digital Twins -- 3 DTs for AM Needs and Challenges -- 3.1 Real Time Monitoring -- 3.2 Database and Models -- 3.3 Machine Learning -- 3.4 Internet of Things -- 4 Conclusions and Outlook -- References -- Agricultural Digital Twins -- 1 The Digital Twins of Agriculture -- 2 Digital Twins Build Smart Farms -- 2.1 Artificial Intelligence Predicts Plant Growth -- 2.2 Virtual Reality Simulation of 3D Digital Farm -- 2.3 Blockchain Technology Realizes Supply Chain Management -- 2.4 Problems that Still Exist in the Application of Digital Twins in the Agricultural Field -- 3 Conclusion -- References -- The Application of Digital Twins in the Field of Fashion -- 1 Digital Twins of Human Bodies -- 1.1 Virtual Human Models in Fashion Industry -- 1.2 Source Information for Generating Virtual Human Model -- 1.3 Tools for Virtual Body Model Digitalization -- 1.4 Virtual Fit Mannequin Generating -- 2 Digital Twins of Garment.
2.1 Structure of Virtual Fitting System -- 2.2 Generating Virtual Garment from Virtual Patterns -- 2.3 Generating Virtual Garment Directly on Virtual Human Model -- 3 Future Development -- References -- Digital Twins Collaboration in Industrial Manufacturing -- 1 Introduction -- 1.1 Contribution -- 1.2 Chapter Organization -- 2 Lightweight Framework of Digital Twins Collaboration for Industrial Manufacturing -- 2.1 Physical Layer -- 2.2 Digital Twins Layer -- 2.3 Industrial Technologies Layer -- 2.4 Application Layer -- 3 Digital Twins Collaboration in Industrial Manufacturing Use Cases -- 3.1 Energy Industry-Fault Diagnosis of Wind Turbines -- 3.2 Railway Industry-Predictive Maintenance -- 3.3 Logistics Industry-Dynamic Routing -- 4 Future Directions -- 4.1 Security and Privacy -- 4.2 Connectivity -- 4.3 Timing, Speed, and Response -- 4.4 Data Modelling -- 5 Conclusion -- References -- Social Media Perspectives on Digital Twins and the Digital Twins Maturity Model -- 1 Defining Digital Twins -- 2 Use of Social Media Analytics in Research -- 2.1 Social Media Analytics Methodology -- 2.2 Time Series Analysis of Tweets About Digital Twins -- 2.3 Unsupervised Clustering of the Digital Twin Tweets -- 2.4 Twitter Analysis by Industry -- 3 Background on Maturity Models -- 4 The Digital Twin Maturity Model -- 5 Conclusion and Future Work -- References.
Record Nr. UNISA-996499855103316
Cham, Switzerland : , : Springer, , [2022]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Digital twins : basics and applications / / Zhihan Lv, Elena Fersman, editors
Digital twins : basics and applications / / Zhihan Lv, Elena Fersman, editors
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2022]
Descrizione fisica 1 online resource (102 pages)
Disciplina 003.3
Soggetto topico Digital twins (Computer simulation)
ISBN 3-031-11401-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Contents -- Digital Twins Architecture -- 1 Why to Talk About Digital Twins? -- 2 The Main Digital Twin's Components -- 2.1 Physical System (PS) -- 2.2 Virtual System (VS) -- 2.3 Systems Data (SD) -- 2.4 Communication Interface (CI) -- 3 Is This a Digital Twin? -- 4 Practical Case Studies -- 4.1 Case Study I -- 4.2 Case Study II -- References -- Digital Twins for Physical Asset Lifecycle Management -- 1 Introduction -- 2 Digital Twin Asset Lifecycle Management (DTALM) -- 3 Digital Twin Essence -- 4 Digital Twin Systems -- 4.1 Physical Domain -- 4.2 Digital Domain -- 4.3 Physics-Based Generative Models for Digital Twins -- 4.4 Advances in Parameter Identifiability -- 5 Data-Driven Digital Twins -- 5.1 Statistical Learning Models -- 5.2 Machine Learning Models -- 5.3 Deep Learning Models -- 5.4 Industrial Digital Twin Applications for PALM -- References -- Digital Twins and Additive Manufacturing -- 1 Additive Manufacturing -- 2 Digital Twins -- 3 DTs for AM Needs and Challenges -- 3.1 Real Time Monitoring -- 3.2 Database and Models -- 3.3 Machine Learning -- 3.4 Internet of Things -- 4 Conclusions and Outlook -- References -- Agricultural Digital Twins -- 1 The Digital Twins of Agriculture -- 2 Digital Twins Build Smart Farms -- 2.1 Artificial Intelligence Predicts Plant Growth -- 2.2 Virtual Reality Simulation of 3D Digital Farm -- 2.3 Blockchain Technology Realizes Supply Chain Management -- 2.4 Problems that Still Exist in the Application of Digital Twins in the Agricultural Field -- 3 Conclusion -- References -- The Application of Digital Twins in the Field of Fashion -- 1 Digital Twins of Human Bodies -- 1.1 Virtual Human Models in Fashion Industry -- 1.2 Source Information for Generating Virtual Human Model -- 1.3 Tools for Virtual Body Model Digitalization -- 1.4 Virtual Fit Mannequin Generating -- 2 Digital Twins of Garment.
2.1 Structure of Virtual Fitting System -- 2.2 Generating Virtual Garment from Virtual Patterns -- 2.3 Generating Virtual Garment Directly on Virtual Human Model -- 3 Future Development -- References -- Digital Twins Collaboration in Industrial Manufacturing -- 1 Introduction -- 1.1 Contribution -- 1.2 Chapter Organization -- 2 Lightweight Framework of Digital Twins Collaboration for Industrial Manufacturing -- 2.1 Physical Layer -- 2.2 Digital Twins Layer -- 2.3 Industrial Technologies Layer -- 2.4 Application Layer -- 3 Digital Twins Collaboration in Industrial Manufacturing Use Cases -- 3.1 Energy Industry-Fault Diagnosis of Wind Turbines -- 3.2 Railway Industry-Predictive Maintenance -- 3.3 Logistics Industry-Dynamic Routing -- 4 Future Directions -- 4.1 Security and Privacy -- 4.2 Connectivity -- 4.3 Timing, Speed, and Response -- 4.4 Data Modelling -- 5 Conclusion -- References -- Social Media Perspectives on Digital Twins and the Digital Twins Maturity Model -- 1 Defining Digital Twins -- 2 Use of Social Media Analytics in Research -- 2.1 Social Media Analytics Methodology -- 2.2 Time Series Analysis of Tweets About Digital Twins -- 2.3 Unsupervised Clustering of the Digital Twin Tweets -- 2.4 Twitter Analysis by Industry -- 3 Background on Maturity Models -- 4 The Digital Twin Maturity Model -- 5 Conclusion and Future Work -- References.
Record Nr. UNINA-9910631094203321
Cham, Switzerland : , : Springer, , [2022]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Intelligent technologies for interactive entertainment : 13th EAI International Conference, INTETAIN 2021, virtual event, December 3-4, 2021, proceedings / / edited by Zhihan Lv, Houbing Song
Intelligent technologies for interactive entertainment : 13th EAI International Conference, INTETAIN 2021, virtual event, December 3-4, 2021, proceedings / / edited by Zhihan Lv, Houbing Song
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2022]
Descrizione fisica 1 online resource (422 pages)
Disciplina 006.7
Collana Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Soggetto topico Artificial intelligence
ISBN 3-030-99188-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
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.
Record Nr. UNISA-996464537603316
Cham, Switzerland : , : Springer, , [2022]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Intelligent technologies for interactive entertainment : 13th EAI International Conference, INTETAIN 2021, virtual event, December 3-4, 2021, proceedings / / edited by Zhihan Lv, Houbing Song
Intelligent technologies for interactive entertainment : 13th EAI International Conference, INTETAIN 2021, virtual event, December 3-4, 2021, proceedings / / edited by Zhihan Lv, Houbing Song
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2022]
Descrizione fisica 1 online resource (422 pages)
Disciplina 006.7
Collana Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Soggetto topico Artificial intelligence
ISBN 3-030-99188-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
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.
Record Nr. UNINA-9910556899303321
Cham, Switzerland : , : Springer, , [2022]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui