Daniela C. L. Domingos, Luis Felipe Lima, Thiago F. Messias, Jose V. L. Feijo, Anthony Diniz, H. Soares
{"title":"BloodHero: The Power of Gamification in Social Habit","authors":"Daniela C. L. Domingos, Luis Felipe Lima, Thiago F. Messias, Jose V. L. Feijo, Anthony Diniz, H. Soares","doi":"10.5772/INTECHOPEN.84140","DOIUrl":"https://doi.org/10.5772/INTECHOPEN.84140","url":null,"abstract":"The lack of blood in hemocenters is an intermittent problem in the Brazilian health system; due to the difficulty of attracting blood donors, according to the World Health Organization (WHO), each country must maintain 3 – 5% of its population as regular blood donors. However, the number of regular donors in Brazil, in recent years, has not reached 3% of the population. In order to attract periodic volunteer blood donors, the objective of this study was to develop a mobile application, called BloodHero, to work as a social network, with a game methodology, known as gamification, to encourage blood donation. Initiatives and interactions favorable to blood donation, within the application, will generate points that will be used for in-game competitiveness. Another contribution given to those that use this software is the interaction between users who can donate blood and patient users, where these second ones can share their stories or use this software as a tool to find someone compatible with their blood type for donation.","PeriodicalId":103302,"journal":{"name":"Interactive Multimedia - Multimedia Production and Digital Storytelling","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-08-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126745053","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Calmness in Virtual Environments Enhance User’s Spatial Presence Experience","authors":"Nadia Diyana Mohd Muhaiyuddin, D. R. A. Rambli","doi":"10.5772/INTECHOPEN.82862","DOIUrl":"https://doi.org/10.5772/INTECHOPEN.82862","url":null,"abstract":"Presence has been described to be crucial in several virtual reality (VR) applications. Among the factors influencing presence, realistic virtual environment has been examined extensively from the angle of geometry-based virtual reality (GBVR) application. The visual of the applications has been manipulated by altering numer-ous technological characteristics or by adding more sensory information (such as touch and smell). However, realistic virtual environment in GBVR application often required complex programming and takes longer time to develop. As such GBVR application is not acceptable for the application that needs to have a collection of realistic panoramic virtual environments. An alternative solution for above statement is image-based virtual reality (IBVR) application. IBVR refers to photo-based images, stitched together to develop a realistic panoramic virtual environment. Based on this method, many realistic virtual environments can be created in much less time but with limited interaction function. Despite this limitation, realistic virtual environment in image-based virtual reality is expected to enhance user’s spatial presence experience, which is supported by spatial presence theoretical model. There a few levels in this theoretical model before the formation of spatial presence, and the most important part in this theoretical model is primary egocentric reference frames (PERF), adapting calmness to produce spatial presence experience. Thus, this chapter describes the summary on adapting calmness as PERF.","PeriodicalId":103302,"journal":{"name":"Interactive Multimedia - Multimedia Production and Digital Storytelling","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132027446","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abdellah Ibrahim Mohammed Elfeky, Marwa Yasien Helmy Elbyaly
{"title":"Multimedia: Different Processes","authors":"Abdellah Ibrahim Mohammed Elfeky, Marwa Yasien Helmy Elbyaly","doi":"10.5772/INTECHOPEN.81987","DOIUrl":"https://doi.org/10.5772/INTECHOPEN.81987","url":null,"abstract":"The topic includes four main themes: (1) The Collaborative Work in Cloud Storage Services: The collaborative work is seen as a force for the individual and community. It, in the field of education, expresses the interaction among students of individual differences who work within collaborative aims and skills to achieve a specific aim. In addition, cloud storage predicts a tremendous change in the way information is stored and applications are run. That is, instead of storing information and running programs on PCs, everything will be hosted in a cloud that can be accessed anywhere and processed by addition or deletion collaboratively. (2) Computer- supported collaborative learning environment (CSCL): Collaborative learning is an umbrella term for a variety of educational approaches involving joint intellectual effort by students, or students and teachers together. It is based on the idea that learning is naturally a social act in which the participants talk among themselves. A group of students engaged in collaborative learning works together to achieve shared goals. (3) Mobile learning: Mobile learning is a term that has been used widely in different places all over the world. it has been encouraged to be used in higher education institutions because of a set of factors such as the availability of mobile phones, their ability to motivate students, and the freedom and privacy they provide to share information. Mobile learning is defined as E-learning that uses mobile devices or learning connected to a mobile device, Laouris & Eteokleous. (4) Open-Source Learning Management Systems: The integration of many Educational technologies in education have been widely promoted for their potential to enrich, enhance and extend student-learning experiences. Hence, pioneer educational establishments all over the world try to benefit of these technologies as much as possible to convey knowledge resources to both of the learner and teacher in least time, effort and cost. One of these educational technology tools which has been prominent in the field of education and technology integration is Learning Management Systems known as LMS.","PeriodicalId":103302,"journal":{"name":"Interactive Multimedia - Multimedia Production and Digital Storytelling","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125172199","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Introductory Chapter: Multimedia and Interaction","authors":"D. Cvetkovic","doi":"10.5772/INTECHOPEN.85904","DOIUrl":"https://doi.org/10.5772/INTECHOPEN.85904","url":null,"abstract":"Interactive media are means of communication in which the output values depend on inputs. This means that the user is actively involved in the communication. The media still has the same purpose, but entries or inputs made by user create the interaction and some interesting options when it comes to the output of the system. Interactive media is referred to conceptual design of interaction, new media, interactivity, interaction between people and computers, graphical user interface, digital culture, interactive design, and virtual reality. One of the most important characteristics of interactivity is the interaction between user and machine, where each of them has an active role. Interactive multimedia allows the user to control, combine, and manipulate a variety of media types, such as text, computer graphics, audio and video materials, as well as animation. Interactive multimedia integrates computer, storage, data, phone, TV, and other information technologies. The most common interactive multimedia applications include education and training programs, video games, electronic encyclopedias, and travel guides. The user or participant in an interactive multimedia application changes their role—for the viewer becomes an active participant. It is expected that interactive multimedia systems become the next generation of electronic information systems. It should be mentioned that another name for interactive multimedia is hybrid technology, because it is able to combine the possibilities for storage capacities of computers and a digital database with an advanced tool for viewing and manipulating these materials. Nowadays, the fastest-changing area is dedicated to the development of teaching materials based on usage of computers, particularly interactive multimedia programs that run on personal computers. These new computer and information technologies offer students and teachers access to materials like never before. Through the storage capacity of the computer, multimedia can “deliver” enormous amounts of data to users in more useful and accessible ways [1, 2].","PeriodicalId":103302,"journal":{"name":"Interactive Multimedia - Multimedia Production and Digital Storytelling","volume":"111 20","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-04-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120824223","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Interactive Design vs. Design for Interaction: Developing Interactive Play Tools that Promote Interactions between Children","authors":"Rodrigo Fernandes, T. Yamanaka","doi":"10.5772/INTECHOPEN.84328","DOIUrl":"https://doi.org/10.5772/INTECHOPEN.84328","url":null,"abstract":"How do children interact with each other and how can interactive technology contribute? In this chapter, we are going to introduce two concepts that are cur-rently present in the development of play tools for children: (1) interactive design, represented by toys that can integrate interactive sensors and actuators to promote new play possibilities, and (2) design for interaction, a new tendency focused on how children interact with each other and how new designs can contribute to these interactions. Through this chapter, existing works will be utilized to exemplify these concepts illustrating differences and connection points in-between. These will be followed by a series of studies of children’s social interactions when under the influence of different game conditions. By looking into the fundamental aspects of design and interaction, we will discuss how play can promote positive interactions and how interactive technology can contribute to those. We aim to contribute to the establishment of guidelines for the development of new designs for interactions.","PeriodicalId":103302,"journal":{"name":"Interactive Multimedia - Multimedia Production and Digital Storytelling","volume":"438 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115920474","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Training Reading, Writing and Spelling Fluency: Centre-Periphery Dissemination through Interactive Multimedia","authors":"C. Potter","doi":"10.5772/INTECHOPEN.82812","DOIUrl":"https://doi.org/10.5772/INTECHOPEN.82812","url":null,"abstract":"This chapter focuses on a reading, writing and spelling programme based on Luria’s theories of automaticity, which uses repetitive paired reading and phonological referencing to develop fluency in reading, writing and spelling. All materials used in programme implementation are electronic and are currently delivered using email and cellphone technologies. The results have been promising, and the programme has a number of therapists, teachers, tutors parents and institutional users, both in South Africa and its neighbouring territories, as well as in the United Kingdom. Programme usage is supported via electronic manuals as well as an eight-module training course based on use of multimedia including email, cellphone and use of computer-based electronic material. The first half of the chapter describes the theoretical basis of the programme, and the methods used in its implementation. The second half focuses on the modular training course and its aims, and the centre-periphery model of development and evaluation used in disseminating the programme. The dissemination model is both evidence-based and interactive in its emphasis on assessment and evaluation and will increasingly involve the use of interactive website-based technologies as the programme grows in scale.","PeriodicalId":103302,"journal":{"name":"Interactive Multimedia - Multimedia Production and Digital Storytelling","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129480076","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Digital Pathology: The Time Is Now to Bridge the Gap between Medicine and Technological Singularity","authors":"C. Sergi","doi":"10.5772/INTECHOPEN.84329","DOIUrl":"https://doi.org/10.5772/INTECHOPEN.84329","url":null,"abstract":"Digitalization of the imaging in radiology is a reality in several healthcare institutions worldwide. The challenges of filing, confidentiality, and manipulation have been brilliantly solved in radiology. However, digitalization of hematoxylinand eosinstained routine histological slides has shown slow movement. Although the application for external quality assurance is a reality for a pathologist with most of the continuing medical education programs utilizing virtual microscopy, the abandonment of traditional glass slides for routine diagnostics is far from the perspectives of many departments of laboratory medicine and pathology. Digital pathology images are captured as images by scanning and whole slide imaging/virtual microscopy can be obtained by microscopy (robotic) on an entire histological (microscopic) glass slide. Since 1986, services using telepathology for the transfer of images of anatomic pathology between detached locations have benefited countless patients globally, including the University of Alberta. The purpose of specialist recertification or re-validation for the Royal College of Pathologists of Canada belonging to the Royal College of Physicians and Surgeons of Canada and College of American Pathologists is a milestone in virtual reality. Challenges, such as high bandwidth requirement, electronic platforms, the stability of the operating systems, have been targeted and are improving enormously. The encryption of digital images may be a requirement for the accreditation of laboratory services—quantum computing results in quantum-mechanical phenomena, such as superposition and entanglement. Different from binary digital electronic computers based on transistors where data are encoded into binary digits (bits) with two different states (0 and 1), quantum computing uses quantum bits (qubits), which can be in superpositions of states. The use of quantum computing protocols on encrypted data is crucial for the permanent implementation of virtual pathology in hospitals and universities. Quantum computing may well represent the technological singularity to create new classifications and taxonomic rules in medicine.","PeriodicalId":103302,"journal":{"name":"Interactive Multimedia - Multimedia Production and Digital Storytelling","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-02-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125720351","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Interactive Multimedia Touch Screen Tablets and Gaming as a Vehicle That Fosters Learning Digital Skills","authors":"B. Blažič, Andrej Jerman Blažič","doi":"10.5772/INTECHOPEN.82724","DOIUrl":"https://doi.org/10.5772/INTECHOPEN.82724","url":null,"abstract":"As digital multimedia devices further pervade the lives of everybody including the older adults, the need for relevant training for these age groups of people grows. Older adults, not due to their frailty or age, but because accessing and using digital devices like smart phones can be difficult for them due to a lack of digital skills required in use of multimedia devices, do experience the digital divide sharply. This paper intends to present the use of gaming on touch screen multimedia devices in learning digital skills for the elderly. The case study was carried out with a group of older adults in four European countries with multimedia tablets before they attended the training process for learning how to use smartphones. A parallel group was not exposed to the same devices and the tablet game playing. The comparative results from both groups have shown that gaming on multimedia devices improves the skills necessary for active use of digital skills in everyday life and foster their adoption.","PeriodicalId":103302,"journal":{"name":"Interactive Multimedia - Multimedia Production and Digital Storytelling","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-01-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115896504","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
G. Edwards, J. Kiss, E. Morales, Coralee McLaren, Serge Lacasse, M. Bourbeau, Juan Nino Falcon, Jonathan Proulx Guimond
{"title":"Designing a Participatory and Interactive Opera","authors":"G. Edwards, J. Kiss, E. Morales, Coralee McLaren, Serge Lacasse, M. Bourbeau, Juan Nino Falcon, Jonathan Proulx Guimond","doi":"10.5772/INTECHOPEN.82811","DOIUrl":"https://doi.org/10.5772/INTECHOPEN.82811","url":null,"abstract":"Opera as an art form should lend itself to participatory design, given its wide variety of theatrical and musical components. Opera, however, imposes its own constraints and challenges. The problem as laid out in the early stages of the project was to design a short one-act interactive opera that could be managed within a modest budget. The source material was a science fiction manuscript currently undergoing publication by a small independent publishing house. Our research and production team included a composer, several singers/musicians, an engineer, a designer, and a choreographer/dancer as well as the writer. Furthermore, several of these had done extensive work with interactive and immersive environments. In addition to the opera itself, which incorporated both live and virtual elements, we recycled the 3d virtual designs as the substratum for an online co-creation environment that could be used to elicit public participation in the future development of our operas. We discuss both the diverse challenges involved in creating the opera and the co-creation environment, and highlight projected future work.","PeriodicalId":103302,"journal":{"name":"Interactive Multimedia - Multimedia Production and Digital Storytelling","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-01-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125586891","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
J. Gorlewicz, Jennifer L. Tennison, H. Palani, N. Giudice
{"title":"The Graphical Access Challenge for People with Visual Impairments: Positions and Pathways Forward","authors":"J. Gorlewicz, Jennifer L. Tennison, H. Palani, N. Giudice","doi":"10.5772/INTECHOPEN.82289","DOIUrl":"https://doi.org/10.5772/INTECHOPEN.82289","url":null,"abstract":"Graphical access is one of the most pressing challenges for individuals who are blind or visually impaired. This chapter discusses some of the factors underlying the graphics access challenge, reviews prior approaches to addressing this long-standing information access barrier, and describes some promising new solutions. We specifically focus on touchscreen-based smart devices, a relatively new class of information access technologies, which our group believes represent an exemplary model of user-centered, needs-based design. We highlight both the challenges and the vast potential of these technologies for alleviating the graphics accessibility gap and share the latest results in this line of research. We close with recommendations on ideological shifts in mindset about how we approach solving this vexing access problem, which will complement both technological and perceptual advancements that are rapidly being uncovered through a growing research community in this domain.","PeriodicalId":103302,"journal":{"name":"Interactive Multimedia - Multimedia Production and Digital Storytelling","volume":"67 7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128356452","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}