{"title":"Techniques on Multiplatform Movement and Interaction Systems in a Virtual Reality Context for Games","authors":"Konstantinos Ntokos","doi":"10.4018/978-1-5225-5912-2.CH009","DOIUrl":"https://doi.org/10.4018/978-1-5225-5912-2.CH009","url":null,"abstract":"When a student works on a VR game design project, the input scheme is often bypassed because it is considered to be one of the easiest things to implement. But should design affect the inputs, or the other way around? The author attempts to solve this with the creation of a unified communication tool among students, academics, and developers. This proposed tool will define which movement and/or interaction technique is best suited, depending on the following factors: platform, constraints, context, physique, space, immersion, and user experience. The game design framework will be described, discussed, and presented in a table format to address all of the above when working on VR games. This chapter will also include a section that will define what the player can do and how.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122906966","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":"Spatial Hunt","authors":"Naime Esra Akin, Can Dagdelen","doi":"10.4018/978-1-5225-9261-7.CH016","DOIUrl":"https://doi.org/10.4018/978-1-5225-9261-7.CH016","url":null,"abstract":"This chapter targets thinking toward the United Nations Sustainable Development Goals. Today, the spreading effects of information and communication technologies transform the society towards new habits and lifestyles. Individuals unhesitatingly and continuously share personal data on social media. Architects have started to figure out how this big data can be collected to help a better understanding of this emerging society and how to design for it. The text proposes a model for making an artificial intelligence-based spatial analysis that depends on a phenomenological approach to architecture. The model follows the public preferences to re-organize the design process to be well integrated with user participation. This research is made to analyze the possibilities how digital media literates contribute to the enrichment of the everyday life by using the tools of the digital world.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123860240","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":"Impact of Social Media and Technology Companies on Digital Journalism","authors":"Şükrü Kiliç, Zeynep Genel","doi":"10.4018/978-1-5225-5696-1.CH007","DOIUrl":"https://doi.org/10.4018/978-1-5225-5696-1.CH007","url":null,"abstract":"A handful of social media companies, with their shifting strategies to become hosts of all information available online, have significantly changed the news media landscape in recent years. Many news media companies across the world have gone through reorganizations in a bid to keep up with new storytelling techniques, technologies, and tools introduced by social media companies. With their non-transparent algorithms favoring particular content formats and lack of interest in developing solid business models for publishers, social media platforms, on the other hand, have attracted widespread criticism by many academics and media practitioners. This chapter aims at discussing the impact of social media on journalism with the help of digital research that provides an insight on what storytelling types with which three most-followed news outlets in Turkey gain the most engagement on Facebook.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125493607","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":"Social Networks","authors":"Zuhal Akmeşe","doi":"10.4018/978-1-7998-1041-4.ch013","DOIUrl":"https://doi.org/10.4018/978-1-7998-1041-4.ch013","url":null,"abstract":"The development of technology at an incredible speed today and the fact that the internet has become an important area of social life has led to differentiation in the structure of mass communication and content production, too. This differentiation has stimulated advertisers and companies to reach the target audience through social networks with many users and different characteristics. Companies employ different strategies to be effective in these platforms. One of these strategies is collaboration with social media phenomenon. The relationship between the social networks considered as the new medium of advertising, social media phenomenon identified as influencer in these networks, and advertising is examined within the scope of this chapter. In this context, data obtained from interviews with 50 Instagram phenomenon by using semi-structured interview technique, which is a qualitative research method, were analyzed and advertising collaborations with influencers in social networks were evaluated.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127732131","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":"Smart Devices, Applications, and Protocols for the IoT","authors":"","doi":"10.4018/978-1-5225-7811-6","DOIUrl":"https://doi.org/10.4018/978-1-5225-7811-6","url":null,"abstract":"","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129035077","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":"Visual Storytelling for Various Interfaces","authors":"A. Ursyn","doi":"10.4018/978-1-5225-7371-5.CH004","DOIUrl":"https://doi.org/10.4018/978-1-5225-7371-5.CH004","url":null,"abstract":"This chapter is focused on text visualization and storytelling delivered in various literary styles adopted for various delivery systems. Discussion pertains first storytelling by drawing, both with traditional techniques and digital storytelling for various media and technologies. Transition from a sketch to sculpted forms converted to 3D printing, animation, and video is then discussed. Projects offer practical examples of the visual storytelling production and examine the possible usage of visual storytelling for different kinds of interfaces conducive to human communication through mass media, digital interactive, social, and printed media, with the use of mobile apps, web app, or application software.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132349604","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":"“Hi-Tech + Low-Tech”","authors":"P. C. Teles","doi":"10.4018/978-1-5225-5696-1.CH003","DOIUrl":"https://doi.org/10.4018/978-1-5225-5696-1.CH003","url":null,"abstract":"This chapter aims to highlight and discuss contemporary aspects of interactive art as the audience influence, the aesthetic technological impact, its targeting to art-education, and the cross-cultural aspects involved as well evidenced by an art and technology literacy event at two schools in the city of Osogbo, Nigeria for primary and secondary school teachers and students in mid-2016 and five months later the re-exhibition of its final artwork in museums and cultural centers in Brazil. For this propose, the author sought to highlight the density of the aesthetic experiences and the cultural addition that affected all the involved people in terms of interactivity and multi-technological connections. He also intended to point out and compare both the different interactive attitudes and the processes of comprehension and reframing that occurred during the stages of production and exhibitions under the prism of some contemporary theoretical perspectives and cases.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123019037","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":"Multimedia Experiences for Cultural Heritage","authors":"M. Piscitelli","doi":"10.4018/978-1-5225-5696-1.CH004","DOIUrl":"https://doi.org/10.4018/978-1-5225-5696-1.CH004","url":null,"abstract":"The chapter analyzes, with particular regard to the Italian context, the aspects related to the fruition of cultural heritage and to the expectations of the potential public. There is often a lack of adequate media for communication, which should create interest in a non-specialist public. Multimedia and interactive technologies can be a valuable support to enhance internal and external communication for museums and cultural sites, reaching a wide audience in a differentiated and customized manner depending on their interests. The aim is to understand the link between the work of art and the geographical, physical, historical, and cultural context in which it was born, to open the horizon to a synoptic and organic understanding of heritage, contributing to its protection and educating citizens. Finally, a case study concerning the museum and territory of Mondragone (Italy) is presented.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129342472","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":"Leveraging Computer Interface to Support Creative Thinking","authors":"Robert Z. Zheng, Kevin Greenberg","doi":"10.4018/978-1-5225-7371-5.CH012","DOIUrl":"https://doi.org/10.4018/978-1-5225-7371-5.CH012","url":null,"abstract":"How to design computer interface that facilitates learners' creative thinking can be challenging. This chapter discusses the cognitive processes, the types of divergent thinking, visualization, and brain-functions in relation to human learning. Informed by the research in previous areas, the authors examine the features of computer interface that aligns with brain-functions to support various types of creative thinking. An example is included to demonstrate, at the conceptual level, how computer interface can be leveraged to support learners' creativity, imagination, originality, and expressiveness in learning. Discussions are made with respect to the implication and limitation of the chapter. The chapter concludes with suggestions for future research and studies.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129408622","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":"Thinking Art in the Technological World","authors":"H. Silva, Emília Simão","doi":"10.4018/978-1-5225-5696-1.CH005","DOIUrl":"https://doi.org/10.4018/978-1-5225-5696-1.CH005","url":null,"abstract":"In this chapter, the authors discuss the use of digital media in the creation of digital art, questioning the evolution of the relationship between technology and concept in communication through art. The intersection of new media and digital art have been opening interesting and seductive new horizons and in parallel, the concept, the understanding, the legitimacy of artistic creation, the role of the artist and the role of the spectator are also redefined. Based on two experimental works of the artist Henrique Silva, the authors analyze and reflect on the relationship of technology, art and virtuality, focusing on concepts like experience, sensory, immersion, communication and interaction in artworks created through digital media.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116650721","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}