Advances in Multimedia and Interactive Technologies最新文献

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To Move or Not to Move? 动还是不动?
Advances in Multimedia and Interactive Technologies Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-5912-2.CH006
S. Casas, C. Portalés, Marcos Fernández
{"title":"To Move or Not to Move?","authors":"S. Casas, C. Portalés, Marcos Fernández","doi":"10.4018/978-1-5225-5912-2.CH006","DOIUrl":"https://doi.org/10.4018/978-1-5225-5912-2.CH006","url":null,"abstract":"This chapter deals with the problem of including motion cues in VR applications. From the challenges of this technology to the latest trends in the field, the authors discuss the benefits and problems of including these particular perceptual cues. First, readers will know how motion cues are usually generated in simulators and VR applications in general. Then, the authors list the major problems of this process and the reasons why its development has not followed the pace of the rest of VR elements (mainly the display technology), reviewing the motion vs. no-motion question from several perspectives. The general answer to this discussion is that motion cues are necessary in VR applications—mostly vehicle simulators—that rely on motion, although, unlike audio-visual cues, there can be specific considerations for each particular solution that may suggest otherwise. Therefore, it is of the utmost importance to analyze the requirements of each VR application before deciding upon this question.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"51 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":"114740351","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}
引用次数: 2
Dialogue With Interfaces 带有接口的对话
Advances in Multimedia and Interactive Technologies Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-7371-5.CH006
Ana Paula dos Santos, Guilherme Ferreira de Arruda, J. D. S. C. Filho, Lorena Melgaço Silva Marques, Marcela Alves de Almeida
{"title":"Dialogue With Interfaces","authors":"Ana Paula dos Santos, Guilherme Ferreira de Arruda, J. D. S. C. Filho, Lorena Melgaço Silva Marques, Marcela Alves de Almeida","doi":"10.4018/978-1-5225-7371-5.CH006","DOIUrl":"https://doi.org/10.4018/978-1-5225-7371-5.CH006","url":null,"abstract":"This chapter grapples with the hegemony of the visual and its pervasiveness in current urban installations. It discusses how technology and the visual are fetishized instead of used in their dialogical potential to engage people in socio-spatial transformation. This chapter presents the trajectory of the Graphics Laboratory for Architectural Experience at Universidade Federal de Minas Gerais, Brazil (LAGEAR) in its theoretical and practical development. This chapter then discusses LAGEAR's main drives, which are the playful interaction, the distinction between interface, and interaction and dialogue, in order to create interactive interfaces that actually engage people in socio-spatial transformation. It presents examples of the authors' works, drawing from visually based to bodily engaging and socio-political installations. Discussion concerns the problematization that leads to the need of engagement rather than the bodily engagement. Emphasis was put on working with the socio-spatial context and proposing interfaces that take into account the process in its openness and indeterminacy instead of prescribing a product (even if an interface-product).","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"39 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":"129361909","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}
引用次数: 2
Adolescent Co-Researchers Design Media Literacy Lessons to Address Cyberbullying Through Design Thinking 青少年共同研究人员设计媒体素养课程,通过设计思维解决网络欺凌问题
Advances in Multimedia and Interactive Technologies Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-9261-7.CH021
A. Cheng
{"title":"Adolescent Co-Researchers Design Media Literacy Lessons to Address Cyberbullying Through Design Thinking","authors":"A. Cheng","doi":"10.4018/978-1-5225-9261-7.CH021","DOIUrl":"https://doi.org/10.4018/978-1-5225-9261-7.CH021","url":null,"abstract":"To date, media literacy lessons in schools have been successful in dispensing knowledge but few have influenced a change of intention. This chapter explores how lessons in the context of cyberbullying can be designed to help adolescents move beyond students reciting correct answers to intending to behave responsibly online. At phase one of the research, an adult researcher worked with seven adolescent student co-researchers to develop lessons that are relevant to adolescents, guided by the design thinking processes. Theory of planned behavior framework was used to guide the development of lesson content and Kolb's experiential learning cycle framework informed researchers on how to design experiential learning experiences that would help adolescents empathize and create knowledge. At phase 2, the student co-researchers facilitated three lessons to their peers (N= 99). The goal was to encourage passive bystanders to become positive bystanders who will protect cyber-victims instead of remaining inactive. After the lesson intervention, there was an increase of 42.7% of positive bystanders.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"6 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":"114368150","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}
引用次数: 1
An Intuitive Interface for Interactively Pairing Multiple Mobile Devices 交互式配对多个移动设备的直观界面
Advances in Multimedia and Interactive Technologies Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-7371-5.CH001
Takashige Ohta
{"title":"An Intuitive Interface for Interactively Pairing Multiple Mobile Devices","authors":"Takashige Ohta","doi":"10.4018/978-1-5225-7371-5.CH001","DOIUrl":"https://doi.org/10.4018/978-1-5225-7371-5.CH001","url":null,"abstract":"We designed an intuitive user interface to connect multiple mobile devices over a network and relate the applications running on them. We proposed a pinching gesture for making a connection between two devices, which is realized by swiping the touch screens of the two annexed mobile devices as if to stitch them together. We believe that this user interface can create new user experiences for multiple-screen usage, especially by designing the application content to react instantly to the connection and disconnection triggered by the gesture. We expect this interface to fulfill a great potential in inspiring application designers to conceive various ideas, particularly suited for visually fascinating content that takes advantage of the dynamic reconfigurable multi-display feature. To demonstrate the potential, we produced some prototype applications. In this article, we explain the idea and details of the interface mechanism, and introduce the design of the sample applications.","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":"130522181","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}
引用次数: 1
Trends, Experiences, and Perspectives in Immersive Multimedia and Augmented Reality 沉浸式多媒体和增强现实的趋势、经验和前景
Advances in Multimedia and Interactive Technologies Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-5696-1
{"title":"Trends, Experiences, and Perspectives in Immersive Multimedia and Augmented Reality","authors":"","doi":"10.4018/978-1-5225-5696-1","DOIUrl":"https://doi.org/10.4018/978-1-5225-5696-1","url":null,"abstract":"","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"86 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":"134100656","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}
引用次数: 1
Creating Characters for Various Interfaces 为各种界面创建字符
Advances in Multimedia and Interactive Technologies Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-7371-5.CH003
A. Ursyn
{"title":"Creating Characters for Various Interfaces","authors":"A. Ursyn","doi":"10.4018/978-1-5225-7371-5.CH003","DOIUrl":"https://doi.org/10.4018/978-1-5225-7371-5.CH003","url":null,"abstract":"This chapter is focused on the theme of creating characters for visual storytelling discussed in practical, theoretical, and historical terms. The description includes a discussion of artistic forms acting as characters for telling stories, various meanings conveyed by characters in semiotic terms, the creating of characters by drawing, and then a set of learning projects follows, on creating characters for various interfaces.","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":"131129483","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}
引用次数: 0
Best Practices in Project-Based Learning 基于项目的学习的最佳实践
Advances in Multimedia and Interactive Technologies Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-9261-7.CH007
Jason Rosenblum
{"title":"Best Practices in Project-Based Learning","authors":"Jason Rosenblum","doi":"10.4018/978-1-5225-9261-7.CH007","DOIUrl":"https://doi.org/10.4018/978-1-5225-9261-7.CH007","url":null,"abstract":"Educators are increasingly challenged to offer students access to, and depth of instruction on, complex digital technologies in their degree offerings. Although these courses already exist, significant challenges remain for educators to offer cutting-edge online instruction in educational technology programs in ways that have real-life relevance for students. Students are often asked to turn to independent learning through online video tutorials and other resources to close the technology learning gaps that exist within these programs. This chapter explores how a curriculum that prioritizes significant learning through the application of project-based learning and design-based thinking can be used to teach online instructional technology courses. Included are examples from courses in mobile learning, game-based learning, and instructional systems design to illustrate these approaches. Complexities associated with this process are highlighted and strategies are suggested to help instructors create learning experiences that are challenging and professionally relevant to students.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"18 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":"115988478","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}
引用次数: 0
Media Literacy in a Digital Age 数字时代的媒体素养
Advances in Multimedia and Interactive Technologies Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-9261-7.CH002
Begüm Saçak
{"title":"Media Literacy in a Digital Age","authors":"Begüm Saçak","doi":"10.4018/978-1-5225-9261-7.CH002","DOIUrl":"https://doi.org/10.4018/978-1-5225-9261-7.CH002","url":null,"abstract":"New possibilities of representation through the use of multiple modes has challenged language's power as a dominant means to express meanings. Multimodal communication is now becoming the norm in the modern era of communication and Internet. Diverse forms of media exist and are combined in different ways to create new meanings though what constitutes media (media language or visual grammar), and the motivations behind design often remain transparent to users. The increase and diversity in different forms of representation other than written or spoken language also bring along changes in the field of literacy. In this chapter, the main focus is on Multimodal Social Semiotics —the theory of communication formed by Kress and his colleagues. The new language of multimodality and design builds on what it means to be media literate and has significant implications for media literacy education. This chapter's focus is on the basics of reading multimodal texts and the connection between new literacy and media literacy studies based on Multimodal Social Semiotics Theory.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"6 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":"132320005","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}
引用次数: 4
Avatars and Digital Technology Literacy Applied in Psychology 虚拟形象和数字技术素养在心理学中的应用
Advances in Multimedia and Interactive Technologies Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-9261-7.CH023
Judy Lee, Laura Dryjanska
{"title":"Avatars and Digital Technology Literacy Applied in Psychology","authors":"Judy Lee, Laura Dryjanska","doi":"10.4018/978-1-5225-9261-7.CH023","DOIUrl":"https://doi.org/10.4018/978-1-5225-9261-7.CH023","url":null,"abstract":"Technological advances have led to a variety of positive outcomes and benefits. This chapter aims to discuss the different kinds of therapeutic interventions, clinical methods, and approaches in the field of psychology that have resulted from the advance in digital and virtual technology. In particular, this chapter focuses on avatars and virtual technology as a component of media literacy. Additionally, the chapter explores, in detail, how avatars are used across various clinical settings with diverse populations such as individuals with autism spectrum disorder, individuals with schizophrenia, prison settings, and the criminal justice system. Furthermore, the chapter highlights the significant implications avatars have in regards to education. Lastly, controversies and challenges are discussed regarding the efficacy of digital technology within clinical settings (e.g., telepsychology).","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"7 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":"121809326","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}
引用次数: 2
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