Pub Date : 2016-10-17DOI: 10.1109/VSMM.2016.7863214
Chee-Ken Wong, Chien-Sing Lee
There are many people without or have little programming knowledge who have many creative ideas but do not have a platform to share, discuss, co-design and showcase their creative ideas. Therefore, in this capstone project, we aim to create a gamify Website to serve as a platform for different users to interact, engage and showcase their creativity. Significance of the study are first, there have been several studies on gamification in e-commerce and e-learning literature but our study is in the Malaysian context, focused on the effects of gamification to learning Science, Technology, Mathematics and Engineering (STEM), through a gamification website. Also, by creating a community of potential designers/creators, to increase interest in the learning of STEM (technology).
{"title":"A better understanding of how gamification can help improve digital lifestyles","authors":"Chee-Ken Wong, Chien-Sing Lee","doi":"10.1109/VSMM.2016.7863214","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863214","url":null,"abstract":"There are many people without or have little programming knowledge who have many creative ideas but do not have a platform to share, discuss, co-design and showcase their creative ideas. Therefore, in this capstone project, we aim to create a gamify Website to serve as a platform for different users to interact, engage and showcase their creativity. Significance of the study are first, there have been several studies on gamification in e-commerce and e-learning literature but our study is in the Malaysian context, focused on the effects of gamification to learning Science, Technology, Mathematics and Engineering (STEM), through a gamification website. Also, by creating a community of potential designers/creators, to increase interest in the learning of STEM (technology).","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127093447","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863211
Kristy H. A. Kang
This paper presents the interactive online cultural history “The Seoul of Los Angeles: Contested Identities and Transnationalism in Immigrant Space” (http://seoulofla.com/). Informed by interaction design and urban studies, this project examines and visualizes the sociocultural networks shaping immigrant communities and how local neighborhoods negotiate a sense of place within an increasingly globalized space. Geographer Doreen Massey recognizes space not as a static entity but as the product of interrelations from the immensity of the global to the intimately tiny. These interrelations are part of a story, an interpreted history that changes and develops over time. One could recognize cultural heritage in a similar way — as dynamic and part of a narrative trajectory that is not merely frozen in a romanticized or essentialist past. Much of what constitutes the dynamics of ethnic community formation is intangible as it is largely a lived experience rather than one that is necessarily documented or archived. As such, this project serves as a digital archive and platform for community storytelling that enriches our understanding of the city and the often intangible narratives that create a sense of place. Currently, Los Angeles has the largest population of Koreans in the United States living outside of Korea. Nicknamed the “L.A. district of Seoul City”, most visitors understand Koreatown as an extension of Seoul. But, what most people may not know is that the majority of inhabitants who comprise its residential and working class population are not Korean, but Latino. The everyday space of this community is inhabited by a mix of immigrants coming from Mexico, Central and South America, and other parts of Asia including Bangladesh. These networks of nationalisms converge in the urban space of Koreatown. This contests predominant conceptions of ethnic enclaves being understood as homogenous and makes us re-imagine what we think we understand about them-they are increasingly becoming polycentric in complex ways. Combining design, documentary and issues in contemporary media studies including global/local relations, ethnic and urban studies, this work uses new media and mapping to create greater awareness of our built environment and the peoples who populate it. Mapping is a dynamic system that changes according to the shifts in culture and community that characterize any geographic place. How can this system be visualized in order to read a space with newly informed imaginations? What kind of urban interfaces could be designed to communicate with the spaces we move through and what overlooked stories could be uncovered in order to enrich our understanding of cities and the intangible cultural histories embedded in them? Such questions are explored in this project.
{"title":"Mapping the intangible cultural heritage of ethnic communities: Designing an interactive cultural history of Koreatown","authors":"Kristy H. A. Kang","doi":"10.1109/VSMM.2016.7863211","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863211","url":null,"abstract":"This paper presents the interactive online cultural history “The Seoul of Los Angeles: Contested Identities and Transnationalism in Immigrant Space” (http://seoulofla.com/). Informed by interaction design and urban studies, this project examines and visualizes the sociocultural networks shaping immigrant communities and how local neighborhoods negotiate a sense of place within an increasingly globalized space. Geographer Doreen Massey recognizes space not as a static entity but as the product of interrelations from the immensity of the global to the intimately tiny. These interrelations are part of a story, an interpreted history that changes and develops over time. One could recognize cultural heritage in a similar way — as dynamic and part of a narrative trajectory that is not merely frozen in a romanticized or essentialist past. Much of what constitutes the dynamics of ethnic community formation is intangible as it is largely a lived experience rather than one that is necessarily documented or archived. As such, this project serves as a digital archive and platform for community storytelling that enriches our understanding of the city and the often intangible narratives that create a sense of place. Currently, Los Angeles has the largest population of Koreans in the United States living outside of Korea. Nicknamed the “L.A. district of Seoul City”, most visitors understand Koreatown as an extension of Seoul. But, what most people may not know is that the majority of inhabitants who comprise its residential and working class population are not Korean, but Latino. The everyday space of this community is inhabited by a mix of immigrants coming from Mexico, Central and South America, and other parts of Asia including Bangladesh. These networks of nationalisms converge in the urban space of Koreatown. This contests predominant conceptions of ethnic enclaves being understood as homogenous and makes us re-imagine what we think we understand about them-they are increasingly becoming polycentric in complex ways. Combining design, documentary and issues in contemporary media studies including global/local relations, ethnic and urban studies, this work uses new media and mapping to create greater awareness of our built environment and the peoples who populate it. Mapping is a dynamic system that changes according to the shifts in culture and community that characterize any geographic place. How can this system be visualized in order to read a space with newly informed imaginations? What kind of urban interfaces could be designed to communicate with the spaces we move through and what overlooked stories could be uncovered in order to enrich our understanding of cities and the intangible cultural histories embedded in them? Such questions are explored in this project.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"173 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115415990","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863192
J. Jan
This paper reports the development of a digital heritage inventory system using open source geospatial software. In particular, we used the Arches-HIP (Heritage Inventory Package), which is a system jointly developed by the Getty Conservation Institute (GCI) and World Monuments Fund (WMF) to inventory immovable heritage. The study sites are three rural villages located in Hualien County of Taiwan. The field data include GPS-tagged images, video and audio recordings, and panoramic images of heritage resources such as historic buildings and sites, artifacts, activities, cultural and natural landscapes. Smart phones were used to record the GPS waypoints of field survey, and a panoramic system was used to acquire panoramic imageries of various resources. By using the Arches-HIP system, we established a web-based geographic information system for managing all the digital heritage resources, which are 188 heritage resources categorized into six types, including heritage resources, heritage resource groups, activity, historic event, actor, and information objects. The research results show that open source geospatial software are very economical and effective tools for managing digital heritage resources. More importantly, the Arches system incorporates international standards in the fields of heritage inventory, heritage data management, and information technology, which is very valuable to create more accessible digital heritage information to the general public, as well as an interoperable and shareable database to researchers and practitioners of heritage conservation from anywhere in the world. This is especially important for international collaboration on heritage conservation.
{"title":"Digital heritage inventory using open source geospatial software","authors":"J. Jan","doi":"10.1109/VSMM.2016.7863192","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863192","url":null,"abstract":"This paper reports the development of a digital heritage inventory system using open source geospatial software. In particular, we used the Arches-HIP (Heritage Inventory Package), which is a system jointly developed by the Getty Conservation Institute (GCI) and World Monuments Fund (WMF) to inventory immovable heritage. The study sites are three rural villages located in Hualien County of Taiwan. The field data include GPS-tagged images, video and audio recordings, and panoramic images of heritage resources such as historic buildings and sites, artifacts, activities, cultural and natural landscapes. Smart phones were used to record the GPS waypoints of field survey, and a panoramic system was used to acquire panoramic imageries of various resources. By using the Arches-HIP system, we established a web-based geographic information system for managing all the digital heritage resources, which are 188 heritage resources categorized into six types, including heritage resources, heritage resource groups, activity, historic event, actor, and information objects. The research results show that open source geospatial software are very economical and effective tools for managing digital heritage resources. More importantly, the Arches system incorporates international standards in the fields of heritage inventory, heritage data management, and information technology, which is very valuable to create more accessible digital heritage information to the general public, as well as an interoperable and shareable database to researchers and practitioners of heritage conservation from anywhere in the world. This is especially important for international collaboration on heritage conservation.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"97 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127254162","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863200
Don Ritter
This paper discusses Burning Too, a large media Façade presented by the author on the Run Run Shaw Creative Media Centre in Hong Kong during the opening of the 22nd International Symposium on Electronic Art (ISEA2016). The author configured a hardware system and wrote software for an Ultra HD (4K) video projection of fire onto the building, using four video projectors and a single computer that provided real-time video mapping, edge blending, video playback, interactive audio, and color adjustment functionality. The symbolism of fire is discussed along with the system configuration for a multi-projector media facade using Ultra HD video.
{"title":"Burning Too: An ultra HD multi-projector media Façade system","authors":"Don Ritter","doi":"10.1109/VSMM.2016.7863200","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863200","url":null,"abstract":"This paper discusses Burning Too, a large media Façade presented by the author on the Run Run Shaw Creative Media Centre in Hong Kong during the opening of the 22nd International Symposium on Electronic Art (ISEA2016). The author configured a hardware system and wrote software for an Ultra HD (4K) video projection of fire onto the building, using four video projectors and a single computer that provided real-time video mapping, edge blending, video playback, interactive audio, and color adjustment functionality. The symbolism of fire is discussed along with the system configuration for a multi-projector media facade using Ultra HD video.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123583791","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863179
Sunil Chaudhary, Eleni Berki, P. Nykänen, Y. Zolotavkin, Marko Helenius, J. Kela
Interactive 360° video technology has not been embraced for surveillance purposes despite its ability to eliminate blind spots, which is an important attribute of video surveillance. Further, privacy invasion due to video surveillance has a negative impact, and this urges for attention. Hence, the paper authors considered these two aspects and proposed a conceptual design framework with its rationale for privacy protection in use within the infrastructure of the interactive 360° video surveillance system. This conceptual integration framework takes into account the next essential factors: i) the utilization of the positive characteristics of 360° video to improve surveillance; ii) the protection of people's privacy; iii) the assistance needed in crime investigation and forensics; and iv) the ease and cost-effectiveness for deployment. These are factors of paramount significance for public safety and social order and they can be guaranteed with proactive approaches of design, based on the latest developments of Internet of Things technology and digital watermarking advancements.
{"title":"Towards a conceptual framework for privacy protection in the use of interactive 360° video surveillance","authors":"Sunil Chaudhary, Eleni Berki, P. Nykänen, Y. Zolotavkin, Marko Helenius, J. Kela","doi":"10.1109/VSMM.2016.7863179","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863179","url":null,"abstract":"Interactive 360° video technology has not been embraced for surveillance purposes despite its ability to eliminate blind spots, which is an important attribute of video surveillance. Further, privacy invasion due to video surveillance has a negative impact, and this urges for attention. Hence, the paper authors considered these two aspects and proposed a conceptual design framework with its rationale for privacy protection in use within the infrastructure of the interactive 360° video surveillance system. This conceptual integration framework takes into account the next essential factors: i) the utilization of the positive characteristics of 360° video to improve surveillance; ii) the protection of people's privacy; iii) the assistance needed in crime investigation and forensics; and iv) the ease and cost-effectiveness for deployment. These are factors of paramount significance for public safety and social order and they can be guaranteed with proactive approaches of design, based on the latest developments of Internet of Things technology and digital watermarking advancements.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121981633","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863190
Mikko Forsman, J. Arvo, T. Lehtonen
Augmented Reality (AR) is currently gaining popularity in multiple professional use cases. However, applying AR for outdoor environments is still very difficult, especially when targeting customer-grade mobile devices. This paper presents extensions to a previous panoramic tracking algorithm, which is a visual tracking method for unprepared outdoor use cases. The panorama tracker is extended by Unity3D game engine integration, and by implementing two distinct initialization systems based on Global Positioning System (GPS) for the tracker. The enhanced panorama tracker is benchmarked with 30 test videos, and the test results indicate that the accuracy of the tracker is sufficient for visualization tasks in outdoor environments. In addition, performance numbers show that the implemented tracker can often reach real-time performance on some consumer-grade tablets. Accuracies of the new initialization systems seem to be sufficient, as long as previously known accurate GPS locations are used instead of internal sensors from the mobile devices.
{"title":"Extended panorama tracking algorithm for augmenting virtual 3D objects in outdoor environments","authors":"Mikko Forsman, J. Arvo, T. Lehtonen","doi":"10.1109/VSMM.2016.7863190","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863190","url":null,"abstract":"Augmented Reality (AR) is currently gaining popularity in multiple professional use cases. However, applying AR for outdoor environments is still very difficult, especially when targeting customer-grade mobile devices. This paper presents extensions to a previous panoramic tracking algorithm, which is a visual tracking method for unprepared outdoor use cases. The panorama tracker is extended by Unity3D game engine integration, and by implementing two distinct initialization systems based on Global Positioning System (GPS) for the tracker. The enhanced panorama tracker is benchmarked with 30 test videos, and the test results indicate that the accuracy of the tracker is sufficient for visualization tasks in outdoor environments. In addition, performance numbers show that the implemented tracker can often reach real-time performance on some consumer-grade tablets. Accuracies of the new initialization systems seem to be sufficient, as long as previously known accurate GPS locations are used instead of internal sensors from the mobile devices.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"72 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130341752","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863165
L. Heller, L. Goodman
This article connects the current fascination with immersive experience to the question of embodiment and representation by avatar presence. It also references the ‘pictorial’ and ‘affective’ turns in theory in order to discern ‘what avatars want’, a play on the cultural theorist W. J. T. Mitchell's ideas. We propose that ‘truth’ or ‘real’ has very little to do with how we feel about our avatar creations which are in effect self-portraits. Their existence reveals our desires, yearnings, fears and insecurities. The avatar is an animated, performed image which mirrors our desire to inject it with subjectivity, while at the same time thinking of it as an object. Avatar embodiment also points us to the technological sublime. Reflecting the natural sublime, we argue that the technological version is part and parcel of our relationship to self and our avatar instantiations.
本文将当前对沉浸式体验的迷恋与化身存在的具体化和再现问题联系起来。它还参考了理论中的“图像”和“情感”转变,以辨别“化身想要什么”,这是对文化理论家W. J. T.米切尔思想的一种发挥。我们认为,“真实”或“真实”与我们对化身创作的感觉几乎没有关系,这些化身实际上是自画像。它们的存在揭示了我们的欲望、渴望、恐惧和不安全感。阿凡达是一种动画的、表演的形象,它反映了我们给它注入主观性的愿望,同时又把它当作一个对象来思考。化身也让我们看到了技术的崇高。我们认为,技术版本反映了自然的崇高,是我们与自我和我们的化身实例的关系的一部分。
{"title":"What do avatars want now? Posthuman embodiment and the technological sublime","authors":"L. Heller, L. Goodman","doi":"10.1109/VSMM.2016.7863165","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863165","url":null,"abstract":"This article connects the current fascination with immersive experience to the question of embodiment and representation by avatar presence. It also references the ‘pictorial’ and ‘affective’ turns in theory in order to discern ‘what avatars want’, a play on the cultural theorist W. J. T. Mitchell's ideas. We propose that ‘truth’ or ‘real’ has very little to do with how we feel about our avatar creations which are in effect self-portraits. Their existence reveals our desires, yearnings, fears and insecurities. The avatar is an animated, performed image which mirrors our desire to inject it with subjectivity, while at the same time thinking of it as an object. Avatar embodiment also points us to the technological sublime. Reflecting the natural sublime, we argue that the technological version is part and parcel of our relationship to self and our avatar instantiations.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121539888","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863158
Simona Morandi, M. Tremari
This paper is an analysis of the recording, reconstruction and presentation of the 3D data of a mediaeval church situated on the lake of Como (Italy), submerged and visible rarely under special condition. The research investigates the use and the potential of modern digital 3D modelling techniques applied at archaeological heritage to increase the divulgence and presentation with interactive products.
{"title":"Make the invisible visible: Virtual reconstruction of a submerged medieval church (S. Siro, Como, Italy)","authors":"Simona Morandi, M. Tremari","doi":"10.1109/VSMM.2016.7863158","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863158","url":null,"abstract":"This paper is an analysis of the recording, reconstruction and presentation of the 3D data of a mediaeval church situated on the lake of Como (Italy), submerged and visible rarely under special condition. The research investigates the use and the potential of modern digital 3D modelling techniques applied at archaeological heritage to increase the divulgence and presentation with interactive products.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126272973","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863205
Yunli Lee, Revina Nur Fathia
Most of the music players are often featured with music visualization that includes patterns such as splashes of colours and animated shapes which move to the rhythm of a song. This paper is presented an interactive theme-based design of music player using Processing. It is featured with interaction of music visualization that based on the music' s low-level features to correlate with the shapes colours, and player control functions, and results emotional-based of the visualization. Visual stimulus is able to enhance the connection between the music and user through visuals, especially when the auditory and visual stimuli are coordinated in a meaningful way. Therefore, we extracted the low-level features like size of sound, beat and frequency spectrum to form a specific visual pattern using shapes like freeform, cylinder and triangles to represent a defined content-the rainy day. Then, colours and player control functions are used to interact with the contents by changing the brightness of the colours to distinguish the different mood of the music. The resulting of music player is an interactive music visualization that integrate the low-level features through the rainy day contents via shapes and colors with real-time animation and player control interactions.
{"title":"Interactive music visualization for music player using processing","authors":"Yunli Lee, Revina Nur Fathia","doi":"10.1109/VSMM.2016.7863205","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863205","url":null,"abstract":"Most of the music players are often featured with music visualization that includes patterns such as splashes of colours and animated shapes which move to the rhythm of a song. This paper is presented an interactive theme-based design of music player using Processing. It is featured with interaction of music visualization that based on the music' s low-level features to correlate with the shapes colours, and player control functions, and results emotional-based of the visualization. Visual stimulus is able to enhance the connection between the music and user through visuals, especially when the auditory and visual stimuli are coordinated in a meaningful way. Therefore, we extracted the low-level features like size of sound, beat and frequency spectrum to form a specific visual pattern using shapes like freeform, cylinder and triangles to represent a defined content-the rainy day. Then, colours and player control functions are used to interact with the contents by changing the brightness of the colours to distinguish the different mood of the music. The resulting of music player is an interactive music visualization that integrate the low-level features through the rainy day contents via shapes and colors with real-time animation and player control interactions.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130031098","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863172
C. Fong, M. Billinghurst, Zi Siang See, H. Esmaeili
A peppergram allows a user to experience a visual image floating in the air. This paper explores how to add interactive controls to a peppergram. An investigation was conducted to explore the suitability of two different integrative methods for navigating a peppergram as a multimedia presentation tool; a Myo armband, and touch screen input. These methods were used with prototype 3D visual images experienced on a high-resolution mobile tablet device. A pilot study was conducted to evaluate the user experience. We found that using freehand gesture input with the Myo could be one way to provide interaction with peppergram virtual content without requiring any touch input. These results could be used as the basis for further development of interactive peppergram displays.
{"title":"PepperGram with interactive control","authors":"C. Fong, M. Billinghurst, Zi Siang See, H. Esmaeili","doi":"10.1109/VSMM.2016.7863172","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863172","url":null,"abstract":"A peppergram allows a user to experience a visual image floating in the air. This paper explores how to add interactive controls to a peppergram. An investigation was conducted to explore the suitability of two different integrative methods for navigating a peppergram as a multimedia presentation tool; a Myo armband, and touch screen input. These methods were used with prototype 3D visual images experienced on a high-resolution mobile tablet device. A pilot study was conducted to evaluate the user experience. We found that using freehand gesture input with the Myo could be one way to provide interaction with peppergram virtual content without requiring any touch input. These results could be used as the basis for further development of interactive peppergram displays.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"217 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131495774","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}