Chau Iok Fong, Jorge C. S. Cardoso, Gerald Estadieu
Various materials, objects, and sensors have been explored earlier for creating tangible user interfaces (TUIs). However, there is little work on 3D-printed TUIs based on visual markers for smartphone-based extended reality (XR) experiences. The combination of visual markers and smartphones results in cheap, accessible XR systems within reach of many people. Combined with 3D printing, it could foster do-it-yourself (DIY) projects for XR experiences, which may further expand and open-up possibilities for accessible and tangible interaction. This work explores the design space of modular 3D-printed tangibles for smartphone-based XR. The authors report the design exploration process, provide several interactive 3D-printed markers, and reflect on the resulting possibilities.
{"title":"Design Explorations for 3D-Printed Modular Markers for eXtended-Reality Tangible User Interfaces","authors":"Chau Iok Fong, Jorge C. S. Cardoso, Gerald Estadieu","doi":"10.4018/ijcicg.311426","DOIUrl":"https://doi.org/10.4018/ijcicg.311426","url":null,"abstract":"Various materials, objects, and sensors have been explored earlier for creating tangible user interfaces (TUIs). However, there is little work on 3D-printed TUIs based on visual markers for smartphone-based extended reality (XR) experiences. The combination of visual markers and smartphones results in cheap, accessible XR systems within reach of many people. Combined with 3D printing, it could foster do-it-yourself (DIY) projects for XR experiences, which may further expand and open-up possibilities for accessible and tangible interaction. This work explores the design space of modular 3D-printed tangibles for smartphone-based XR. The authors report the design exploration process, provide several interactive 3D-printed markers, and reflect on the resulting possibilities.","PeriodicalId":432233,"journal":{"name":"International Journal of Creative Interfaces and Computer Graphics","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115999307","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}
This paper discusses smart retailing solutions, self-checkout stores in particular. Since RFID tag-based product identification accounts for various limitations, the authors propose a smart basket to facilitate self-checkout mechanism for fruits and vegetables, based on multi-view image recognition and weight sensor. The system works on a multi-view model and recognizes and counts the fruit/vegetables from four camera views to handle the occlusions. The user places fruits inside the basket. Multiple cameras installed provide different views inside the basket and captures this fruit placing activity. Different views are then processed for image recognition using CNN (convolutional neural network). The authors also present a multi-view fruit recognition (MVFR) dataset to evaluate the system performance. The base of smart basket includes a weight sensor to account for weight information, the weight, and count information of fruit assist in bill generation at self-checkout station.
{"title":"Smart Fruit Basket","authors":"Pulkit Narwal, Ipsita Pattnaik","doi":"10.4018/ijcicg.311427","DOIUrl":"https://doi.org/10.4018/ijcicg.311427","url":null,"abstract":"This paper discusses smart retailing solutions, self-checkout stores in particular. Since RFID tag-based product identification accounts for various limitations, the authors propose a smart basket to facilitate self-checkout mechanism for fruits and vegetables, based on multi-view image recognition and weight sensor. The system works on a multi-view model and recognizes and counts the fruit/vegetables from four camera views to handle the occlusions. The user places fruits inside the basket. Multiple cameras installed provide different views inside the basket and captures this fruit placing activity. Different views are then processed for image recognition using CNN (convolutional neural network). The authors also present a multi-view fruit recognition (MVFR) dataset to evaluate the system performance. The base of smart basket includes a weight sensor to account for weight information, the weight, and count information of fruit assist in bill generation at self-checkout station.","PeriodicalId":432233,"journal":{"name":"International Journal of Creative Interfaces and Computer Graphics","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127248698","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}
E. Pereira, Bruno Ferreira, A. M. Amorim, Paulo Menezes
Vestibular vertigo accounts for about a quarter of dizziness complaints. Loss of vestibular function is a debilitating condition that causes nausea, spontaneous nystagmus, or disequilibrium, which is known to highly influence day-to-day tasks. Therefore, recovery should start as soon as possible, targeting the affected side of the vestibular apparatus, by performing a set of prescribed exercises. Aside from being a long and tiresome process, patients must perform these exercises, while trying to stimulate optokinetic, angular vestibulo-ocular, and vestibulospinal reflexes. The article presents the development of virtual reality serious games that can be played at home or in a rehabilitation clinic. The main objective is to increase patients' motivation, specifically during telerehabilitation which is essential for a faster recovery process. A preliminary evaluation was carried out to compare the users' experiences using a smartphone-based headset and a standalone commercial head-mounted display, the Oculus Quest.
{"title":"Immersive Technologies for Vestibular Rehabilitation","authors":"E. Pereira, Bruno Ferreira, A. M. Amorim, Paulo Menezes","doi":"10.4018/ijcicg.311835","DOIUrl":"https://doi.org/10.4018/ijcicg.311835","url":null,"abstract":"Vestibular vertigo accounts for about a quarter of dizziness complaints. Loss of vestibular function is a debilitating condition that causes nausea, spontaneous nystagmus, or disequilibrium, which is known to highly influence day-to-day tasks. Therefore, recovery should start as soon as possible, targeting the affected side of the vestibular apparatus, by performing a set of prescribed exercises. Aside from being a long and tiresome process, patients must perform these exercises, while trying to stimulate optokinetic, angular vestibulo-ocular, and vestibulospinal reflexes. The article presents the development of virtual reality serious games that can be played at home or in a rehabilitation clinic. The main objective is to increase patients' motivation, specifically during telerehabilitation which is essential for a faster recovery process. A preliminary evaluation was carried out to compare the users' experiences using a smartphone-based headset and a standalone commercial head-mounted display, the Oculus Quest.","PeriodicalId":432233,"journal":{"name":"International Journal of Creative Interfaces and Computer Graphics","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125210152","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}
This study examines virtual reality (VR) poker and how the platform affects poker players' experience. Players use a self-customized avatar and other features of a computer platform that differs from in-person poker. Data were collected through observations from in-game poker VR recordings and interviews with five professional poker players. Findings are analysed theoretically through proteus effects, social presence, ecological psychology, magic circle, and liminality. This demonstrates the interactive cues that poker players use when immersed in virtual reality and embodied in a digital avatar. The goals from this research are to learn about the influence avatars have on poker players: if players can still maintain their poker skills and read different cue signs from other players while embodied in an avatar and immersed in VR. This paper also explores the promise of poker in virtual reality and its environment, examples of existing applications, a discussion of the research to date, and also provides a vision for the future.
{"title":"Poker in Virtual Reality","authors":"Miguel Rosa Duque, T. Sandel","doi":"10.4018/ijcicg.308810","DOIUrl":"https://doi.org/10.4018/ijcicg.308810","url":null,"abstract":"This study examines virtual reality (VR) poker and how the platform affects poker players' experience. Players use a self-customized avatar and other features of a computer platform that differs from in-person poker. Data were collected through observations from in-game poker VR recordings and interviews with five professional poker players. Findings are analysed theoretically through proteus effects, social presence, ecological psychology, magic circle, and liminality. This demonstrates the interactive cues that poker players use when immersed in virtual reality and embodied in a digital avatar. The goals from this research are to learn about the influence avatars have on poker players: if players can still maintain their poker skills and read different cue signs from other players while embodied in an avatar and immersed in VR. This paper also explores the promise of poker in virtual reality and its environment, examples of existing applications, a discussion of the research to date, and also provides a vision for the future.","PeriodicalId":432233,"journal":{"name":"International Journal of Creative Interfaces and Computer Graphics","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124644867","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}
Duarte Vital, Pedro Mariano, S. Almeida, Pedro Santana
Industrialization increased air pollution sources, which is a cause of major health problems. As such, air pollution became a growing concern and there is a need to monitor and easily visualize air pollution data. There are thousands of air quality monitoring stations throughout the world that are used to measure air quality. Moreover, there are plenty of applications that have been developed to visualize air pollution that use information gathered by these air quality monitoring stations as well as other sources of information, such as traffic intensity or weather forecasts. This paper introduces a novel graphical tool that taps on a new source of information: expert knowledge of air pollution sources. This tool allows experts to represent air pollution sources and their dynamics, and to assign them to different map elements. The authors have performed tool's usability and viability tests with 30 participants of which 6 are environmental experts. The obtained results and the provided feedback show that the proposed approach is a promising complement to sensor-based mapping approaches.
{"title":"Knowledge-Based Generation of Plausible Air Quality Maps in the Absence of Sensor Data","authors":"Duarte Vital, Pedro Mariano, S. Almeida, Pedro Santana","doi":"10.4018/ijcicg.311836","DOIUrl":"https://doi.org/10.4018/ijcicg.311836","url":null,"abstract":"Industrialization increased air pollution sources, which is a cause of major health problems. As such, air pollution became a growing concern and there is a need to monitor and easily visualize air pollution data. There are thousands of air quality monitoring stations throughout the world that are used to measure air quality. Moreover, there are plenty of applications that have been developed to visualize air pollution that use information gathered by these air quality monitoring stations as well as other sources of information, such as traffic intensity or weather forecasts. This paper introduces a novel graphical tool that taps on a new source of information: expert knowledge of air pollution sources. This tool allows experts to represent air pollution sources and their dynamics, and to assign them to different map elements. The authors have performed tool's usability and viability tests with 30 participants of which 6 are environmental experts. The obtained results and the provided feedback show that the proposed approach is a promising complement to sensor-based mapping approaches.","PeriodicalId":432233,"journal":{"name":"International Journal of Creative Interfaces and Computer Graphics","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117019013","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}
André Torrão, João Natário, P. Carvalho, Cláudia M. Silva, Frutuoso G. M. Silva
The treatment of several types of obsessions/compulsions for people with Obsessive-Compulsive Disorders (OCD) can be done using virtual environments (VE). These people experience intrusive, unwanted thoughts that cause anxiety, which trigger intentional repetitive behaviors to decrease their anxiety. The advantage of using a VE to experience and challenge compulsions is that it allows the user to take the risk without taking a real risk as in digital games. This article presents a virtual reality serious game for OCD therapy, which will serve as a tool to expose the patients to stimuli that can trigger OCD symptoms, for example, tidying, cleaning, and checking. The game is more oriented for adolescents and younger adults because OCD usually starts to affect teenagers, accompanying them throughout adulthood, generating a very accentuated degree of disability in all areas of their lives. Despite Covid-19, a small group of specialists did a preliminary evaluation of the game, which has provided promising results on the feasibility of VR interventions for OCD in clinical practice.
{"title":"A Virtual Reality Game as a Tool for Psychotherapy With OCD Patients","authors":"André Torrão, João Natário, P. Carvalho, Cláudia M. Silva, Frutuoso G. M. Silva","doi":"10.4018/ijcicg.311834","DOIUrl":"https://doi.org/10.4018/ijcicg.311834","url":null,"abstract":"The treatment of several types of obsessions/compulsions for people with Obsessive-Compulsive Disorders (OCD) can be done using virtual environments (VE). These people experience intrusive, unwanted thoughts that cause anxiety, which trigger intentional repetitive behaviors to decrease their anxiety. The advantage of using a VE to experience and challenge compulsions is that it allows the user to take the risk without taking a real risk as in digital games. This article presents a virtual reality serious game for OCD therapy, which will serve as a tool to expose the patients to stimuli that can trigger OCD symptoms, for example, tidying, cleaning, and checking. The game is more oriented for adolescents and younger adults because OCD usually starts to affect teenagers, accompanying them throughout adulthood, generating a very accentuated degree of disability in all areas of their lives. Despite Covid-19, a small group of specialists did a preliminary evaluation of the game, which has provided promising results on the feasibility of VR interventions for OCD in clinical practice.","PeriodicalId":432233,"journal":{"name":"International Journal of Creative Interfaces and Computer Graphics","volume":"53 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128740916","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}
The manifestation of generating digital visuals through an algorithm is gaining worldwide attention in the graphic design industry. It is a new form of computing that visualizes data input by the designer or collected in the physical environment and turns them into artwork. The generative design of ‘Macau Design Award 2019' was the first of its kind being adopted locally. This key visual design received mixed feedback in the field. There is concern that erroneous perceptions of such a new way of designing could detach Macau from the global design trend. The purpose of this paper, in the form of an exploratory case study combined with a survey, is to understand local graphic designers' perspectives of generative design. The authors want to examine how digital native and digital immigrant designers perceive the phenomenon and their degree of acceptance. The data were obtained through an online questionnaire shared with the Macau Designers Association members. UTAUT2 model was employed to analyse the main obstacles to their attitudes towards adopting generative design in their artwork.
{"title":"An Attempt to Examine Digital Native and Digital Immigrant Macau Graphic Designers' Perceptions of Adopting Generative Design","authors":"Ching Man Lau, C. Caires","doi":"10.4018/ijcicg.311424","DOIUrl":"https://doi.org/10.4018/ijcicg.311424","url":null,"abstract":"The manifestation of generating digital visuals through an algorithm is gaining worldwide attention in the graphic design industry. It is a new form of computing that visualizes data input by the designer or collected in the physical environment and turns them into artwork. The generative design of ‘Macau Design Award 2019' was the first of its kind being adopted locally. This key visual design received mixed feedback in the field. There is concern that erroneous perceptions of such a new way of designing could detach Macau from the global design trend. The purpose of this paper, in the form of an exploratory case study combined with a survey, is to understand local graphic designers' perspectives of generative design. The authors want to examine how digital native and digital immigrant designers perceive the phenomenon and their degree of acceptance. The data were obtained through an online questionnaire shared with the Macau Designers Association members. UTAUT2 model was employed to analyse the main obstacles to their attitudes towards adopting generative design in their artwork.","PeriodicalId":432233,"journal":{"name":"International Journal of Creative Interfaces and Computer Graphics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131097451","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}
In Macau, the effectiveness of traditional classroom learning is questioned as the problem is discovered by the changes in technology advances, social media, and the varieties of learning methods. Learning experiences, interests, discoveries, and creativity development are considered essential to academic performance, and the interactive collaboration between parents and children in the learning processes becomes crucial. This article presents the work's design and preliminary analysis, explaining the characteristics of an integrated learning platform and its design for a multicultural, multilingual learning environment. The “Fries Lab” is a learning platform currently being developed that is compatible with various digital devices and aims to create a collaborative learning experience based on blended learning approaches, children's psychology, STEAM educational approaches, gamification, user-centred design, and interface design principles, in which parents, educators, and children collaborate and learn in real-time.
{"title":"An Integrated Learning Platform Focusing on STEAM and Collaborative Modules for Macau","authors":"Un Man Cheng, Filipa C. A. Martins de Abreu","doi":"10.4018/ijcicg.311425","DOIUrl":"https://doi.org/10.4018/ijcicg.311425","url":null,"abstract":"In Macau, the effectiveness of traditional classroom learning is questioned as the problem is discovered by the changes in technology advances, social media, and the varieties of learning methods. Learning experiences, interests, discoveries, and creativity development are considered essential to academic performance, and the interactive collaboration between parents and children in the learning processes becomes crucial. This article presents the work's design and preliminary analysis, explaining the characteristics of an integrated learning platform and its design for a multicultural, multilingual learning environment. The “Fries Lab” is a learning platform currently being developed that is compatible with various digital devices and aims to create a collaborative learning experience based on blended learning approaches, children's psychology, STEAM educational approaches, gamification, user-centred design, and interface design principles, in which parents, educators, and children collaborate and learn in real-time.","PeriodicalId":432233,"journal":{"name":"International Journal of Creative Interfaces and Computer Graphics","volume":"95 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132270687","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 : 2020-07-01DOI: 10.4018/ijcicg.2020070104
S. Pereira
The chapter title comes from the fusion of concepts “echo” and “equations.” “Ecoações” contains, from the traditions, the Algarve handmade textiles, the regional pottery, and the characteristic sounds of the customs associated with these activities; from the theater, scenography and costumes; from the fine arts, the sculpture (of the human figure) and the murals in low relief; from digital media art, soundscape, digital interaction, and video projection. In Ecoações, the scenic space invites spectators to immerse themselves in the theme and to visit another dimension of heritage traditions, presented here under a contemporary aesthetic. The installation as scenography space implies all the theatricality of the visual narrative, hearing and tactile, giving the public the opportunity to explore tradition through the various senses. This article discusses the characteristics of the installation “echoes” that bring it closer to post-digital aesthetics and heritage expression, and the challenges of combining the scenic space, the traditions, and the digital media art.
{"title":"“Ecoações”","authors":"S. Pereira","doi":"10.4018/ijcicg.2020070104","DOIUrl":"https://doi.org/10.4018/ijcicg.2020070104","url":null,"abstract":"The chapter title comes from the fusion of concepts “echo” and “equations.” “Ecoações” contains, from the traditions, the Algarve handmade textiles, the regional pottery, and the characteristic sounds of the customs associated with these activities; from the theater, scenography and costumes; from the fine arts, the sculpture (of the human figure) and the murals in low relief; from digital media art, soundscape, digital interaction, and video projection. In Ecoações, the scenic space invites spectators to immerse themselves in the theme and to visit another dimension of heritage traditions, presented here under a contemporary aesthetic. The installation as scenography space implies all the theatricality of the visual narrative, hearing and tactile, giving the public the opportunity to explore tradition through the various senses. This article discusses the characteristics of the installation “echoes” that bring it closer to post-digital aesthetics and heritage expression, and the challenges of combining the scenic space, the traditions, and the digital media art.","PeriodicalId":432233,"journal":{"name":"International Journal of Creative Interfaces and Computer Graphics","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116246515","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 : 1900-01-01DOI: 10.4018/978-1-4666-0285-4.ch010
C. Jacquemin, Rami Ajaj, Sylvain Le Beux, C. d’Alessandro, M. Noisternig, B. Katz, Bertrand Planes
{"title":"Organ Augmented Reality","authors":"C. Jacquemin, Rami Ajaj, Sylvain Le Beux, C. d’Alessandro, M. Noisternig, B. Katz, Bertrand Planes","doi":"10.4018/978-1-4666-0285-4.ch010","DOIUrl":"https://doi.org/10.4018/978-1-4666-0285-4.ch010","url":null,"abstract":"","PeriodicalId":432233,"journal":{"name":"International Journal of Creative Interfaces and Computer Graphics","volume":"2 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":"130828297","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}