首页 > 最新文献

International Journal of Creative Interfaces and Computer Graphics最新文献

英文 中文
Design Explorations for 3D-Printed Modular Markers for eXtended-Reality Tangible User Interfaces 扩展现实有形用户界面的3d打印模块化标记的设计探索
Pub Date : 2022-01-01 DOI: 10.4018/ijcicg.311426
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.
各种材料、对象和传感器已经在早期被用于创建有形的用户界面(tui)。然而,基于视觉标记的3d打印ui在基于智能手机的扩展现实(XR)体验方面的工作很少。视觉标记和智能手机的结合使许多人都能接触到廉价、方便的XR系统。结合3D打印,它可以为XR体验培养自己动手(DIY)的项目,这可能进一步扩大和开辟可访问和有形交互的可能性。本作品探索了基于智能手机的XR模块化3d打印实体的设计空间。作者报告了设计探索过程,提供了几个交互式3d打印标记,并反映了由此产生的可能性。
{"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}
引用次数: 0
Smart Fruit Basket 智能果篮
Pub Date : 2022-01-01 DOI: 10.4018/ijcicg.311427
Pulkit Narwal, Ipsita Pattnaik
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.
本文讨论了智能零售解决方案,特别是自助结账商店。由于基于RFID标签的产品识别存在各种局限性,作者提出了一种基于多视图图像识别和重量传感器的智能篮子,以促进水果和蔬菜的自助结账机制。该系统工作在一个多视图模型上,并从四个相机视图中识别和计数水果/蔬菜,以处理遮挡。用户将水果放入篮子中。安装在篮子里的多个摄像头提供了不同的视角,并捕捉到了水果放置的过程。然后使用CNN(卷积神经网络)处理不同的视图进行图像识别。作者还提出了一个多视图水果识别(MVFR)数据集来评估系统的性能。智能篮的底座包括一个重量传感器,用于计算水果的重量信息、重量和计数信息,辅助自助结账站的账单生成。
{"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}
引用次数: 0
Immersive Technologies for Vestibular Rehabilitation 前庭康复的沉浸式技术
Pub Date : 2022-01-01 DOI: 10.4018/ijcicg.311835
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.
前庭性眩晕约占头晕主诉的四分之一。前庭功能丧失是一种使人衰弱的疾病,可引起恶心、自发性眼球震颤或失衡,这对日常工作有很大影响。因此,恢复应尽快开始,针对前庭器官的影响,进行一套规定的运动。除了这是一个漫长而令人厌倦的过程外,患者还必须进行这些练习,同时试图刺激光动力学、角前庭-眼反射和前庭-脊髓反射。本文介绍了虚拟现实严肃游戏的发展,可以在家里或在康复诊所玩。主要目标是增加患者的动力,特别是在远程康复期间,这对更快的康复过程至关重要。研究人员进行了初步评估,比较了用户使用基于智能手机的头戴式显示器和独立的商用头戴式显示器Oculus Quest的体验。
{"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}
引用次数: 0
Poker in Virtual Reality 虚拟现实中的扑克
Pub Date : 2022-01-01 DOI: 10.4018/ijcicg.308810
Miguel Rosa Duque, T. Sandel
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.
本研究探讨了虚拟现实(VR)扑克以及该平台如何影响扑克玩家的体验。玩家使用自定义的虚拟角色和电脑平台的其他功能,这与面对面的扑克不同。通过对游戏内扑克VR录音的观察和对五名职业扑克玩家的采访收集数据。从变形效应、社会存在、生态心理学、魔法圈、阈限等方面对研究结果进行了理论分析。这展示了扑克玩家沉浸在虚拟现实和数字化身中所使用的互动线索。这项研究的目标是了解虚拟角色对扑克玩家的影响:当玩家融入虚拟角色并沉浸在VR中时,他们是否仍然能够保持自己的扑克技能并阅读来自其他玩家的不同提示信号。本文还探讨了扑克在虚拟现实及其环境中的前景,现有应用的例子,对迄今为止的研究进行了讨论,并提供了对未来的展望。
{"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}
引用次数: 0
Knowledge-Based Generation of Plausible Air Quality Maps in the Absence of Sensor Data 在没有传感器数据的情况下,以知识为基础生成可信的空气质量地图
Pub Date : 2022-01-01 DOI: 10.4018/ijcicg.311836
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.
工业化增加了空气污染源,这是造成重大健康问题的一个原因。因此,空气污染成为一个日益关注的问题,有必要监测和方便地可视化空气污染数据。全世界有成千上万的空气质量监测站用来测量空气质量。此外,已经开发了许多应用程序来可视化空气污染,这些应用程序使用这些空气质量监测站收集的信息以及其他信息来源,如交通强度或天气预报。本文介绍了一种新的图形工具,它利用了一种新的信息来源:空气污染源的专家知识。该工具允许专家表示空气污染源及其动态,并将它们分配到不同的地图元素。作者对30名参与者进行了工具的可用性和可行性测试,其中6名是环境专家。得到的结果和提供的反馈表明,所提出的方法是对基于传感器的映射方法的有希望的补充。
{"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}
引用次数: 0
A Virtual Reality Game as a Tool for Psychotherapy With OCD Patients 虚拟现实游戏作为强迫症患者心理治疗的工具
Pub Date : 2022-01-01 DOI: 10.4018/ijcicg.311834
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.
对强迫症(OCD)患者的几种类型的强迫/强迫的治疗可以使用虚拟环境(VE)完成。这些人会经历侵入性的、不想要的想法,这些想法会导致焦虑,从而引发有意的重复行为,以减少他们的焦虑。使用VE体验和挑战强迫行为的优势在于,它允许用户在不像数字游戏那样真正冒险的情况下承担风险。这篇文章介绍了一个用于强迫症治疗的虚拟现实严肃游戏,它将作为一种工具,使患者暴露于可以触发强迫症症状的刺激,例如,整理,清洁和检查。这款游戏更适合青少年和年轻人,因为强迫症通常开始影响青少年,伴随他们整个成年期,在他们生活的各个领域产生非常严重的残疾程度。尽管新冠肺炎疫情,一小群专家对这款游戏进行了初步评估,并在临床实践中为VR干预强迫症的可行性提供了有希望的结果。
{"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}
引用次数: 0
An Attempt to Examine Digital Native and Digital Immigrant Macau Graphic Designers' Perceptions of Adopting Generative Design 数字本地与数字移民对澳门平面设计师采用生成设计的看法之探讨
Pub Date : 2022-01-01 DOI: 10.4018/ijcicg.311424
Ching Man Lau, C. Caires
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.
通过算法生成数字视觉的表现形式在平面设计行业受到了全世界的关注。这是一种新的计算形式,它将设计师输入的数据或在物理环境中收集的数据可视化,并将其转化为艺术品。“2019澳门设计大奖”的生成式设计是首个在本地采用的设计。这个关键的视觉设计在现场得到了不同的反馈。有人担心,对这种新设计方式的错误看法可能会使澳门脱离全球设计潮流。本文以探索性案例研究与调查相结合的形式,旨在了解本地平面设计师对生成设计的看法。作者想要研究数字原生和数字移民设计师如何看待这一现象以及他们的接受程度。这些数据是通过与澳门设计师协会会员共享的在线问卷获得的。UTAUT2模型被用来分析他们在艺术作品中采用生成设计的态度的主要障碍。
{"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}
引用次数: 0
An Integrated Learning Platform Focusing on STEAM and Collaborative Modules for Macau 澳门以STEAM及协作模式为重点的综合学习平台
Pub Date : 2022-01-01 DOI: 10.4018/ijcicg.311425
Un Man Cheng, Filipa C. A. Martins de Abreu
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.
在澳门,传统课堂学习的有效性受到质疑,因为技术进步、社交媒体和各种学习方法的变化发现了这个问题。学习经验、兴趣、发现和创造力的发展被认为是学习成绩的关键,父母和孩子在学习过程中的互动合作变得至关重要。本文介绍了作品的设计和初步分析,解释了一个综合学习平台的特点及其为多元文化、多语言学习环境所做的设计。“Fries Lab”是一个目前正在开发的学习平台,可与各种数字设备兼容,旨在基于混合学习方法、儿童心理学、STEAM教育方法、游戏化、以用户为中心的设计和界面设计原则,创造一种协作学习体验,让家长、教育者和儿童实时协作学习。
{"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}
引用次数: 0
“Ecoações” “Ecoações”
Pub Date : 2020-07-01 DOI: 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.
本章的标题是“回声”和“方程”两个概念的融合。“Ecoações”包含了来自传统的阿尔加维手工纺织品,地区陶器,以及与这些活动相关的习俗的特色声音;从戏剧,舞台设计和服装;从美术,雕塑(人物)和壁画在低浮雕;从数字媒体艺术,声景,数字互动,和视频投影。在Ecoações,景观空间邀请观众沉浸在主题中,并参观在当代美学下呈现的遗产传统的另一个维度。作为场景空间的装置暗示了视觉叙事、听觉和触觉的所有戏剧性,让公众有机会通过各种感官探索传统。本文讨论了装置作品“回声”的特点,使其更接近后数字美学和遗产表达,以及将景观空间、传统和数字媒体艺术相结合的挑战。
{"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}
引用次数: 2
Organ Augmented Reality 器官增强现实
Pub Date : 1900-01-01 DOI: 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}
引用次数: 0
期刊
International Journal of Creative Interfaces and Computer Graphics
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1