Abstract: As 3D video is explored as a hot research topic in the last few decades, free-viewpoint TV (FTV) is no doubt a promising field for its better visual experience and incomparable interactivity. View synthesis is obviously a crucial technology for FTV; it enables to render images in unlimited numbers of virtual viewpoints with the information from limited numbers of reference view. In this paper, a novel hybrid synthesis framework is proposed and blending priority is explored. In contrast to the commonly used View Synthesis Reference Software (VSRS), the presented synthesis process is driven in consideration of the temporal correlation of image sequences. The temporal correlations will be exploited to produce fine synthesis results even near the foreground boundaries. As for the blending priority, this scheme proposed that one of the two reference views is selected to be the main reference view based on the distance between the reference views and virtual view, another view is chosen as the auxiliary viewpoint, just assist to fill the hole pixel with the help of background information. Significant improvement of the proposed approach over the state-of –the-art pixel-based virtual view synthesis method is presented, the results of the experiments show that subjective gains can be observed, and objective PSNR average gains range from 0.5 to 1.3 dB, while SSIM average gains range from 0.01 to 0.05.
Abstract: Digital technologies offer many opportunities in the
design and implementation of brand communication and advertising.
Augmented reality (AR) is an innovative technology in marketing
communication that focuses on the fact that virtual interaction with a
product ad offers additional value to consumers. AR enables
consumers to obtain (almost) real product experiences by the way of
virtual information even before the purchase of a certain product.
Aim of AR applications in relation with advertising is in-depth
examination of product characteristics to enhance product knowledge
as well as brand knowledge. Interactive design of advertising
provides observers with an intense examination of a specific
advertising message and therefore leads to better brand knowledge.
The elaboration likelihood model and the central route to persuasion
strongly support this argumentation. Nevertheless, AR in brand
communication is still in an initial stage and therefore scientific
findings about the impact of AR on information processing and brand
attitude are rare. The aim of this paper is to empirically investigate
the potential of AR applications in combination with traditional print
advertising. To that effect an experimental design with different
levels of interactivity is built to measure the impact of interactivity of
an ad on different variables o advertising effectiveness.
Abstract: Media displays in public areas are becoming
increasingly pervasive—they are used in many settings, come in
different sizes, serve different purposes, and have varied degrees of
interactivity. In this paper, we aim to provide a survey of how these
displays, often named media façades, are used in the wild in a city in
China which is undergoing a rapid growth. This survey is intended to
raise greater awareness and discussion about the use and effect of
these displays in public areas. Through this survey, we have been
able to distill some lessons of what is good, bad, and ugly about some
current examples of media displays used in a city that is transitioning
into becoming a modern one and one that is located in one of the
fastest growing areas in Asia. With this research, we hope that we can
provide technology designers and architects with some general
principles that can help them integrate these types of technologies
into their architectural creations.
Abstract: Collaborative problem solving in e-learning can take
in the form of discussion among learner, creating a highly social
learning environment and characterized by participation and
interactivity. This paper, designed a collaborative learning
environment where agent act as co-learner, can play different roles
during interaction. Since different roles have been assigned to the
agent, learner will assume that multiple co-learner exists to help and
guide him all throughout the collaborative problem solving process,
but in fact, alone during the learning process. Specifically, it answers
the questions what roles of the agent should be incorporated to
contribute better learning outcomes, how agent will facilitate the
communication process to provide social learning and interactivity
and what are the specific instructional strategies that facilitate learner
participation, increased skill acquisition and develop critical thinking.
Abstract: The term interactive education indicates the meaning
related with multidisciplinary aspects of distance education following
contemporary means around a common basis with different
functional requirements. The aim of this paper is to reflect the new
techniques in education with the new methods and inventions. These
methods are better supplied by interactivity. The integration of
interactive facilities in the discipline of education with distance
learning is not a new concept but in addition the usage of these
methods on design issue is newly being adapted to design education.
In this paper the general approach of this method and after the
analysis of different samples, the advantages and disadvantages of
these approaches are being identified. The method of this paper is to
evaluate the related samples and then analyzing the main hypothesis.
The main focus is to mention the formation processes of this
education. Technological developments in education should be
filtered around the necessities of the design education and the
structure of the system could then be formed or renewed. The
conclusion indicates that interactive methods of education in design
issue is a meaning capturing not only technical and computational
intelligence aspects but also aesthetical and artistic approaches
coming together around the same purpose.
Abstract: The aim of this study is to emphasize the opportunities in space design under the aspect of HCI as performance areas. HCI is a multidisciplinary approach that could be identified in many different areas. The aesthetical reflections of HCI by virtual reality in space design are the high-tech solutions of the new innovations as computational facilities by artistic features. The method of this paper is to identify the subject in 3 main parts. In the first part a general approach and definition of interactivity on the basis of space design; in the second part the concept of multimedia interactive theater by some chosen samples from the world and interactive design aspects; in the third part the samples from Turkey will be identified by stage designing principles. In the results it could be declared that the multimedia database is the virtual approach of theatre stage designing regarding interactive means by computational facilities according to aesthetical aspects. HCI is mostly identified in theatre stages as computational intelligence under the affect of interactivity.