Intelligent Technologies for Interactive Entertainment: 13th EAI International Conference, INTETAIN 2021, Virtual Event, December 3-4, 2021, ... and Telecommunications Engineering)
معرفی کتاب «Intelligent Technologies for Interactive Entertainment: 13th EAI International Conference, INTETAIN 2021, Virtual Event, December 3-4, 2021, ... and Telecommunications Engineering)» نوشتهٔ Zhihan Lv (editor), Houbing Song (editor)، منتشرشده توسط نشر Springer International Publishing AG در سال 2022. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
This book constitutes the refereed proceedings of the 13th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2021. Due to the COVID-19 global pandemic, the conference was held virtually. This year's conference put an emphasis on the future of technologies for interactive entertainment. The 25 full papers presented at the conference and thus included in this book were selected from 50 submissions, and present novel and innovative work in areas including art, science, design and engineering regarding computer-based systems or devices that provide intelligent human interaction, learning, or entertainment experiences. The papers are grouped in 2 sessions of thematic issues on emerging applications and augmented reality. Preface Organization Contents Emerging Applications Some Questions Regarding the Nature of Experience and Interaction in Media 1 Introduction 2 Question 1: What is the Difference Between Interaction and Experience? 3 Question 2: What is the Relationship of Experience to Knowledge? 4 Question 3: Should We Be Treating Our Experiences with Media as a Being-With-Otherness? 5 Conclusion References Exploring the User Interaction with a Multimodal Web-Based Video Annotator 1 Introduction 2 Related Work 3 MotionNotes 3.1 MotionNotes Implementation Overview 3.2 MotionNotes Interaction Example 4 User Study 4.1 Design and Participants 4.2 Results and Discussion 5 Future Work 6 Conclusion References A Fast Region Segmentation Algorithm for Water Meter Image Based on Adaptive Seed Point Selection 1 The Introduction 2 Disadvantages of Binary Image Segmentation Algorithms 3 Improved Region Segmentation Algorithm 4 Experiment and Analysis of Result 4.1 Experiment Preparation 4.2 Preprocessing of Water Meter Images 4.3 Segmentation of Water Meter Images 5 Conclusion References Enterprise Economic Forecasting Method Based on ARIMA-LSTM Model 1 Introduction 1.1 Research Significance 1.2 Research Background 2 Correlative Knowledge 2.1 The Relationship Between IOT and Economic Development 2.2 Application of Time Series Model in IOT Data Prediction 3 Enterprise Economic Forecasting Method Based on ARIMA-LSTM Model 3.1 Enterprise Development Environment 3.2 Model Principle 3.3 Model Process 4 Experiment and Analysis 4.1 Experimental Environment 4.2 Data Set Selection 4.3 Experimental Process 4.4 Results and Analysis 5 Conclusion References eXtended Reality (XR) Experiences in Museums for Cultural Heritage: A Systematic Review 1 Introduction 2 Reality-Virtuality Continuum 3 Research Methodology 3.1 Data Sources and Search Strategies 4 XR Experiences in Museums Case Studies 5 XR Case Studies Tables Analysis 6 Discussion and Future Directions References Mesh2Measure: A Novel Body Dimensions Measurement Based on 3D Human Model 1 Introduction 2 Our Mesh2Measure Model 2.1 MeshNet 2.2 Measure 3 Results and Discussion 3.1 Datasets 3.2 Experimental Results 4 Conclusions References Charting Science Fiction in Computer Science Literature 1 Introduction 2 Background 3 Method 3.1 Coding the Type of Research Paper—PubType 3.2 Coding the Contextual SF Referral—SFCont 3.3 Contextual SF Particulars—SFCont 4 Results 4.1 Type of Research Paper 4.2 Contextual SF Referral 4.3 Type of Research Paper/Contextual SF Referral 4.4 SF Authors 4.5 SF Writings 4.6 SF Movies and Shows 4.7 SF Characters 5 Discussion 5.1 SF Movies, Shows and Characters 6 Limitations 7 Conclusions 7.1 Future Work References Deep Learning Based Video Compression 1 Motivation 2 Related Work 3 Implementation 4 Design and Approach 5 Theoretical Background 6 Result Evaluation and Discussion 6.1 File Size Comparison 6.2 Quality Measurement 6.3 Quantization 6.4 Limitations 6.5 Discussion and Future Work 7 Conclusion References Validating the Proposed Framework for Visualising Music Mood Using Visual Texture 1 Introduction 2 Research Methodology 2.1 Phase 1: Awareness of the Problem 2.2 Phase 2: Suggestion 2.3 Phase 3: Development 2.4 Phase 4: Evaluation 3 Conclusion and Future Work References Interactive Art Therapy for Mental Health Using Microsoft Kinect 1 Introduction 2 Literature Review 3 Development of Interactive Art Therapy 4 Results and Discussion 5 Conclusion References Impact of Games on People: A Comprehensive Review 1 Introduction 2 Background 3 Related Studies on the Impact of Video Games on People 3.1 Games and People 3.2 Virtual Reality 3.3 Mental Health 3.4 Alternatives Ways to Video Games 3.5 Devices and Software 4 Conclusion References Review of Gamified MOOC’s Impact Toward Learner’s Motivation in Learning Effectiveness Context 1 Introduction 1.1 Research Background 2 Theoretical Basis 2.1 Malone’s Intrinsic Motivation Theory 2.2 ARCS Motivation Theory 2.3 Flow Theory 3 Massive Open Online Class (MOOC) 3.1 Classification of MOOC 3.2 cMOOCs 3.3 xMOOCs 4 MOOC Gamification Design 4.1 Gamification 4.2 MOOC Gamification 4.3 Overview of Competition and Collaboration 4.4 Perceive Challenge and Attention 4.5 Gamification Design Conditions 4.6 The Moderating Role of Gamification Design 5 Conclusion References On-Device Image Labelling Photo Management System Using Flutter and ML Kit 1 Introduction 2 Literature Review and Related Work 2.1 Google Cloud Vision 2.2 Flutter 2.3 Widget Lifecycle Events 2.4 Widget Lifecycle Events 2.5 Object Detection and Image Labelling 2.6 Comparison of Image Recognition Tool in the Market 3 Proposed Method 4 Result and Discussion 4.1 List of Categories 4.2 Strength and Uniqueness 5 Conclusion References The Dynamic Scattering Coefficient on Image Dehazing Method with Different Haze Conditions 1 Introduction 2 Atmospheric Scattering Model 3 Methodology 4 Haze Simulation Algorithm 5 Image Dehazing Algorithm 5.1 Depth Estimation 5.2 Dynamic Scattering Coefficient 6 Image Dehazing Result 7 Benchmark for Comparative Analysis 8 Conclusion References Adaptive Gamification: User/Player Type and Game Elements Mapping 1 Introduction 2 Related Works 2.1 Player/User Type 2.2 HEXAD Gamification User Type 2.3 Adaptive Gamification 3 Methodology 3.1 Respondents Profile 3.2 Process 4 Result 4.1 HEXAD User Type 4.2 User Type and Game Element - Matrix 4.3 Correlation Between HEXAD User Types 4.4 Relationship Between Game Elements and HEXAD User Types 5 Discussion 5.1 Designing a Gamification Application 5.2 Adaptive Gamification (User Type and Game Elements Mapping) 6 Conclusion References Federated Parking Flow Prediction Method Based on Blockchain and IPFS 1 Introduction 2 Correlative Knowledge 2.1 LSTM Neural Network 2.2 Federated Learning 2.3 Blockchain 2.4 IPFS 3 Federated Parking Flow Prediction Method Based on Blockchain and IPFS 3.1 Training of Federated Parking Flow Prediction Model 3.2 Incentive Mechanism 4 Experimental Results and Analysis 4.1 Experimental Parameter Settings 4.2 Experimental Data Processing 4.3 Experimental Result Analysis 5 Conclusion References Augmented Reality Investigating the Motivational Effect of Fantasy and Similarity Through Avatar Identification in AR Game-Based Learning 1 Introduction 2 Related Work 2.1 Motivation 2.2 Augmented Reality for Learning 2.3 Fantasy and Similarity 2.4 Avatar Identification 3 The Game Design 4 The Experiment Design 5 Results 5.1 Reliability 5.2 Descriptive Data and Controlled Factors 5.3 Two-Way Repeated Measures ANOVA 5.4 Partial Correlation 6 Discussion 6.1 RQ1: Do Players Have Distinct Avatar Identifications (Similarity and Wishful Identification) for a Fantasy or a Real-Life Avatar Setting, for a Similar or a Dissimilar Avatar Setting? 6.2 RQ2: How Do Fantasy and Similarity Settings in Games Affect Their Motivation in GBL Through Player Identification? 6.3 Design with Similarity and Fantasy 7 Limitation 8 Conclusion References Research on the Application of Augmented Reality Technology in the Transformation and Development of Cultural and Creative Industries 1 Introduction 2 Present Situation and Existing Problems of Hainan Cultural and Creative Industry 3 Introduction of Augmented Reality and Its Application Advantages 3.1 Augmented Reality 3.2 Advantages and Characteristics of the Application of AR in Hainan's Cultural Entrepreneurship Industry 4 Research on Cultural and Creative Development of Hainan Based on AR 4.1 Li Brocade Display and Protection Using AR Techniques 4.2 Using AR to Create Brocade Interactive Experience 4.3 AR Was Used to Repair and Restore Li Brocade 4.4 Using AR to Develop Li Brocade’s Innovative Products 5 Conclusion References The Heptagon of AUX Model: Development of a Synergising Model on Aesthetic Experience and User Experience through the Fuzzy Delphi Method Towards Augmented Reality Comics 1 Introduction 2 Literature Review 2.1 Aesthetic Experience (AX) 2.2 User Experience (UX) 2.3 Augmented Reality Comics (AR Comics) 3 Fuzzy Delphi Method (FDM) 3.1 FDM Initial Model Formulation 4 The Heptagon of Aesthetic User Experience (AUX) Model 4.1 Storytelling 4.2 Amusement 4.3 Harmony 4.4 Inspiration 4.5 Incentive 4.6 Mindfulness 4.7 Efficiency 5 Conclusion References AREDAPPS: Mobile Augmented Reality Development and Learning Framework Based on Augmented Reality Technology for Engineering Drawing Course 1 Introduction 2 Development of AREDApps 2.1 3D Model Development 2.2 Mobile Augmented Reality Development 3 Engineering Drawing Learning Framework Based on AREDApps 4 Students’ Perception on Using AREDApps 5 Discussion 6 Conclusion References Assessing the Effectiveness of Augmented Reality Handheld Interfaces for Robot Path Programming 1 Introduction 2 Background 3 Methodology 4 The Proposed System 4.1 The System Architecture 4.2 The AR Interface 5 The User Study 6 Results and Discussion 7 Conclusion References A Prototype Application of StickAR to Enhance Note-Taking Activity by Using Augmented Reality Technology 1 Introduction 2 Literature Review 2.1 Digital Note-Taking Application 2.2 AR Application and Information Retrieval 2.3 Related Work 3 Methodology 3.1 Requirement Analysis for the StickAR Mobile Application 3.2 System Design 3.3 Prototyping 3.4 Deployment 4 Result and Discussion 4.1 AR Scanning Interaction 4.2 Start Pages 4.3 Home Page 4.4 View Assets Page 4.5 User Management Pages 4.6 Discussion 5 Conclusion References CMAR: A Conceptual Framework for Designing Mobile Augmented Reality Learning Module for Construction Measurement 1 Introduction 2 Conceptual Framework 2.1 Cognitive Theory of Multimedia Learning (CTML) 2.2 Features to be Included in CMAR 2.3 Syllabus 2.4 Student’s Actual Use 2.5 Expected Learning Outcome 2.6 Proposed Conceptual Framework 3 Conclusion References Enjoyment as Gamified Experience for Informal Learning in Virtual Reality 1 Introduction 2 Literature Review 2.1 Enjoyment as Gamified Experience 2.2 Enjoyable Informal Learning 2.3 Virtual Reality 2.4 Virtual Reality for Informal Learning 2.5 Gamified Learning vs Game-Based Learning 2.6 Related Theories 3 Methodology 3.1 Phase 1: Problems Identification 3.2 Phase 2: Proposed Solution 3.3 Phase 3: Design and Development 3.4 Phase 4: Evaluation 3.5 Phase 5: Conclusion 4 Conclusion References Virtual Reality A Systematic Review of Purpose and Latency Effect in the Virtual Reality Environment 1 Introduction 2 Past Review 3 System Latency in VR 4 Motion Sickness in Virtual Reality Environment 5 Virtual Reality System 6 Conclusion References Author Index
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