EAI Endorsed Transactions on Creative Technologies
EAI Endorsed Transactions on Creative Technologies is open access, a peer-reviewed scholarly journal focused on a whole industrial project or framework integrating creative technologies, creative content management, and more. The journal publishes research articles, review articles, commentaries, editorials, technical articles, and short communications with a quarterly frequency (four issues per year). Authors are not charged for article submission and processing. INDEXING: DOAJ, CrossRef, Google Scholar, ProQuest, EBSCO, CNKI, Dimensions
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Cloud-based Solutions for Over/Under Voltage Protection Device in Smart Cities (OVPD)
In developing countries, the basic problem is power fluctuation and uneven voltage, which leads to serious damage to electronic devices and electrical equipment. Power fluctuation and uneven voltage supply are significant problems in the lead industry. Under-voltage, over-voltage, brownouts, blackouts, spikes, etc., are common problems which are faced due to fluctuation. Using our project, we have attempted to resolve the problems of under-voltage and over-voltage. In our project, we will be using Arduino UNO as a control board, which will be used to calculate the input voltage and determine whether it is over-voltage, normal-voltage, or under-voltage. Depending on the input voltage, the relay will get on or off according to the command. Arduino UNO, on the other hand, sends data to the ESP8266 Node MCU. As soon as the ESP8266 Node MCU connects to the wifi network, the data will be sent to a Google sheets (with the help of API call). After the data is stored in google sheets, it will be processed, and then a graph will be created that will indicate when over-voltage and under-voltage occurred.
Copyright (c) 2023 Madhavi Waghmare, Neel Mehta , Himanshu Bhalala, Aniket Shah https://creativecommons.org/licenses/by/3.0/
Leveraging LEGO® SERIOUS PLAY® for Rapid Prototyping in Design Thinking
In the dynamic and customer-centric business landscape of the 21st century, organizations are increasingly turning to innovative methodologies to drive meaningful and effective solutions to complex problems. This paper explores the integration of LEGO® SERIOUS PLAY® into design thinking sessions as a method for rapid prototyping with a focus on customer-centricity. By combining the principles of design thinking, rapid prototyping, and LEGO® SERIOUS PLAY® methodology, this study aims to investigate how the construction of these scenes, coupled with storytelling and pitch development, can facilitate the exploration of customer pain points and gains to inform solution ideation and iteration. A detailed case study is presented to illustrate the application of this approach, highlighting the process from problem identification to prototype creation and feedback gathering. Through analysis and reflection, this paper identifies key insights into the effectiveness of using LEGO® SERIOUS PLAY® for rapid prototyping within design thinking sessions, as well as challenges and opportunities for future research and practice. Ultimately, this study underscores the potential of prototyping as a valuable tool for fostering creativity, collaboration, and customer-centric innovation in organizations seeking to drive positive change and deliver impactful solutions. We are exploring how using this approach can help organizations unlock the full potential of their teams, drive breakthrough innovation and create lasting impact in an ever-changing world. OBJECTIVES: Exploration of LEGO® SERIOUS PLAY® within the design thinking process for rapid prototyping in the context of envisioning the future of cities. Specifically, the paper aims to demonstrate how these methodologies can foster creativity, collaboration, and customer-centric innovation, particularly in uncertain and complex environments as categorized by the Stacey Matrix. METHODS: This study employs a series of 20 design thinking sessions using LEGO® Serious Play to engage diverse stakeholders in imagining the city of 2030. The methods include defining the initial problem statement, conducting empathy exercises to understand user needs and utilizing LEGO® SERIOUS PLAY® for constructing scenes that highlight customer pain points and gains. Developing and presenting pitches and stories based on these LEGO® models and reframing and recreating prototypes based on cross-pollination of ideas. RESULTS: Participants quickly generated rapid prototypes that visually and tangibly represented their ideas. Several specific problems were identified, each accompanied by customer-centric solutions. The use of LEGO® SERIOUS PLAY® facilitated deeper engagement, creativity, and collaboration among participants. Storytelling and pitching helped effectively communicate the envisioned future scenarios and solutions. Feedback from stakeholders provided valuable insights that guided iterative refinement of the prototypes. CONCLUSION: Design thinking, when combined with LEGO® SERIOUS PLAY®, proves to be an effective methodology for rapid prototyping and innovation in complex and uncertain environments. The approach encourages a customer-centric mindset, ensuring that solutions are relevant and impactful. The iterative process of prototyping and feedback leads to continuous improvement and refinement of ideas. LEGO® SERIOUS PLAY® enhances creativity and collaboration, making it a valuable tool in the design thinking toolkit. This integrated methodology can help organizations navigate and transform ambiguity into actionable opportunities for innovation, particularly in the context of future urban planning and development.
Copyright (c) 2023 Benjamin Zierock, Sieer Angar https://creativecommons.org/licenses/by/3.0/
Adapting Technology for Dementia Care: The Case of Emobook App in Reminiscence focused Music Therapy
INTRODUCTION: Life Story books are frequently employed to facilitate reminiscence interventions, but their use in Music Therapy remains limited in the scientific literature. There is a paucity of research detailing the design processes involved in this context. OBJECTIVES: This paper aims to report on the adaptation of the Emobook Life Story Book App for a Reminiscence Music Therapy Program for people living with dementia. METHODS: An interdisciplinary team comprising an interaction designer, a software engineer, a music therapist, and a research assistant engaged in a Participatory Design process. The study comprised two distinct phases: "Adaptation Phase," aimed to identify features requiring adjustment to integrate Emobook into MT effectively and the "Implementation Phase," focused on evaluating the adequacy of these changes for Emobook's use within the Music Therapy Program RESULTS: By merging the requirements identified during each phase, additional improvements were generated, leading to the decision to evolve Emobook Post-Prototype towards a version tailored specifically for Music Therapy. CONCLUSION: Collaborative, interdisciplinary efforts are essential in advancing the incorporation of technology into music therapy practice. This study demonstrates the value of a Participatory Design approach in this regard.
Copyright (c) 2023 Noelia Beatriz Gerbaudo González, Alejandro Catalá, Nelly Condorí Fernández, Manuel Gandoy Crego https://creativecommons.org/licenses/by/3.0/
Tailoring Full STEAM Ahead Empowerment: Creative Coding for 21st Century Girls
INTRODUCTION: This paper provides a comprehensive examination of the Creative Coding project’s impact on female empowerment. OBJECTIVES: The project addresses the gender disparity in STEAM fields by integrating coding and art for girls aged 10-15, using the Strudel tool that combines real-time live coding and music composition. METHODS: Through observation and interviews with the girls who participated and performed at the end of the Creative Coding project, but also with those who dropped out, we cast a deep look into the positive and negative parameters to tailor concrete measures for every girl empowerment - not only super achievers. We collaborated with teachers and female mentors from the Computer Science and Engineering Department as relatable role models, to support feelings of belonging and spark curiosity. Using the new user-friendly Strudel tool that supports the integration of art, music, and audio-visual elements, we aimed at an engaging learning experience. To tailor new actions and increase attrition we used a mess map for analysis of the wicked problem of dropouts. Finally, collaboration among the girls and peer learning were expected as by-product effects. RESULTS: Positive outcomes include increased interest, self-confidence, creativity, and aspirations in STEAM subjects among the girls. However, a more comprehensive and supportive environment is recognized as necessary to engage a broader group of girls in STEAM activities. The findings highlight the importance of cultivating curiosity, providing mentorship, promoting inclusivity and collaboration, and integrating creativity in education to inspire and empower girls in coding and STEAM disciplines. CONCLUSION: The paper concludes by emphasizing the potential of Creative Coding practices and the audio-visual perception of music to enhance girls’ empowerment, creativity, and interest in coding and STEAM fields.
Copyright (c) 2023 Jasmina Maric, Lekshmi Murali Rani https://creativecommons.org/licenses/by/3.0/
Spatial Behaviors and Mental Representations: Interactions of artistic and scientific perspectives
Contemporary artistic research has successively integrated preoccupations with the experimentation of space and mobility, as well as collective interactions between participants in situations of proximity or remoteness. In the scientific field, an important part of spatial cognition study has recently turned towards understanding the collective aspects of spatial cognition, integrating an understanding of the acquisition of spatial knowledge and studying cognitive maps, as well as research on navigation and individual and collective memorization. In both cases, spatial behaviors and mental representations are fundamental focuses. Using CORES research combining artistic and scientific perspectives as an example, we clarify specific differences within a framework common to the arts and sciences. This article will develop three points: 1) Artistic and scientific research contexts, 2) Interactions between artistic and scientific perspectives, 3) Proposal of a 7-step joint arts and sciences research cycle. In so doing, this study aims to counter the divide between the artistic and scientific fields by demonstrating a shared creative dynamic.
Copyright (c) 2023 Bernard Guelton, Quesnot, Xavier Boissarie, Aurélie Herbet https://creativecommons.org/licenses/by/3.0/
Developing and Validating a Qualitative Tool for Playtesting Service Learning-Based Accessible Games: A Comprehensive Approach
INTRODUCTION: The complex accessibility needs of some players and, in particular, of people with Intellectual Disability (pwID) require greater attention from research due to the lack of tools to support playtesting, particularly those of a qualitative nature and suited to their diversity of experiences and motor and cognitive characteristics. OBJECTIVES: Recognizing the scarcity of research in media production, particularly games, the study pursues three objectives: firstly, to describe the accessible games developed through a multi-year service learning project involving students from the Videogames Bachelor’s Degree and pwID; secondly, to approach the validation of the Gaming Observation Grid (GOG), a qualitative tool for playtesting sessions; and thirdly, to reflect on service learning as a strategy for bridging the gap between academia and civil society in the context of game design. METHODS: The research employed a qualitative media ethnography-based approach involving students from the Videogames Bachelor's Degree. Over a span of three years and six consecutive semesters, 59 students actively participated in a service learning project, engaging with pwID and Non-Governmental Organizations (NGOs) in the field. All playtesting activities’ observations were based on GOG, with a total of 273 observed gaming sessions. RESULTS: The development of 18 videogames, spanning diverse genres and themes, prioritized accessibility based on adjustment settings. GOG emerged as a tailored and feasible instrument, valuable in the broader landscape of inclusive game development. In terms of service-learning outcomes, results highlight students' reflections on the real-world impact of game design and development, underscoring the pedagogical value of service learning in bridging theoretical knowledge and practical application. CONCLUSION: This study underscores the critical need for enhanced research attention to the complex accessibility requirements of players, particularly pw ID, while emphasizing the relevance of qualitative playtesting tools tailored to their diverse experiences and cognitive-motor characteristics, as well as the inherent value of the experience for the students involved.
Copyright (c) 2023 Jose Carlos Neves, Carla Sousa, Catia Casimirio https://creativecommons.org/licenses/by/3.0/
Educational Game Design for Girls and Boys
INTRODUCTION: Programming is an important skill in the 21st century and it is important to reach and motivate the younger audience. Educational games have proved to motivate students, but research reports about girls not feeling welcome in game environments. OBJECTIVE: The overall objective of this study is to gather information for the development of a preliminary conceptual model for girl inclusive educational game design. METHODS: This study was conducted as a requirement-focused Design science study. The focus was set on gathering requirements for a future design and development of educational games on fundamental programming. RESULTS: A thematic analysis resulted in the main themes of Exploration Without Violence, Collaborative Interaction, Character Diversity, Customisation, Graphics, Game Mechanics, Game Content, and Learning and Motivation CONCLUSION: The accumulation of results from the literature study and the survey have been merged into a preliminary conceptual model. The conclusion is that a thoughtful consideration of the found factors can support the idea of a Girl Inclusive Educational Game Design.
Copyright (c) 2023 Peter Mozelius, Niklas Humble https://creativecommons.org/licenses/by/3.0/
Designing game for helping people learning Taiwanese culture
Taiwanese culture holds immense value, with its rich heritage and history being recognized worldwide. While efforts have been made to preserve tangible cultural heritage, intangible aspects such as knowledge and beliefs have often been overlooked. To address this gap and contribute to the preservation of Taiwanese cultural heritage, technology has been harnessed, with games emerging as a popular medium. This study explores the advantages of using games to promote understanding and appreciation of Taiwanese culture. Through a literature review and examination of existing serious games related to Taiwanese culture, a research game was developed. Expert interviews were then conducted with professionals from the game industry and cultural creativity sector, providing diverse perspectives and invaluable insights. The feedback obtained from these expert interviews demonstrates a positive reception towards the concept of using games as a tool for cultural education. Furthermore, the suggestions and recommendations provided by the experts have significantly contributed to the enhancement and refinement of the prototype game. As a result, valuable guidelines have been derived, serving as a roadmap for future designers interested in creating serious games centered around Taiwanese culture.
Copyright (c) 2023 Chi Jen Miao, Noreena Liu, S Karmokar https://creativecommons.org/licenses/by/3.0/
Impacts of Handcrafting Tangible Communication Avatars on the Communication Partners and Creative Experiences
Social networking services allow people to feel and remain connected with others. However, fatigue, loneliness, and anxiety are believed to increase as communication becomes increasingly intimate. In our previous study, we developed Palco, a paper-based, handcrafted, and tangible avatar. We demonstrate that abstract and passive communications are effective in maintaining relationships with communication partners. This study focuses on a mechanism to support the creation of avatars by users by adding the ability to identify multiple avatars and project information to each avatar using a single projector to the Palco system. A user study examined the effectiveness of user-generated avatars by comparing avatars with different levels of user involvement in the process from design to use. The findings indicate that user-generated avatars have the potential to function as a communication medium that strengthens emotional bonds between communication partners. Additionally, the experiences in the design and creation of the avatars allowed the users to demonstrate their creativity.
Copyright (c) 2023 Shin'ichi Endo, Kaori Fujinami https://creativecommons.org/licenses/by/3.0/
A Review of the Methods and Techniques Used in Tourism Demand Forecasting
The purpose of this paper is to discuss the methodology and results of researchers who conducted a study concerning the forecasting of tourism demand. In more detail, this study aims to examine and assess various studies about search engines, web traffic data, and social media data, specifically. Using an extensive database of indexed articles, we conducted the review with the goal of providing a solid understanding of the literature. The findings of our study revealed that few researchers integrate different data sources when forecasting tourism demand. Therefore, the authors of this paper decided to conduct a systematic review to provide researchers with a comprehensive overview of the importance of such data. This paper may inspire Omani researchers to undertake similar research based on its findings, which is currently lacking. Thus, this paper will improve understanding of how data sources affect forecasting accuracy and how modern technologies can support economic growth.
Copyright (c) 2023 R. Shakir Al Jassim, Karan Jetly, Ahmad Abushakra, Sh Al Mansori https://creativecommons.org/licenses/by/3.0/
Movie Recommender System using Machine Learning
In this research, we propose a movie recommender system that can recommend movies to both new and existing customers. It searches movie databases for all of the relevant data, such as popularity and beauty that is required for a recommendation. We apply both content-based and collaborative filtering and evaluate their advantages and disadvantages. To build a system that delivers more exact movie recommendations, we employ hybrid filtering, which is a combination of the outcomes of these two processes. The recommendation engines are also used for business purposes and to make strategies for organizations. Due to the growing demands of customers and user’s recommendation systems plays a huge role. These recommender systems also help us to utilize our time in the busy world by giving us more relevant searches. These systems are generally used with the movie’s websites or with many commercial applications and are of great use. This type of recommendation system can be also used for precise results. It will make movies suggestions more relevant as per the need of the users.
Copyright (c) 2022 EAI Endorsed Transactions on Creative Technologies https://creativecommons.org/licenses/by/3.0/
AI_deation: A Creative Knowledge Mining Method for Design Exploration
Ideation is a core activity in the design process which begins with a design brief and results in a range of design concepts. However, due to its exploratory nature it is challenging to formalise computationally. Here, we report a creative knowledge mining method that combines design theory with a machine learning approach. This study begins by introducing a graphic design style classification model that acts as a model for the aesthetic evaluation of images. A Grad-CAM technique is used to visualise where our model is looking at in order to detect and interpret visual syntax, such as geometric influences and color gradients, to determine the most influential visual semiotics. Our comparative analysis on two Nordic design referents suggests that our approach can be efficiently used to support and motivate design exploration. Based on these findings, we discuss the prospects of machine vision aided design systems to envisage concepts and possible design paths, but also to support educational objectives.
Integrating the Fairlight CVI into the video workflow
The Fairlight Computer Video Instrument (CVI) is one of the earliest video synthesisers, released in 1984. Over time the aesthetic of its effects has evolved from revolutionary to retro. Although MIDI was developed at around the same time, the CVI is controllable via RS232 rather than MIDI. This paper reviews its history and applications in live and studio-based video production environments. A method is outlined for controlling the CVI that allows sequencing of control data, effect automation, and integration with a digital audio workstation. Results are presented from a system using Logic Pro X for sequencing and Processing for MIDI-serial conversion.
TailorEd: Classroom Configuration and Activity Identifiers (CCID & CAID)
INTRODUCTION: The study of how classroom layout and activities affect learning outcomes of students with different demographics is difficult because it is hard to gather accurate information on the minute by minute progression of every class in a course. Furthermore, the process of data gathering must produce an abundance of data to work with and hence must be automated. OBJECTIVES: A machine learning model trained on images of a classroom and thus capable of accurately labeling the classroom layout and activity of many thousands of images much faster and cheaper than employing a human. METHODS: Transfer learning can allow for preexisting computer vision models to be retrained on a smaller, more specific dataset in order to still achieve a highly accurate result. RESULTS: In the case of the classroom layout, the final model achieved an accuracy of 97% on a four category classification. And for detecting the classroom activity, after experimentation with several different versions that could work on a very small sample sizes, the best model achieved an accuracy of 86.17%. CONCLUSION: In addition to showing that using computer vision to determine human activities is possible albeit more difficult than layouts of inanimate objects such as classroom desks, the study shows the differences between the use of self-supervised learning techniques and data augmentation techniques in order to overcome the problem of small training data-sets.
Techniques For Reducing Energy And Delay For Data Aggregation In Wireless Sensor Networks
WSN have many applications in different fields like medical, military, health and agriculture, etc., due to its data sensing and gathering abilities to Base station. The main issue in wireless sensor network is energy efficiency under consideration of QOS parameter like delay and security. Many of techniques have been proposed in literature but few work on energy efficient network with QOS. Due to lack of prior research in this area of study, this research will optimize the existing result in manner of giving efficient energy mechanisms and will also provide QOS as well as reduction of delay. It is very important to calculate energy efficiency and data transmission rate in wireless sensor networks because it is widely used in every field of life, especially when we are talking about medical, military and navigation system. After identifying main issues, this research will focus on energy efficiency and delay reduction. But other factors like security and average transmission time is not fully focused.
Quadcopter Vehicle Proportional-Integral-Derivative Controller (PIDC) Tuning by Particle-Swarm Optimization (PSO)
Inspection of the faults and damages in high voltage transmission lines is not only unsafe and costly but also a very time-consuming process. In addition, it demands highly skilled manpower for the operation at tens of meters above the ground on cables carrying thousands of Volts. Meanwhile, the Quadcopter Aerial Vehicle (QAV) system became a popular alternative for aerial photography applications due to its low cost, ease of usage, and fast response wherein the proportional-integral-derivative controller (PIDC) is used. The PID controller compares the expected location of the drone with the actual measured position thereby can accurately detect the faults in the transmission lines. Based on these factors, in this study, the flight simulation is done according to the desired flight path, and drone imagery is used for (insulator, power line, and porcelain) flaw identification. Furthermore, three movements (roll, pitch, and yaw) of the quadcopter were controlled by different PIDC that were optimized using the particle swarm optimization (PSO). The MATLAB/Simulink application was used to develop the system and simulate the results (R2021b). This clearly suggested that the quadcopter continues to fly on a trajectory with minimum inaccuracy, wherein the PIDC operated as a closed-loop adaptive controller. Finally, the PSO-PIDC outperformed the PIDC due to the critical nature of manual gain modification for quadcopter flight stability.
Proportional-Integral-Derivative Controller (PIDC)
Capturing Racial & Gender Inequities on Social Media Platforms using Machine Learning
Online social media platforms provide a continuously evolving database due to the highly increasing popularity and rapid expansion of its user base. Users share their life experiences towards various inequity incidents faced at the workplace on the basis of their race or gender on these platforms while maintaining their anonymity. We aim at utilising famous social media platforms to perform extensive analysis and classification tasks for posts capturing instances of various types of Inequalities prevalent in today’s workplace. We present a framework to mine opinions expressed towards sexual harassment, mental health, racial injustice and gender-based bias in the corporate workplace using NLP techniques on social media data. The documents are represented by semantic similarity to aspect embedding’s captured using an attention-based framework for aspect extraction. In addition, we used scores from Empath categories to add information related to emotional facets.
Methodology to eliminate errors in machining processes through Augmented Reality Applications
Today, precision machining companies must implement new technologies to meet the requirements of the aerospace and automotive industries to maintain their competitiveness in the market and create new business opportunities. It has currently been observed that machining companies face errors in their processes that affect the quality of the products, the operation of the process, the useful life of the machines, and the tools. This research project aims to develop a methodology to reduce errors in Computerized Numerical Control machining (CNC) processes with Augmented Reality Applications (AR-Apps) that help operators interpret manufacturing drawings and assembly operations optimize Setup operations and ensure the reliability of the machining. It begins with a questionnaire applied to a sample of machining companies from Chihuahua Mexico City. To identify the factors that generate critical errors in the machining processes. The main results obtained in this paper are reduction of downtime, elimination of scrap, increment cutting tools life, optimize the machining process, increase productivity, and improved product quality. AR -apps implementation offers a low-cost alternative solution that operators and technicians can use very easily because it is a powerful tool that helps work more efficiently through virtual environments, reducing errors and optimizing the process of machining.
Using Blockchain to Ensure the Integrity of Digital Forensic Evidence in an IoT Environment
Digital forensics deals with digital evidence. Digital forensics is the study of data detection, acquisition, processing, analysis, and reporting. Encouraging the use of digital forensics in law enforcement investigations. With digital forensics, you can find out what data was taken and how it was copied or spread. Some hackers purposefully destroy data to harm their targets. In other cases, malicious software or hacker involvement can accidentally corrupt vital data. Digital forensics faces challenges of security and integrity. IoT devices can collect digital forensic evidence in an IoT setting, putting cybercrime agencies at danger owing to security and integrity. Many studies have been done recently to improve IoT based digital forensics integrity and security, but researchers face the risk of confidentiality. Recent research shows that digital forensics still faces manipulation and security issues. So a clever and effective approach is needed that not only protects security and integrity but also anticipates threats. So we propose an intelligent and effective solution based on Blockchain and Hashing algorithms. We will store the data collected from IoT devices into Blockchain. Anomalies in the evidence and transactions will be predicted using Machine Learning boosted models. So the proposed model works well because it can predict attacks early on.
IoT Based Detection of Molded Bread and Expiry Prediction using Machine Learning Techniques
Expiration of a bread is a very popular issue in food logistics. Due to various conditions fungal bread can cause food poisoning for consumers. As a result, nausea, diarrhea and different medical issues appear in people. For this purpose, an intelligent system required for the detection of present condition of bread is required which will help the stores and consumers. In this study, we have developed a prototype made up of Arduino Nano as a microcontroller, MQ series sensors for CO and CO2 detection in shopper bags of bread in order to collect data. This data is further processed in different machine learning algorithms for the detection of current condition of bread in these stores. The data collected from these sensors was imbalanced. Data collected from sensors is then balanced by using SMOTE and TOMEC Links (data balancing techniques). Furthermore, data preprocessing and feature engineering has been applied on IoT Based dataset to improve its efficiency. We have applied linear learning models for the prediction of current condition of bread. Within linear models, Gaussian Naïve Bayes has scored highest accuracy of 81.54%.
Advancing Performability in Playable Media: A Simulation-based Interface as a Dynamic Score
When designing playable media with non-game orientation, alternative play scenarios to gameplay scenarios must be accompanied by alternative mechanics to game mechanics. Problems of designing playable media with non-game orientation are stated as the problems of designing a platform for creative explorations and creative expressions. For such design problems, two requirements are articulated: 1) play state transitions must be dynamic in non-trivial ways in order to achieve a significant level of engagement, and 2) pathways for players’ experience from exploration to expression must be provided. The transformative pathway from creative exploration to creative expression is analogous to pathways for game players’ skill acquisition in gameplay. The paper first describes a concept of simulation-based interface, and then binds that concept with the concept of dynamic score. The former partially accounts for the first requirement, the latter the second requirement. The paper describes the prototype and realization of the two concepts’ binding. “Score” is here defined as a representation of cue organization through a transmodal abstraction. A simulation based interface is presented with swarm mechanics and its function as a dynamic score is demonstrated with an interactive musical composition and performance.
Copyright (c) 2022 EAI Endorsed Transactions on Creative Technologies
Effect of avatars and viewpoints on performance in virtual world: efficiency vs. telepresence
An increasing number of our interactions are mediated through e-technologies. In order to enhance the human’s feeling of presence into these virtual environments, also known as telepresence, the individual is usually embodied into an avatar. The natural adaptation capabilities, underlain by the plasticity of the body schema, of the human being make a body ownership of the avatar possible, in which the user feels more like his/her virtual alter ego than himself/herself. However, this phenomenon only occurs under specific conditions. Two experiments are designed to study the human’s feeling and performance according to a scale of natural relationship between the participant and the avatar. In both experiments, the human-avatar interaction is carried out by a Natural User Interface (NUI) and the individual’s performance is assessed through a behavioural index, based on the concept of affordances, and a questionnaire of presence The first experiment shows that the feeling of telepresence and ownership seem to be greater when the avatar’s kinematics and proportions are close to those of the user. However, the efficiency to complete the task is higher for a more mechanical and stereotypical avatar. The second experiment shows that the manipulation of the viewpoint induces a similar difference across the sessions. Results are discussed in terms of the neurobehavioral processes underlying performance in virtual worlds, which seem to be based on ownership when the virtual artefact ensures a preservation of sensorimotor contingencies, and simple geometrical mapping when the conditions become more artificial.
Varianish: Jamming with Pattern Repetition
In music, patterns and pattern repetition are often regarded as a machine-like task, indeed often delegated to drum Machines and sequencers. Nevertheless, human players add subtle differences and variations to repeated patterns that are musically interesting and often unique. Especially when looking at minimal music, pattern repetitions create hypnotic effects and the human mind blends out the actual pattern to focus on variation and tiny differences over time. Varianish is a musical instrument that aims at turning this phenomenon into a new musical experience for musician and audience: Musical pattern repetitions are found in live music and Varianish generates additional (musical) output accordingly that adds substantially to the overall musical expression. Apart from the theory behind the pattern finding and matching and the conceptual design, a demonstrator implementation of Varianish is presented and evaluated.
PaisleyTrees: A Size-Invariant Tree Visualization
Squeezing large tree structures into suitable visualizations has been a perennial problem. In response to this challenge, we present PaisleyTrees, a size-invariant tree visualization. PaisleyTrees integrate node-of-interest focus with tree-cut presentations to support rapid tree navigation without resorting to zooming and panning. This visualization offers the ability to work with trees of arbitrary depth and breadth, and maintains legibility for displayed elements. These advantages are achieved by using a hybrid layout, inspired by traditional Paisley patterns, that combines node-link, nested and djacency-based tree layout techniques, and offers both depth and breadth elision.
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Virtual Character Animations from Human Body Motion by Automatic Direct and Inverse Kinematics-based Mapping
Motion capture systems provide an efficient and interactive solution for extracting information related to a human skeleton, which is often exploited to animate virtual characters. When the character cannot be assimilated to an anthropometric shape, the task to map motion capture data onto the armature to be animated could be extremely challenging. This paper presents two methodologies for the automatic mapping of a human skeleton onto virtual character armatures. Kinematics chains of the human skeleton are analyzed in order to map joints, bones and end-effectors onto an arbitrary shaped armatures. Both forward and inverse kinematics are considered. A prototype implementation has been developed by using the Microsoft Kinect as body tracking device. Results show that the proposed solution can already be used to animate truly different characters ranging from a Pixar-like lamp to different kinds of animals.
Multi-GPU based framework for real-time motion analysis and tracking in multi-user scenarios
Video processing algorithms present a necessary tool for various domains related to computer vision such as motion tracking, event detection and localization in multi-user scenarios (crowd videos, mobile camera, scenes with noise, etc.). However, the new video standards, especially those in high definitions require more computation since their treatment is applied on large video frames. As result, the current implementations, even running on modern hardware, cannot provide a real-time processing (25 frames per second, fps). Several solutions have been proposed to overcome this constraint, by exploiting graphic processing units (GPUs). Although they exploit GPU platforms, they are not able to provide a real-time processing of high definition video sequences. In this work, we propose a new framework that enables an efficient exploitation of single and multiple GPUs, in order to achieve real-time processing of Full HD or even 4K video standards. Moreover, the framework includes several GPU based primitive functions related to motion analysis and tracking methods, such as silhouette extraction, contours extraction, corners detection and tracking using optical flow estimation. Based on this framework, we developed several real-time and GPU based video processing applications such as motion detection using moving camera, event detection and event localization
CuriousMind photographer: distract the robot from its initial task
Mainly present in industry, robots begin to invade our every-day lives for very precise tasks. In order to reach a level where more general robots get involved in our lives, the robots' abilities to communicate and to react to unexpected situations must be improved. This paper introduces an attentive computational model for robots as attention can help both in reacting to unexpected situations and to help improving human-robot communication. We propose to enhance and implement an existing real time computational model. Intensity, color and orientation are usually used but we have added information related to depth and isolation. We have built a robotic system based on LEGO Mindstorm platform and the Kinect RGB-D sensor. This robot, called CuriousMind, is able to take a picture of the most interesting part of the scene and it can also be distracted from its first goal by novel situations mimicking in that way the human (and more precisely small children) behaviour.
Evaluating music performance and context-sensitivity with Immersive Virtual Environments
This study explores a unique experimental protocol that evaluates how a musician’s sensitivity to social context during performance can be analysed through a combination of behavioral analysis, self-report and Immersive Virtual Environment (IVE). An original application has been developed to create audience of avatars that display different motivational states that are known to affect musician's performance. The musicians’ body expressions have then been recorded through a motion capture system and analysed as they relate to audience motivational state. The musician subjective experience has been captured after each performance through semi-structured interviews. Preliminary results depict the strategies implicitly employed by four expert violinists during their performances under the various contexts (empty room and engaged and disengaged audience of avatars). Finally, this study discusses the way to improve methodology, analyses and real-world responses to musician's needs.
A taxonomy of camera calibration and video projection correction methods
This paper provides a classification of calibration methods for cameras and projectors. From basic homography to complex geometric calibration methods, this paper aims at simplifying the choice of the methods to perform a calibration regarding the complexity of the setup. The classical camera calibration methods are presented. A comparison gives the pros and cons for each method. For the projector calibration, the homography, the structured light methods and the geometric calibration are presented. Every general approach for the projector calibration is studied and the limitations of each method are given. Each approach is described through the main reference method. A classification of each projector calibration approach is given.