719 research outputs found
A survey of comics research in computer science
Graphical novels such as comics and mangas are well known all over the world.
The digital transition started to change the way people are reading comics,
more and more on smartphones and tablets and less and less on paper. In the
recent years, a wide variety of research about comics has been proposed and
might change the way comics are created, distributed and read in future years.
Early work focuses on low level document image analysis: indeed comic books are
complex, they contains text, drawings, balloon, panels, onomatopoeia, etc.
Different fields of computer science covered research about user interaction
and content generation such as multimedia, artificial intelligence,
human-computer interaction, etc. with different sets of values. We propose in
this paper to review the previous research about comics in computer science, to
state what have been done and to give some insights about the main outlooks
The Role of Instructional Design in Persuasion: A Comics Approach for Improving Cybersecurity
This is an Accepted Manuscript of an article published by Taylor & Francis in International journal of human-computer interaction on 2016-03-03, available online: http://www.tandfonline.com/10.1080/10447318.2016.1136177.Although computer security technologies are the first line of defence to secure users, their success is dependent on individualsâ behaviour. It is therefore necessary to persuade users to practice good computer security. Our interview analysis of usersâ conceptualization of security password guessing attacks, antivirus protection, and mobile online privacy shows that poor understanding of security threats influences usersâ motivation and ability to practice safe behaviours. We designed and developed an online interactive comic series called Secure Comics based on instructional design principles to address this problem. An eye-tracking experiment suggests that the graphical and interactive components of the comics direct usersâ attention and facilitate comprehension of the information. In our evaluations of Secure Comics, results from several user studies show that the comics improve understanding and motivate positive changes in security management behaviour. We discuss the implication of the findings to better understand the role of instructional design and persuasion in education technologyOffice of the Privacy Commissioner of Canada (OPC) || NSERC ISSNet Strategic Network || GRAND Networks of Centres of Excellence
From Analog to Virtual: Visual Stylizations of Humanoid Characters Across Media
Visual stylization and its impact on different aspects of the perception of digital human beings are commonly debated. This study investigated how fictional and non-fictional characters are represented in various media from the perspective of digital humanoid character design. Based on Zangwill's theory of Moderate Aesthetic Formalism, this study focused on the formalistic aspect of visual analysis and interpretation of media artifacts ranging from older media such as paintings to newer media, such as animations, interactive video games and mobile apps. This paper also explores several case studies of how humanoid digital characters are represented via visual stylizations across different media. This article underlines the importance of visual stylization as an opportunity to find unique and innovative ways of communicating with visual means
Augmented Reality in Surveillance Systems
The aim with this thesis is to investigate the possibilities to use Augmented Reality (AR) in surveillance systems. The thesis will examine ideas suited for network based cameras but also other devices such as a head mounted display (HMD). AR today is mainly used in smartphones as entertainment and therefore the approach to use AR in surveillance systems will cover new areas. The project will be divided into several steps including investigation, design, tool-evaluation and implementation. Investigation includes numerous brainstorming sessions and research along with storyboards and scenarios. The investigation will lead to a product to be designed and implemented in a selected platform. To design the application, a Lo-Fi and Hi-Fi prototype is created. As a result, a final application was implemented on the platform Android which uses Google Maps as an overview of the camera system. All the cameras are viewed in different manners and in the image, the enhanced AR information is applied to increase the information output and orientation. Axis Communications network cameras where used in the application.Syftet med denna uppsats Àr att undersöka möjligheterna att anvÀnda Augmented Reality i övervakningssystem. Arbetet kommer att utforska idéer anpassade för nÀtverkskameror men Àven andra anordningar sÄsom en head mounted display. Idag anvÀnds AR huvudsakligen i smartphones som underhÄllning, vilket innebÀr att det hÀr projektet kommer leda in AR till nya omrÄden inom övervakning. Projektet Àr uppdelat i flera steg: utredning, design, utvÀrdering av verktyg och till sist implementering. Utredningen innehöll brainstormingsessioner och forskning som tillsammans med storyboards och anvÀndarfall gav en helhet. Till sist definierades en produkt som skulle utformas och genomföras pÄ en utvald plattform. Vid designfasen skapades en Lo-Fi-prototyp för att undersöka om testpersonerna anvÀnde systemet som avsett. Lo-Fi- prototypen gav Àven ytterligare feedback till ett bÀttre system. Som ett resultat av alla steg har en slutlig applikation skapats till plattformen Android. Applikationen anvÀnder Google Maps för att för att skapa en översikt i kamerasystemet. Bilderna som kamerorna visar Àr förstÀrkta med AR, vilket förbÀttrar bildinformationen samt ger en bÀttre orientering Àn tidigare
An evaluation of the Microsoft HoloLens for a manufacturing-guided assembly task
Many studies have confirmed the benefits of using Augmented Reality (AR) work instructions over traditional digital or paper instructions, but few have compared the effects of different AR hardware for complex assembly tasks. For this research, previously published data using Desktop Model Based Instructions (MBI), Tablet MBI, and Tablet AR instructions were compared to new assembly data collected using AR instructions on the Microsoft HoloLens Head Mounted Display (HMD). Participants completed a mock wing assembly task, and measures like completion time, error count, Net Promoter Score, and qualitative feedback were recorded. The HoloLens condition yielded faster completion times than all other conditions. HoloLens users also had lower error rates than those who used the non-AR conditions. Despite the performance benefits of the HoloLens AR instructions, users of this condition reported lower net promoter scores than users of the Tablet AR instructions. The qualitative data showed that some users thought the HoloLens device was uncomfortable and that the tracking was not always exact. Although the user feedback favored the Tablet AR condition, the HoloLens condition resulted in significantly faster assembly times. As a result, it is recommended to use the HoloLens for complex guided assembly instructions with minor changes, such as allowing the user to toggle the AR instructions on and off at will. The results of this paper can help manufacturing stakeholders better understand the benefits of different AR technology for manual assembly tasks
Integrating Pentatonic Angklung into Physics Experiment to Identify Multiple Representation Skills in Junior High School
Angklung is a traditional musical instrument from West Java that can be used as a learning medium for sound concepts. The study focuses on pentatonic Angklung as a musical instrument commonly used in Ngaseuk ceremonies as rice planting rituals in the Baduy tribe. This study aims to report the integration of pentatonic Angklung into physics experiments and investigate multiple representation skills. Technology-based mobile used as an experimental tool is Phypox. The designed activity aims to identify multiple representation skills using guided-inquiry models in four stages: Open, Explore, Create, and Share. The study participants are 31 8th-grade students at one of the junior high schools in West Java Province, Indonesia. Experiment activities investigate variables that affect the frequency of the pentatonic Angklung. A worksheet guides experiment activities following the syntax of the guided-inquiry model. The study results show that students use different representations at each stage in the worksheet. Students use four representations in this experimental activity: verbal, mathematical, pictorial, and graphical. It can be concluded that integrating pentatonic Angklung into physics experiments can identify students' multiple representation skills in junior high school
Onomatopoeia: a relevance-based eye-tracking study of digital manga
This study is concerned with the reception of onomatopoeia in the English translation of digital manga. In manga, onomatopoeia is often presented as part of the aesthetics, being both verbal (meaning) and non-verbal (showing) simultaneously. Drawing on the relevance-theoretic notion of a showing-saying continuum (Sperber and Wilson 1995), this study aims to identify factors that affect reading behaviour including the translation strategies and the degree of the showing/meaning ness. We conducted an eye-tracking study to gain empirically supported insight into readersâ interaction with onomatopoeia in manga. Findings of this study show that full-textual substitution, which is the hybrid of showing-meaning, attracts most interest and is the area that receives most attention when compared with annotation or the Japanese original. This in turn indicates that the degree of showing-ness of onomatopoeia influences the way readers interact with onomatopoeia in manga. The conclusion is that separating the showing and meaning elements of onomatopoeia in manga could result in a loss of engagement potential with readers, and full-textual substitution would be the recommended translation strategy for the best level of attention
AR Geography Textbooks
This paper describes the process of developing an Augmented Reality (AR) textbook
mobile application. This mobile application allowed the students to view the
superimposed virtual 3 dimensional animation objects in a fun and interactive manner
using the marker-less physical traditional textbooks as the interaction tool. The idea of
the whole project is to create a whole new and better learning experience that would be
able to captivate student's interest in study. Besides, the reason behind choosing the
Geography subject as the topic is because it is one of the subjects that has been teaches
to every students who are pursuing their studies in every secondary school located in
Malaysia. The author also believed that Geography subject is very important as it
provide us with the knowledge of the world around us. It is also related to etiquette as it
discussed the impact of both natural and manmade factors. Though each student will get
a free textbook under Textbook Loan Scheme (SPBT) sponsored by Ministry of
Education, the problem is that students might find the traditional textbooks dull and
boring considered the factor of these current generations are pretty tech-savvy these
days. Students in these generations are easily distracted and bored when they need to
learn from a traditional textbook. This is due to maybe they are always surrounded by
new technology and gadgets that can offered them a lot of entertainment which is very
interactive and fun. However, the use of augmented reality should solve this problem.
Augmented Reality (AR) is considered the best of both worlds, where, real and virtual
objects are combined in the real environment, that will allow the use of both technology
based application and a traditional physical textbooks, combining the benefits of both
and meeting the students and teachers midway. Although AR technology is not new, its
application on education sector is still not enough. The main aim of this research is to
develop an interactive AR textbook where it can create a whole new and better learning
experience that would be able to captivate student's interest in study. One of the
objectives of the study is to enhance the traditional textbooks by implementing an AR
technology. Meanwhile the scope of this project involves 3D modeling, texturing,
rigging and animation
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