123,633 research outputs found

    Kesan interaksi atribut persembahan multimedia, gaya kognitif, peringkat pengajian dan bidang pengajian ke atas daya ingatan visual pelajar IPT

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    Various multimedia presentation attributes contribute different positive effect on the visual recall memory due to factors such as different cognitive style, field of study and level of study. The positive effects could not be optimised if the most effective combination of the factors is not identified. This study aimed to identify the main effects and interaction effects of multimedia presentation format or attribute (line drawing pictures, black and white pictures, colour pictures, animation, animationaudio), cognitive styles (field dependence (FD), field independence (FI), level of study (year one, year three) and field of study (art-based, non-art-based) on the visual recall among students in higher education institutions (HEIs) in Malaysia. The sample consisted of 400 year one and three university students. This experimental study used 5 x 2 x 2 x 2 factorial design. The findings showed that the main effects of format of multimedia presentation, cognitive style, level of education and field of study on visual recall were significant. The results showed that students who viewed animated presentation obtained better mean scores on visual recall than students who viewed other presentation formats. Students with FI cognitive styles were found to recall better than the FD students, while students from non-art-based field obtained better scores than students from the art-based field. Year one students were found to have better visual recall than year three students. The interaction effect of format of multimedia presentation and level of education on visual recall was significant. The three-way interaction effect between cognitive styles, level of education and field of study as well as the interaction effect between format of multimedia presentation, level of education and field of study on visual recall were significant. Findings of the study support the effectiveness of multimedia presentation in enhancing the visual recall memory. However, the most effective attribute should be aligned with the students’ cognitive style, field of study and level of study so as to achieve the intended learning outcomes

    Borealis sound an interactive wall for situational awareness: The impact of responsive architecture on users

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    This paper refers to the presence of visual communication elements in public spaces using interactive multimedia surfaces. The state of the art, the development of a proposal, and its evaluation are presented. The interactive surface applies to school of music “Escola de Música do Conservatório Nacional,” to which a design project was done in an academic context. The proposal aims to explore the incorporation of digital multimedia surfaces enhancing new dynamics while users walk in the interior of the building. Visual content will be displayed, and the interaction between users and the multimedia surfaces is done by the sounds produce by people and instruments. To assess the intuitive nature and relevance of the proposal, satisfaction and usability tests were conducted with the potential users. It was concluded that users appreciated the proposal and was able to perceive the effect people’s presence have in the interaction with the multimedia surface.info:eu-repo/semantics/acceptedVersio

    Fast Deep Matting for Portrait Animation on Mobile Phone

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    Image matting plays an important role in image and video editing. However, the formulation of image matting is inherently ill-posed. Traditional methods usually employ interaction to deal with the image matting problem with trimaps and strokes, and cannot run on the mobile phone in real-time. In this paper, we propose a real-time automatic deep matting approach for mobile devices. By leveraging the densely connected blocks and the dilated convolution, a light full convolutional network is designed to predict a coarse binary mask for portrait images. And a feathering block, which is edge-preserving and matting adaptive, is further developed to learn the guided filter and transform the binary mask into alpha matte. Finally, an automatic portrait animation system based on fast deep matting is built on mobile devices, which does not need any interaction and can realize real-time matting with 15 fps. The experiments show that the proposed approach achieves comparable results with the state-of-the-art matting solvers.Comment: ACM Multimedia Conference (MM) 2017 camera-read

    Personalized Empathic Computing (PEC)

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    Until a decade ago, computers were only used by experts, for professional purposes solely. Nowadays, the personal computer (PC) is standard equipment in most western housekeepings and is used to gather information, play games, communicate, etc. In parallel, users' expectations increase and, consequently, PCs are more and more adapted to our needs. The next phase in PC evolution is Personalized Empathic Computing (PEC). When thinking of PEC, questions emerge such as: Who is the user and how to model his or her characteristics? In addition, both possibilities and constraints of technology have to be taken into account. To unravel human emotional state, psychophysiological techniques are employed. Audio and visual information processing is needed to handle the multimedia input. Virtual Reality can be employed to realize high level interaction between users and PEC systems. The realization of PEC requires the cooperation among a broad range of disciplines; e.g., psychology, physiology, computer science, agent technology, interface design, and multimedia analysis. All will be illustrated by running projects, industrial applications, and the latest scientific research. Both the strength and the limitations of current state-of-the-art techniques will be indicated. With that we will look forward, to the future, which is not that far away anymore ..

    Multisensory experiences in HCI

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    The use of vision and audition for interaction dominated the field of human-computer interaction (HCI) for decades, despite the fact that nature has provided us with many more senses for perceiving and interacting with the world around us. Recently, HCI researchers have started trying to capitalize on touch, taste, and smell when designing interactive tasks, especially in gaming, multimedia, and art environments. Here we provide a snapshot of our research into touch, taste, and smell, which we’re carrying out at the Sussex Computer Human Interaction (SCHI—pronounced “sky”) Lab at the University of Sussex in Brighton, UK

    Interactive Learning for Multimedia at Large

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    International audienceInteractive learning has been suggested as a key method for addressing analytic multimedia tasks arising in several domains. Until recently, however, methods to maintain interactive performance at the scale of today's media collections have not been addressed. We propose an interactive learning approach that builds on and extends the state of the art in user relevance feedback systems and high-dimensional indexing for multimedia. We report on a detailed experimental study using the ImageNet and YFCC100M collections, containing 14 million and 100 million images respectively. The proposed approach outperforms the relevant state-of-the-art approaches in terms of interactive performance, while improving suggestion relevance in some cases. In particular, even on YFCC100M, our approach requires less than 0.3 s per interaction round to generate suggestions, using a single computing core and less than 7 GB of main memory
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