102 research outputs found

    A Revision Control System for Image Editing in Collaborative Multimedia Design

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    Revision control is a vital component in the collaborative development of artifacts such as software code and multimedia. While revision control has been widely deployed for text files, very few attempts to control the versioning of binary files can be found in the literature. This can be inconvenient for graphics applications that use a significant amount of binary data, such as images, videos, meshes, and animations. Existing strategies such as storing whole files for individual revisions or simple binary deltas, respectively consume significant storage and obscure semantic information. To overcome these limitations, in this paper we present a revision control system for digital images that stores revisions in form of graphs. Besides, being integrated with Git, our revision control system also facilitates artistic creation processes in common image editing and digital painting workflows. A preliminary user study demonstrates the usability of the proposed system.Comment: pp. 512-517 (6 pages

    Promoting Sustainable Behavior Using Serious Games: SeAdventure for Ocean Literacy

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    In the environmental sector, in recent years, policies and governance of marine issues have seen greater enhancement of participatory and community-based processes (for example the Blue Growth Actions of the Interreg Med Program of the European Union). The greater involvement of citizens in the processes and policies of the sea can greatly benefit the survival of the marine environment and support reforms, since most environmental problems are caused by human behavior. Changes in individual behaviors are desirable to ensure sustainable use of the ocean and its resources. These changes are possible only if there is an improvement in people’s knowledge and awareness since the childhood. Ocean literacy interventions will allow people to understand their responsibilities towards the oceans and their health. For this reason, it is necessary to promote sustainable behavior changes using new educational approaches that can be effective with young pupils. The research presents a serious game and an explainer video, used in order to introduce the problem of marine litter, one of the main dangers for the marine species. The aim of the serious game was to enhance ocean literacy with a particular attention to the biodiversity of the Apulian and Mediterranean sea to raise children’s awareness of the issue of caring for life in the sea. The measure of learning effectiveness confirmed that the knowledge gained can be actually acquired by children using new technologies, in general, and serious games in particular

    RECODE: Revision Control for Digital Images

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    Revision control is a vital component in the collaborative development of artifacts such as software code and multimedia. While revision control has been widely deployed for text files, very few attempts to control the versioning of binary files can be found in the literature. This can be inconvenient for multimedia applications that use a significant amount of binary data, such as images, videos, meshes, and animations. Existing strategies such as storing whole files for individual revisions or simple binary deltas, respectively consume significant storage and complex semantic information. To overcome these limitations, in this paper we present RECODE, a revision control system for digital images. It stores revisions in the form of a DAG (directed acyclic graph) where nodes represent editing operations, and edges describe the spatial and temporal relationships between operations. Being integrated with GitHub, the largest project hosting platform, RECODE also facilitates the artistic creation process of distributed teams with different workflows that include image editing and digital painting. A preliminary user study was performed to assess the perceived usability of the proposed system

    Multimedia augmented reality game for learning math

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    The traditional method for learning the multiplication tables is a repetitive and boring task. Teachers try to find new methods to motivate children in this tedious duty, and one of the lines to consider is to integrate en- tertainment into educational processes. This work presents a new multimedia interaction approach in order to allow children to practice these math opera- tions and have fun. The learning process has been gamified by means of two mini-games designed for mobile platforms, based on meromictic or repetitive learning. The genre of these mini-games have been selected according to chil- dren preferences: one turn-based fighting and other throwing-objects game. A series of proposed multiplications have to be solved during the play to per- form the player actions. Moreover, in order to support learning engagement, both have been visualized through Augmented Reality, combining real and virtual reality. This paper discusses the good results of mixing entertainment with some learning tasks, due to the engagement of the children to the mobile based games. A pilot study has been performed in order to evaluate the learn- ing effectiveness and usability of the proposal. Results support that playing the video games makes this tedious multiplication practice more enjoyable and attractive for children so they improve their math skills

    Digitally enhanced assessment in virtual learning environments

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    One of the main challenges in teaching and learning activities is the assessment: it allows teachers and learners to improve the future activities on the basis of the previous ones. It allows a deep analysis and understanding of the whole learning process. This is particularly difficult in virtual learning environments where a general overview is not always available. In the latest years, Learning Analytics are becoming the most popular methods to analyze the data collected in the learning environments in order to support teachers and learners in the complex process of learning. If they are properly integrated in learning activities, indeed, they can supply useful information to adapt the activities on the basis of student’s needs. In this context, the paper presents a solution for the digitally enhanced assessment. Two different Learning Dashboards have been designed in order to represent the most interesting Learning Analytics aiming at providing teachers and learners with easy understandable view of learning data in virtual learning environments

    PeppeRecycle: Improving Children’s Attitude Toward Recycling by Playing with a Social Robot

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    In this paper, we investigate the use of a social robot as an engaging interface of a serious game intended to make children more aware and well disposed towards waste recycle. The game has been designed as a competition between the robot Pepper and a child. During the game, the robot simultaneously challenges and teaches the child how to recycle waste materials. To endow the robot with the capability to play as a game opponent in a real-world context, it is equipped with an image recognition module based on a Convolutional Neural Network to detect and classify the waste material as a child would do, i.e. by simply looking at it. A formal experiment involving 51 primary school students is carried out to evaluate the effectiveness of the game in terms of different factors such as the interaction with the robot, the users’ cognitive and affective dimensions towards ecological sustainability, and the propensity to recycle. The obtained results are encouraging and draw promising scenarios for educational robotics in changing children’s attitudes toward recycling. Indeed Pepper turns out to be positively evaluated by children as a trustful and believable companion and this allows children to be concentrated on the “memorization” task during the game. Moreover, the use of real objects as waste items during the game turns out to be a successful approach not only for perceived learning effectiveness but also for the children’s engagement

    Measuring, representing and analysing indoor soundscapes: A data collection campaign in residential buildings with natural and mechanical ventilation in England

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    A model for the assessment of perceived affective quality of indoor residential soundscapes is first applied in a field survey carried out in 61 dwellings in England. Objectives are i) to investigate measurement and indoor soundscape data representation, ii) to characterize soundscape appropriateness for home working and relaxation, iii) to test differences based on the ventilation strategy, and iv) to identify factors predicting indoor soundscapes. In dwellings with natural ventilation (N = 34) the survey was carried out with windows open, while in those with mechanical ventilation (N = 27) with windows closed and the system in operation. Parallel to the administration of the questionnaire, monaural and binaural measurements of the acoustic environments were performed. The study provides examples of data representation in the circumplex space defined by comfort and content dimensions. Soundscapes which are appropriate for work and relaxation are characterized by high comfort and low content, i.e., perceived as private and under control. Indoor soundscapes are strongly related to the perception of traffic noise, window opening, and sound pressure level, especially in the energy content of interference in speech perception through the Speech Interference Level parameter (SIL), factors that lead to reduced comfort and increased saturation of the environment. Moreover, aspects related to psychoacoustics (sharpness), contextual and building-related factors (ownership status and floor level) and cross-modal effects from other sensory modalities (perceived air quality and air temperature) have an impact. A threshold value of 32.7 dB for SIL was identified at which a neutral comfort is attained
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