Evolution-based Virtual Content Insertion with Visually Virtual Interactions in Videos

Author(s):  
Chia-Hu Chang ◽  
Ja-Ling Wu
Keyword(s):  
Author(s):  
Benjamin C. Mac Murray ◽  
Bryan N. Peele ◽  
Patricia Xu ◽  
Josef Spjut ◽  
Omer Shapira ◽  
...  

10.28945/3074 ◽  
2007 ◽  
Author(s):  
Pollyana Mustaro

The execution of academic researches - such as Undergraduate work, Master’s or PhD Thesis - is often supervised by a research advisor. The development process of such works could be characterized as face-to-face, remote or blended orientation, which combines both of former ones. The construction of a proposal for blended academic orientation involves mapping and analysis of elements, as well as didactical and communication structures that would differs face-to-face meetings from virtual interactions. The paper presents some considerations about relevant characteristics related to digital generation and learning theories that value interaction in order to built knowledge, thus allowing the determination of a blended methodology that aims to enhance intrinsic motivation and investigative posture of students at any level.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Razia S. Sahi ◽  
Miriam E. Schwyck ◽  
Carolyn Parkinson ◽  
Naomi I. Eisenberger

AbstractSocial interactions play an extremely important role in maintaining health and well-being. The COVID-19 pandemic and associated physical distancing measures, however, restricted the number of people one could physically interact with on a regular basis. A large percentage of social interactions moved online, resulting in reports of “Zoom fatigue,” or exhaustion from virtual interactions. These reports focused on how online communication differs from in-person communication, but it is possible that when in-person interactions are restricted, virtual interactions may benefit mental health overall. In a survey conducted near the beginning of the COVID-19 pandemic (N2020 = 230), we found that having a greater number of virtual interaction partners was associated with better mental health. This relationship was statistically mediated by decreased loneliness and increased perceptions of social support. We replicated these findings during the pandemic 1 year later (N2021 = 256) and found that these effects held even after controlling for the amount of time people spent interacting online. Convergent with previous literature on social interactions, these findings suggest that virtual interactions may benefit overall mental health, particularly during physical distancing and other circumstances where opportunities to interact in-person with different people are limited.Open Science Framework repository: https://osf.io/6jsr2/.


2012 ◽  
pp. 189-198
Author(s):  
Jeongyoon Lee ◽  
R. Karl Rethemeyer

The recent boom in the use of smartphones has led to an expansion of the concept of cyber behavior to include nearly perpetual virtual contact through mobile devices. This chapter addresses the issue of mobile cyber behavior by identifying key dimensions of virtual interactions through smartphones. While most prior studies focused on mobile technology from a technical perspective, this article takes a sociotechnical perspective, focusing on aspects of human behavior in the context of a new technical system (i.e., smartphones). The authors’ review of this literature suggests that mobile phone cyber behavior develops along three primary dimensions – the “3Cs” of: contextualization, customization, and convenience.


Author(s):  
Joe Nandhakumar ◽  
Niki Panteli ◽  
Philip Powell ◽  
Richard Vidgen

In the digital era, trust is a key concern. This chapter introduces a digital era interaction (DEI) matrix to explore trust relationships at multiple levels: between individuals, individuals and organizations, and between organizations. It considers each of these interaction aspects in turn; it draws on recent research projects as examples, and develops a common set of themes. The chapter concludes by identifying areas for further research that will help to advance our understanding of the role of trust in inter-organizational and interpersonal virtual interactions. It argues that such research is necessary if organizations and individuals are to benefit fully from the potential and the promise of virtually enabled interactions.


Author(s):  
Julia Nevárez

Cities are technological artifacts. Since their massive proliferation during the industrial revolution and their transformation of sites for both physical and virtual connectivity during globalization, cities afford the possibility for propinquity through different interest groups and spaces including the distant-mobile relationships of a society where technology and movement predominates. This chapter will offer an overview of how technology is central to modern development, how technology has been conceptualized, and how virtual development (in terms of both access to the virtual world and the development of the infrastructure to provide this access) is yet another frontier best captured in the notion of technopolis and/or technocity as contextual factors that sustain social technologies. The pervasiveness of technology, the factors that affect the technological experience besides the rhetoric of infallibility and the taken-forgranted delivery of utility and efficiency will also be explored. By looking at the criticisms voiced against urban and virtual development about the loosening of social ties, I argue for a fluid interaction that considers the possibilities for additional and different, if not new social relations, that both physical and virtual interactions afford to urbanites: technosociability. This technosociability should be considered in light of a critical reading of the contextual factors and conditions that support it.


Author(s):  
Alexandra Okada ◽  
Simon Buckingham Shum ◽  
Michelle Bachler ◽  
Eleftheria Tomadaki ◽  
Peter Scott ◽  
...  

The aim of this chapter is to overview the ways in which knowledge media technologies create opportunities for social learning. The Open Content movement has been growing rapidly, opening up new opportunities for widening participation. One of the Open Educational Resources (OER) initiatives is the OpenLearn project, launched by the Open University, which integrates three knowledge media technologies: Compendium, FM and MSG. In this chapter, the authors analyse some examples, which show how these tools can be used to foster open sensemaking communities by mapping knowledge, location and virtual interactions. At the end, they present some questions and future horizons related to this research.


Author(s):  
Heather Culbertson ◽  
Samuel B. Schorr ◽  
Allison M. Okamura

This article reviews the technology behind creating artificial touch sensations and the relevant aspects of human touch. We focus on the design and control of haptic devices and discuss the best practices for generating distinct and effective touch sensations. Artificial haptic sensations can present information to users, help them complete a task, augment or replace the other senses, and add immersiveness and realism to virtual interactions. We examine these applications in the context of different haptic feedback modalities and the forms that haptic devices can take. We discuss the prior work, limitations, and design considerations of each feedback modality and individual haptic technology. We also address the need to consider the neuroscience and perception behind the human sense of touch in the design and control of haptic devices.


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