Physically-based image editing on mobile devices

Author(s):  
J.I. Echevarría ◽  
D. Gutiérrez ◽  
A. Krishnaswamy ◽  
G. Wilensky

The increasing processing power of mobile devices such as smartphones and tablets, along with the touch and gesture-based user interaction they provide, make them very interesting platforms for exploring brand-new image editing tools with natural interfaces. We present two different applications that rely heavily on fluid dynamics solvers for simulating image formation. The first one allows the user to add liquid to a virtual lens. Then refraction of light through the modified optical system is calculated, obtaining interesting creative distortions from the source image. The second tool simulates the wet plate collodion process, the first mainstream photographic technique, very popular on the 19th century. In this application, the user starts mixing the chemicals for the collodion film, which is created by spreading the liquid over a plate. This plate is then exposed and developed for obtaining an accurate depiction of the final image. All the calculations are based on real measured data, ensuring a close match with the real process. These example applications make full use of the available resources, providing instant feedback for an organic and engaging user experience.

2021 ◽  
Vol 13 (14) ◽  
pp. 7890
Author(s):  
Tao-Hua Wang ◽  
Hao-Chiang Koong Lin ◽  
Hong-Ren Chen ◽  
Yueh-Min Huang ◽  
Wei-Ting Yeh ◽  
...  

To echo the United Nations formulated Sustainable Development Goals (SDGs), SDG 4 is to ensure inclusive and equitable quality education and promote lifelong learning opportunities for all. Furthermore, high-quality education is the base on which human lives can be improved and sustainable development can be accomplished. Therefore, the affective emotional tutoring system established in this study enables learning via mobile devices, which are indispensable in daily life. The real-time interactive agent in the system guides learners to turn negative emotions into positive ones. We explored the usability of and user satisfaction with the affective emotional tutoring system. Sixty-two students participated in the study which used a quantitative research design to explore a learning situation. The overall usability of the system was evaluated with the System Usability Scale (SUS), and the Questionnaire for User Interaction Satisfaction (QUIS) was used to evaluate user satisfaction with the different elements of the system. The results showed that both the usability of and satisfaction with the affective emotional tutoring system were high. The emotional feedback mechanism of the system can help learners turn negative emotions into positive ones.


Author(s):  
Haoliang Wang ◽  
Wei Liu ◽  
Tolga Soyata

The amount of data acquired, stored, and processed annually over the Internet has exceeded the processing capabilities of modern computer systems, including supercomputers with multiple-Petaflop processing power, giving rise to the term Big Data. Continuous research efforts to implement systems to cope with this insurmountable amount of data are underway. The authors introduce the ongoing research in three different facets: 1) in the Acquisition front, they introduce a concept that has come to the forefront in the past few years: Internet-of-Things (IoT), which will be one of the major sources for Big Data generation in the following decades. The authors provide a brief survey of IoT to understand the concept and the ongoing research in this field. 2) In the Cloud Storage and Processing front, they provide a survey of techniques to efficiently store the acquired Big Data in the cloud, index it, and get it ready for processing. While IoT relates primarily to sensor nodes and thin devices, the authors study this storage and processing aspect of Big Data within the framework of Cloud Computing. 3) In the Mobile Access front, they perform a survey of existing infrastructures to access the Big Data efficiently via mobile devices. This survey also includes intermediate devices, such as a Cloudlet, to accelerate the Big Data collection from IoT and access to Big Data for applications that require response times that are close to real-time.


Author(s):  
Suliman Al-Hawamdeh

Due to the fast development of mobile technologies and wireless communications, more people are using mobile devices. Mobile devices like cellular phones are initially used for data communications, as in speech. Now, mobile devices are not only portable but also can be used to communicate and exchange information as well as gain access to remote services anywhere, anytime. But while mobile devices offer many opportunities for e-commerce applications, conducting e-commerce transactions over mobile devices has its limitations. Limitations include limited memory, limited processing power, different technologies and standards, small keyboards, and small screens. A usability study was carried out to determine the extent to which mobile devices can be used in mobile commerce. Most of the studies showed that while mobile devices are becoming increasingly popular with the younger generation, users still prefer to use desktops for e-commerce transactions. This is mainly due to the limitations of mobile devices and the stability and security of the wireless networks.


Author(s):  
Nan Jing ◽  
Yong Yao ◽  
Yanbo Ru

Context-aware advertising is one of the most critical components in the Internet ecosystem today because most WWW publisher’s revenue highly depends on the relevance of the displayed advertisement to the context of the user interaction. Existing research works in context-aware advertising mainly focus on analyzing either the content of the web page (in which it is also called contextual advertising), or the keywords of the user search. However, we have identified the limitations of these works when being extended into mobile web, which has become a major platform for users to access Internet with thanks to the new lightweight web technologies and the development of mobile devices. These mobile devices are equipped with networking capabilities and sensors that provide versatile contexts including physical environment, user internal and social community. These contexts, which are far beyond just page content and search keywords, should be well organized and utilized for online advertising to gain better user experience and reaction. In this chapter, we point out the aforementioned limitations of the existing works in context-aware advertising when being applied for mobile platforms. We also discuss the characteristics of the contexts that are available on mobile devices and clearly describe the challenges of utilizing these contexts to optimize the advertisement on mobile platforms. We then present a context-aware advertising framework that collects and integrates the user contexts to select, generate, and present advertising content. The purpose of this framework is to provide the mobile users with targeted and purposeful advertisement. Finally, we discuss the implementation aspects and one specific application of this framework and outline our future plans.


2008 ◽  
pp. 607-614
Author(s):  
M. Ally

There is a rapid increase in the use of mobile devices such as cell phones, tablet PCs, personal digital assistants, Web pads, and palmtop computers by the younger generation and individuals in business, education, industry, and society. As a result, there will be more access of information and learning materials from anywhere and at anytime using these mobile devices. The trend in society today is learning and working on the go and from anywhere rather than having to be at a specific location to learn and work. Also, there is a trend toward ubiquitous computing, where computing devices are invisible to the users because of wireless connectivity of mobile devices. The challenge for designers is how to develop multimedia materials for access and display on mobile devices and how to develop user interaction strategies on these devices. Also, designers of multimedia materials for mobile devices must use strategies to reduce the user mental workload when using the devices in order to leave enough mental capacity to maximize deep processing of the information. According to O’Malley et al. (2003), effective methods for presenting information on these mobile devices and the pedagogy of mobile learning have yet to be developed. Recent projects have started research on how to design and use mobile devices in the schools and in society. For example, the MOBILearn project is looking at pedagogical models and guidelines for mobile devices to improve access of information by individuals (MOBILearn, 2004). This paper will present psychological theories for designing multimedia materials for mobile devices and will discuss guidelines for designing information for mobile devices. The paper then will conclude with emerging trends in the use of mobile devices.


Author(s):  
Panu Korpipää ◽  
Jukka Linjama ◽  
Juha Kela ◽  
Tapani Rantakokko

Gesture control of mobile devices is an emerging user interaction modality. Large-scale deployment has been delayed by two main technical challenges: detecting gestures reliably and power consumption. There have also been user-experience-related challenges, such as indicating the start of a gesture, social acceptance, and feedback on the gesture detection status. This chapter evaluates a solution for the main challenges: an event-based movement interaction modality, tapping, that emphasizes minimal user effort in interacting with a mobile device. The technical feasibility of the interaction method is examined with a smartphone equipped with a sensor interaction cover, utilizing an enabling software framework. The reliability of detecting tapping is evaluated by analyzing a dataset collected with the smartphone prototype. Overall, the results suggest that detecting tapping is reliable enough for practical applications in mobile computing when the interaction is performed in a stationary situation.


Author(s):  
Hyowon Lee ◽  
Cathal Gurrin ◽  
Gareth J.F. Jones ◽  
Alan F. Smeaton

This chapter explores some of the technological elements that will greatly enhance user interaction with personal photos on mobile devices in the near future. It reviews major technological innovations that have taken place in recent years which are contributing to re-shaping people’s personal photo management behavior and thus their needs, and presents an overview of the major design issues in supporting these for mobile access. It then introduces the currently very active research area of content-based image analysis and context-awareness. These technologies are becoming an important factor in improving mobile interaction by assisting automatic annotation and organization of photos, thus reducing the chore of manual input on mobile devices. Considering the pace of the rapid increases in the number of digital photos stored on our digital cameras, camera phones and online photoware sites, the authors believe that the subsequent benefits from this line of research will become a crucial factor in helping to design efficient and satisfying mobile interfaces for personal photo management systems.


2010 ◽  
pp. 1068-1087
Author(s):  
Vijayan Sugumaran ◽  
Shriram Raghunathan ◽  
K. Vivekanandan

The evolution of mobile devices has opened new opportunities for collaboration and communication. Instant connectivity, portability, rapidly reducing costs, etc. are some of the drivers for this change. Mobile devices have lower processing power, memory capabilities, deal with varying network conditions and the available power is less. Notwithstanding the above, mobile communities have emerged as a significant domain of research in their own right akin to the online (virtual) communities. This article traces the factors contributing to the proliferation of mobile communities and places the mobile community networks in a current and future perspective. An architecture for the mobile community network is proposed and the challenges in implementing such a network are also discussed.


Author(s):  
Darshan M. Tank

With the development of cloud computing and mobility, mobile cloud computing has emerged and become a focus of research. Mobile Cloud Computing (MCC) integrates mobile computing and cloud computing aiming to extend mobile devices capabilities. By the means of on-demand self-service and extendibility, it can offer the infrastructure, platform, and software services in a cloud to mobile users through the mobile network. There is huge market for mobile based e-Commerce applications across the globe. Security and privacy are the key issues for mobile cloud computing applications. The limited processing power and memory of a mobile device dependent on inherently unreliable wireless channel for communication and battery for power leaves little scope for a reliable security layer. Thus there is a need for a lightweight secure framework that provides security with minimum communication and processing overhead on mobile devices. The security and privacy protection services can be achieved with the help of secure mobile-cloud application services.


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