Computer Animation for Ingenious Revival

Author(s):  
Francisco V. Cipolla-Ficarra ◽  
Miguel Cipolla-Ficarra

In this research work, we make known the excellent advantages of the use of computer animations in 3D with the purpose of transferring scientific heritage into paper support to the current generations of users of interactive systems. In it the archetypes factor is analyzed (semiotics perspective) and communicative inference of the analyzed examples. Besides, the main components of the layout category are analyzed, which are related to graphic computing and communicability inside the interface of the interactive system.

Author(s):  
Francisco V. Cipolla Ficarra

This chapter addresses the evolution of state of the art interactive systems aimed at the cultural heritage of the Mediterranean area in Europe, especially Spain and Italy. It covers the last two decades of advances in design and considers the human and technological factors in the effective use and assessment of hypertext, multimedia and hypermedia. The chapter introduces basic concepts to eliminate ambiguities and to (re)acquaint readers with the main components of audiovisual technologies that have been vital to the (r)evolution of on-line and off-line cultural heritage material. It goes on to analyze quality in the communication process between potential users and interactive systems by drawing upon essential concepts in software engineering, human-computer interaction, semiotics, interface design and communicability. The main goal is to establish metrics for the heuristic evaluation of the quality attributes that make up an interactive system, taking as a reference the intersection of the formal sciences and the factual sciences. The chapter mainly focuses on dynamic and static audiovisual media, including digital photography, video, and computer animation. Consequently, this process of diachronic study of interactive systems has allowed the author to generate a methodology—Aesthetics Cultural Heritage for Communicability Assessment (ACHCA)—for evaluating communicability in dynamic and static cultural heritage media. The chapter also includes a table for the heuristic analysis of on-line and off-line systems, based on design categories addressing content, presentation, structure, navigation, panchronism and conection of the interactive system. Finally the chapter presents the results of a study of on-line and off-line systems from the 1990s to 2010.


Author(s):  
Francisco V. Cipolla-Ficarra

We present the main aspects of the importance of carrying out quality measurements in multimedia/interactive systems in the current era of expansion of communicability. Besides we disclose the first key elements to carry out techniques and/or methodologies to discover the quality attributes of an interactive system, such as the realization of quality metrics and the process of a heuristic evaluation. A set of examples online and off-line complete the current research work. In this set is stressed the economic importance of the process of evaluation in services and products related to the software, as well as some of the human factors to gain the hegemony of quality control.


Author(s):  
SETSUO OHSUGA

Problems arising in the near future may grow larger and more complex beyond the human capability for managing them and it is worrying that this can cause trouble for human society. The only possible way to solve this problem is to make computers more intelligent to back up the weak points of human beings. At least, it is necessary to provide a method for capturing and recording all human decisions in problem-solving. This view leads one to an idea of a computer-led interactive system such that the computer becomes able to manage problem-solving process and makes records of individual decisions made by a human being. Autonomy, generality and practicality are the major requirements for such computer-led interactive systems. New information technology to meet this condition is discussed. It is very different from the conventional computer technology in many aspects. The major topics are: a model-based software architecture for future information systems, a modeling scheme to accept and represent a wide area of problems, a method for externalizing human ideas and of representing it as a model, a method for solving problems represented in the form of a model and so on. It outlines a part of the research work being promoted by the author's group under the sponsorship of the Science and Technology Agency of the Japanese Government.


Author(s):  
Junyi Hou ◽  
Lei Yu ◽  
Yifan Fang ◽  
Shumin Fei

Aiming at the problem that the mixed noise interference caused by the mixed projection noise system is not accurate and the real-time performance is poor, this article proposes an adaptive system switching filtering method based on Bayesian estimation switching rules. The method chooses joint bilateral filtering and improved adaptive median filtering as the filtering subsystems and selects the sub-filtering system suitable for the noise by switching rules to achieve the purpose of effectively removing noise. The simulation experiment was carried out by the self-developed human–computer interactive projection image system platform. Through the subjective evaluation, objective evaluation, and running time comparison analysis, a better filtering effect was achieved, and the balance between the filtering precision and the real-time performance of the interactive system was well obtained. Therefore, the proposed method can be widely applied to various human–computer interactive image filtering systems.


Author(s):  
Simon Biggs

This paper discusses the immersive full body motion tracking installation Dark Matter, developed by the author and completed in early 2016. The paper outlines the conceptual focus of the project, including the use of the metaphor of dark matter to explore questions around interactive systems and assemblage. The primary technical considerations involved in the project are also outlined. ‘Co-reading' is proposed as a framework for a generative ontology, within the context of assemblage theory, deployed within a multimodal multi-agent interactive system.


2021 ◽  
pp. 22-27
Author(s):  
S. V. Larin

The article discusses computer technologies in teaching mathematics, which is relevant in the light of the digitalization of education. The role and importance of computer animation in algebra lessons in the study of complex numbers in the tenth grade in accordance with the current school textbooks are presented. Animation drawings can be used as demonstration drawings when studying the relevant topic, as a tool for testing knowledge, they provide an opportunity for experimentation, support the research style of developing learning. The use of animated drawings effectively replenishes the arsenal of teaching aids for a practicing mathematics teacher. This allows you to eliminate unnecessarily burdensome computational difficulties, to visualize mathematical concepts and statements, turning some of them into obviously correct ones, to facilitate the teacher's work in compiling tasks of the same type with different data. The management of the student's educational and research work on the manufacture of animation-geometric models of objects and phenomena contributes to the successful assimilation of knowledge by students, stimulates an experimental research approach to teaching.


Author(s):  
Francisco V. Cipolla-Ficarra ◽  
Alejandra Quiroga ◽  
Jim Carré

The authors present the key elements of the storyboard and computer graphics that must be contained in the computer animations that are broadcast as miniseries and are based on world-known literary works. The first analyses are established to set a differentiation between the contents aimed at the adult and the child audience. Finally, the authors make known the necessary strategies of storytelling applied to computer animation, bearing in mind the time and production cost factor.


Author(s):  
Su-Ting Yong ◽  
Yun-Huoy Choo

The use of computer animation in educational software like a computer-based learning (CBL) program is becoming a common practice. Animation is used in a few industries throughout its long history. Animations are used in CBL programs for the following purposes: to present a concept; to create an interactive user interface; for simulations; for virtual learning environments, and for interactive avatars, humanoids, and agents. Despite these graphical attractions, the usage of animation in CBL programs also has some limitations. Few types of software can be used to create computer animations, and some of the design principles have to be taken into account to create an effective use of animation in a CBL program. Nevertheless, computer animation has great potential in developing CBL programs in the future.


2019 ◽  
Vol 10 (04) ◽  
pp. 580-596 ◽  
Author(s):  
Raniah N. Aldekhyyel ◽  
Caitlin J. Bakker ◽  
Michael B. Pitt ◽  
Genevieve B. Melton

Background While some published literature exists on the use of interactive patient care systems, the effectiveness of these systems on the management of pain is unclear. To fill this gap in knowledge, we aimed to understand the impact and outcomes of pain management patient interactive systems in an inpatient setting. Methods A systematic literature review was conducted across seven databases, and results were independently screened by two researchers. To extract relevant data, critical appraisal forms were developed and each paper was examined by two experts. Information included patient interactive system category, patient population and number of participants/samples, experiment type, and specific outcome measures. Results Out of 58 full-text articles assessed for eligibility, 18 were eligible and included in the final qualitative synthesis. Overall, there were two main types of pain management interactive systems within the inpatient setting (standalone systems and integrated platform systems). While systems were diverse especially for integrated platforms, most reported systems were entertainment distraction systems. Reports examined a variety of outcome measures, including changes in patient-reported pain levels, patient engagement, user satisfaction, changes in clinical workflow, and changes in documentation. In the 13 systems measuring pain scores, 12 demonstrated a positive impact on pain level scores. Conclusion Pain management systems appear to be effective in lowering patient level scores, but research comparing the effectiveness and efficacy of one type of interactive system versus another in the management of pain is needed. While not conclusive, pain management systems integrated with other technology platforms show potentially promising effects with improving patient communication, education, and self-reporting.


Author(s):  
Michiko Ohkura ◽  
Masahide Hamano ◽  
Hiroyuki Watanabe ◽  
Tetsuro Aoto

To evaluate the Kansei of interactive systems, such subjective evaluation methods as questionnaire are usually used, even though they have some demerits. We objectively evaluate a system by quantifying its sensation of excitement using biological signals when one feels something interesting, because such signals can supplement the demerits of questionnaires. Thus, by focusing on excitement to derive a wakuwaku model, in this study we built various wakuwaku systems and evaluated them. Based on the biological signals measured during evaluation experiments, we derived a model using a neural network, and concluded that we can evaluate a system by the derived model.


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