interactive operations
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Author(s):  
Наталья Борисовна Акоева ◽  
Лилун Чэнь

«Мировая церемония предков хакка» - одна из самых влиятельных церемоний поклонения предкам в Китае. В 2011 году это мероприятие было включено в Национальный список нематериального культурного наследия. Благодаря слиянию и сосуществованию нескольких моделей взаимодействия в «церемонии поклонения предкам» и точному пониманию намерений мультимодального взаимодействия синхронизировано представление многоканального восприятия (визуального, звукового и сенсорного). На основе Node.js и Three.js технологий авторами была реализована цифровая система для «церемонии поклонения предкам». Цифровая модель представляет действия в двух залах: Хуайцзу, где можно выразить свои чувства памяти и помолиться за свои семьи, и Юйпин, где можно произвести интерактивные операции, такие как подношение свечей, подношение благовоний и т.п. Тесты показывают, что в системе достигается баланс между производительностью и удобством для пользователя, что дает реальное решение для оцифровки нематериального культурного наследия ритуального типа. Цифровой контент церемонии не ограничен во времени и пространстве, не требует использования сторонних плагинов и имеет быструю доступность, что может способствовать быстрому распространению и развитию «Церемонии предков мира хакка». The Hakka World Ancestor Ceremony is one of the most influential ancestor worship ceremonies in China. In 2011, this event was included in the National List of Intangible Cultural Heritage. Due to the fusion and coexistence of several interaction models in the "ancestor worship ceremony" and an accurate understanding of the intentions of multimodal interaction, the representation of multi-channel perception (visual, sound and sensory) is synchronized. Based on Node.js and Three.js technologies, the authors implemented a digital system for the "ancestor worship ceremony". The digital model represents actions in two halls: Huaizu, where you can express your feelings of memory and pray for your families, and Yuping, where you can perform interactive operations, such as offering candles, offering incense, etc. Tests show that the system achieves a balance between performance and user-friendliness, which provides a real solution for digitizing intangible cultural heritage of the "ritual" type. The digital content of the ceremony is not limited in time and space, does not require the use of third-party plug-ins and has rapid availability, which can contribute to the rapid spread and development of the "Ceremony of the Ancestors of the Hakka World".


Complexity ◽  
2021 ◽  
Vol 2021 ◽  
pp. 1-14
Author(s):  
Jianxiong Wang ◽  
Yongsheng Rao ◽  
Xiaohong Shi ◽  
Xiangping Chen

With the development of network technology, many online educational resource platforms have emerged, and the number of resources on these platforms is increasing dramatically. Compared with the traditional resources, the interactive educational resources (IERs) have hidden interactive information and dynamic content. Only when the users perform interactive operations correctly can they acquire the knowledge conveyed by the resources, which makes it a challenge to help the users understand the general content of resources and find the resources that they are interested in. Therefore, in this paper, we propose a method for generating picture previews of IERs. Firstly, we analyze the file that stores interactive resource information, obtain the interactive elements’ information, extract the dependencies, and generate an operation sequence. Secondly, we execute the operation sequence using an automated software tool to mimic the interaction process between the user and the resource and save the screenshots in the process to generate a picture preview of an IER. We apply this method to a dynamic geometry platform, NetPad, and conduct experiments. Experimental results demonstrate that the method can effectively extract interactive semantic information and simulate the interactive process, and the generated picture previews are of great help to the users to understand the content of IERs.


2021 ◽  
Vol 2021 ◽  
pp. 1-9
Author(s):  
Fei Tian

The virtual reality visual display system creates a realistic virtual product display system, allowing users to swim in a three-dimensional virtual environment and perform interactive operations, fully simulating the process of shopping selection and payment in reality, so that users have an immersive feeling. The purpose of this article is to realize the design of an immersive 5G virtual reality visual display system through big-data digital city technology. This paper uses big-data digital city technology to design and implement an immersive virtual reality visualization system from the three-dimensional display mode of vision, hearing, and touch, creating a real and interactive three-dimensional visualization environment for users to have a more intuitive visual experience. The experimental results of this paper show that the smoothness of the virtual reality visualization system test can reach 60FPS, the excellent rate reaches nearly 33%, and the model scene-realistic feedback excellent rate is about 62.5%.


2021 ◽  
Vol 251 ◽  
pp. 02037
Author(s):  
Eric Cano ◽  
Vladimír Bahyl ◽  
Cédric Caffy ◽  
Germán Cancio ◽  
Michael Davis ◽  
...  

The CERN Tape Archive (CTA) provides a tape backend to disk systems and, in conjunction with EOS, is managing the data of the LHC experiments at CERN. Magnetic tape storage offers the lowest cost per unit volume today, followed by hard disks and flash. In addition, current tape drives deliver a solid bandwidth (typically 360MB/s per device), but at the cost of high latencies, both for mounting a tape in the drive and for positioning when accessing non-adjacent files. As a consequence, the transfer scheduler should queue transfer requests before the volume warranting a tape mount is reached. In spite of these transfer latencies, user-interactive operations should have a low latency. The scheduling system for CTA was built from the experience gained with CASTOR. Its implementation ensures reliability and predictable performance, while simplifying development and deployment. As CTA is expected to be used for a long time, lock-in to vendors or technologies was minimized. Finally, quality assurance systems were put in place to validate reliability and performance while allowing fast and safe development turnaround.


2018 ◽  
Vol 89 (17) ◽  
pp. 3617-3631 ◽  
Author(s):  
Chen Xu ◽  
Yu Han ◽  
George Baciu ◽  
Min Li

Fabric image recolorization is widely used in assisting designers to generate new color design proposals for fabric. In this paper, a new image recolorization method is proposed. Different from classical image recolorization methods, which need some complicated interactive operations from users, our proposed method can achieve automatic recolorization of images. The proposed method contains three sequential phases: a phase of extracting representative colors from fabric images; an image segmentation phase; and an image reconstruction phase by using given color themes. Integrated with intrinsic image decomposition, a new image segmentation model is designed in a variational framework, and an algorithm is given to solve the model. Our image recolorization results are images that are reconstructed by the composition of the image segmentation results and the given color themes. Numerical results demonstrate that our newly proposed intrinsic image decomposition-based image recolorization method can generate better results than the classical cartoon-and-texture decomposition-based method.


2018 ◽  
Vol 170 ◽  
pp. 01062 ◽  
Author(s):  
Olga Solnyshkova ◽  
Elena Dudysheva

The article is devoted to the issues of improving the quality of training specialists in urban development with using interactive educational resources simulated work with geodetic instruments. We considered conditions for increasing the effectiveness of the university students’ initial work with the equipment during software design of interactive multimedia educational resources. One is modelling of the industrial operation with the possibility of students performing correct and erroneous actions receiving feedback. Another condition is the design of interactive multimedia educational resources by lecturers of engineering courses with students' engagement. The third condition is the possibility to support different learning styles. We carried out experimental work on the example of initial work with a theodolite in the course of engineering geodesy. Results showed that the application of interactive multimedia educational resources designed with these conditions led to a more successful execution of tasks with a shorter time for performing operations. We concerned the difference in grades of educational resources interactivity based on user- centered taxonomies. Results of experimental work showed that educational resources with a higher interactivity, allowing to perform creative tasks, led to a faster acquisition of engineering skills by students and, as a result, to the optimization of interactive operations


2014 ◽  
Vol 2014 ◽  
pp. 1-12 ◽  
Author(s):  
Chi-Hung Chuang ◽  
Ying-Nong Chen ◽  
Luo-Wei Tsai ◽  
Chun-Chieh Lee ◽  
Hsin-Chun Tsai

Recently, digital learning has attracted a lot of researchers to improve the problems of learning carelessness, low learning ability, lack of concentration, and difficulties in comprehending the logic of math. In this study, a digital learning system based on Kinect somatosensory system is proposed to make children and teenagers happily learn in the course of the games and improve the learning performance. We propose two interactive geometry and puzzle games. The proposed somatosensory games can make learners feel curious and raise their motivation to find solutions for boring problems via abundant physical expressions and interactive operations. The players are asked to select particular operation by gestures and physical expressions within a certain time. By doing so, the learners can feel the fun of game playing and train their logic ability before they are aware. Experimental results demonstrate that the proposed somatosensory system can effectively improve the students’ learning performance.


2013 ◽  
Vol 11 (3) ◽  
pp. 98-108
Author(s):  
Chenglei Yang ◽  
Lu Wang ◽  
Bing Sun ◽  
Xu Yin ◽  
Xiaoting Wang ◽  
...  

Military boxing, a kind of Chinese martial arts, is widespread and health beneficial. In this paper, the authors introduce a military boxing learning system realized by 3D motion capture, Web3D and 3D interactive technologies. The interactions with the system are natural and intuitive. Users can observe and learn the details of each action of the military boxing under different views and scales by translating, rotating and zooming the 3D human body models. Smartphones also can be used as the input/output device in the system, which provides natural interactive operations by voice and sensor technologies. The evaluation test has shown that the learning effect of the system is better than via traditional video. The system can be extended to Tai-Chi, gymnastic exercises and other routines.


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