International Journal of Interactive Communication Systems and Technologies
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79
(FIVE YEARS 15)

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4
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Published By Igi Global

2155-4226, 2155-4218

Author(s):  
Neha B. ◽  
Naveen V. ◽  
Angelin Gladston

With human-computer interaction technology evolving, direct use of the hand as an input device is of wide attraction. Recently, object detection methods using CNN models have significantly improved the accuracy of hand detection. This paper focuses on creating a hand-controlled web-based skyfall game by building a real time hand detection using CNN-based technique. A CNN network, which uses a MobileNet as the feature extractor along with the single shot detector framework, is used to achieve a robust and fast detection of hand location and tracking. Along with detection and tracking of hand, skyfall game has been designed to play using hand in real time with tensor flow framework. This way of designing the game where hand is used as input to control the paddle of skyfall game improved the player interaction and interest towards playing the game. This model of CNN network used egohands dataset for detecting and tracking the hands in real time and produced an average accuracy of 0.9 for open hands and 0.6 for closed hands which in turn improved player and game interactions.


Author(s):  
Ugochukwu Matthew Okwudili ◽  
Jazuli S. Kazaure

The direct consequences of the digital media technology and its impression on the current society proposed that we are at the inception of a brand new dispensation of industrial revolution regarded as the information age, conceivably pointing to a paperless civilization in which all media are manufactured and utilized on the digital platforms. To uphold the ideology and philosophy of objective journalism, the journalists should portray all the facts whether or not they favour or agree with those of the facts, especially on the contrary. The technology-based innovations can form the basis for effective approaches to help journalists develop high thinking, analytical, and programmatic skills toward objectivism in the philosophy of people, primarily for the purpose of journalistic realizations. The current paper modelled technology approaches in which innovative digital media can be implemented within the physically-organized educational setting in demonstrating support for objective journalism, utilizing 244 randomly selected final year mass communication students.


Author(s):  
Janet O. Adekannbi ◽  
Emmanuel Abiokuta

This study investigated motivating and inhibiting (perceived sacrifice, privacy concerns) factors influencing undergraduate students' perceived advertising value and response to intrusive advertisements on mobile applications. Descriptive survey approach and multistage sampling were adopted. Data was collected from 311 four hundred level undergraduate students of University of Ibadan, Nigeria using structure questionnaire. Findings revealed that utilization of contextual information and perceived sacrifice were the strongest determinants of perceived advertising value of intrusive advertisements. Perceived control and privacy concerns were the strongest determinants of both responses to purchase and avoid advertised products. Trust and perceived sacrifice had the strongest influence on response to pass along advertisement to family and friends, while utilization of contextual information significantly determined response to search for more information on the advertised product. The study discusses implications of findings for mobile advertising agencies.


Author(s):  
Ramkrishna Ghosh ◽  
Suneeta Mohanty ◽  
Prasant Kumar Pattnaik ◽  
Sabyasachi Pramanik

Wireless sensor networks (WSNs) have enabled an improved awareness in a range of purposes like battlefield surveillance, disaster management, industrial process monitoring and control, machine health monitoring, and medical applications. Accordingly, great numbers of sensor nodes (SNs) are arranged for usages that can function as an individual. Because of minute power of batteries in WSNs, proficient exploitation of this power is a significant aspect. Clustering is a capable method to expand the lifespan of WSNs by diminishing the power utilization. In the research work, the authors have compared resourceful power consumption protocols using different variants of distributed energy-efficient clustering (DEEC), namely developed DEEC (DDEEC), enhanced DEEC (EDEEC), and threshold DEEC (TDEEC). The simulation results demonstrate that out of three variants of DEEC, TDEEC performs better than other two protocols in respect of stability and WSN lifespan.


Author(s):  
Jose Pius Nedumkallel

This study reviews the literature on interactivity, a concept which is widely discussed in the context of media, communication, and information systems research. Extant research in these areas suggests that the concept needs timely explication with changes in mediated technologies. In this context, this study reviews the theoretical definitions of interactivity and discusses their relevance and shortcomings in the current scenario. The study also reviews past research works in interactivity based on the type of digital media. The study has categorized the interactivity literature into news, politics, health, e-commerce, mobile communication, and social media. Finally, the study has given directions for future research in each of these areas.


Author(s):  
Gilberto Marzano

Cyberbullying represents an actual risk, especially for the online generation which is continuously connected and socialize through the internet. This article presents and comments on some cyberbullying issues (e.g. relative anonymity of perpetrators and repetition of bullying acts) and is devoted to educators engaged in cyberbullying prevention. The first step for cyberbullying prevention is the knowledge acquisition of what cyberbullying is and how it occurs within a specific context. This is not an easy task since cyberbullying is a complex and creep new phenomenon, so much that researchers' opinion is often divided on its definition and there isn't agreement on many aspects concerning it.


Author(s):  
Erin Spottswood ◽  
Christopher J. Carpenter

The hyperperception model was used to identify the importance of Facebook users knowing their romantic partner's Facebook friends in predicting romantic jealousy. A cross-sectional survey (N = 615) found that surveillance of romantic partners, knowing fewer of the partner's Facebook friends, and frequent interactions between the partner and unknown but not known friends on Facebook were all associated with romantic jealousy, which was in turn associated with a greater intention of leaving one's romantic partner. The data was also consistent with good fit for a path model integrating these bivariate relationships.


Author(s):  
Vivian P. Ta ◽  
William Ickes

The development of latent semantic similarity (LSS; the extent to which interaction partners use words in the same way) was investigated in the initial computer-mediated interactions of 120 same-sex dyads in Study 1 and 111 same-sex dyads in Study 2. The significant effects in Study 2 replicated those obtained in Study 1. In both studies, the female-female dyads achieved higher LSS than the male-male dyads. Across all dyads, LSS decreased—rather than increased—over time. Comparisons of word usage over the course of the interactions suggested that the dyads were more motivated to achieve higher levels of LSS during the earliest phase of their initial interaction, but that this motivation tended to wane over time. An exception to this trend occurred in high extraversion dyads, where the level of LSS remained relatively high and consistent across the three time periods studied. A motivational interpretation of these findings is both plausible and parsimonious, and the present study is—to the best of our knowledge—the first to find evidence of motivational influences on LSS.


Author(s):  
Jie Cai ◽  
Donghee Yvette Wohn

Twitch is one of the largest live streaming platforms and is unique from other social media in that it supports synchronous interaction and enables users to engage in moderation of the content through varied technical tools, which include auto-moderation tools provided by Twitch, third-party applications, and home-brew apps. The authors interviewed 21 moderators on Twitch and categorized the current features of real-time moderation tools they are using into four functions (chat control, content control, viewer control, settings control) and explored some new features of tools that they wish to own (e.g., grouping chat by languages, pop out window to hold messages, chat slow down, a set of buttons with pre-written/pre-message content, viewer activity tracking, all in one). Design implications provide suggestions for chatbots and algorithm design and development.


Author(s):  
Katrin Scheibe ◽  
Franziska Zimmer

Gamification is seen as an important factor for people to use different services, this also applies to social live streaming services (SLSSs). In China, there are around 200 SLSSs available, and the most successful of them apply a wide range of gamification elements. The general SLSS YouNow, which is mostly used by the younger generation, is a SLSS with the most applied gamification elements outside of China. However, it remains unclear if and to what extend gamification elements motivate female and male streamers differently. We empirically investigate this question by applying a survey with 94 streamers (female N = 48; male N = 46). The results indicate that YouNow is seen favorable by the streamers, but female streamers have a more positive view of it. Furthermore, male and female streamers are inclined to spend real money to further their motives. Overall, female streamers are more motivated by gamification elements than male streamers. Female streamers prefer Levels, the Progress Bar, Badges; male streamers favor Coins, Gifts, and Levels.


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