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Designing Immersive Video Games Using 3DUI Technologies: Improving the Gamer\u27s User Experience
A 3D user interface (3DUI) is an interface in which the user performs tasks in three dimensions. For example, interactions using hand/body gestures, interaction using a motion controller (e.g. Sony PlayStation Move), interaction with virtual reality devices using tracked motion controllers, etc. All these technologies which let a user interact in three dimensions are called 3D user interface technologies.
These 3D user interfaces have the potential to make games more immersive & engaging and thus potentially provide a better user experience to gamers. Although 3D user interface technologies are available for games, it is unclear how their usage affects game play and if there are any user performance benefits.
This book presents state of the art research on exploring 3D user interface technologies for improving video games. It also presents a review of research work done in this area and describes experiments focused on usage of stereoscopic 3D, head tracking, and hand gesture-based control in gaming scenarios. These experiments are systematic studies in gaming environments and are aimed at understanding the effect of the underlined 3D interface technology on the gaming experience of a user. Based on these experiments, several design guidelines are presented which can aid game designers in designing better immersive games
Advanced Information Systems Engineering Workshops: CAiSE 2018 International Workshops, Tallinn, Estonia, June 11-15, 2018, Proceedings
This book constitutes the thoroughly refereed proceedings of six international workshops held in Tallinn, Estonia, in conjunction with the 30th International Conference on Advanced Information Systems Engineering, CAiSE 2018, in June 2018.
These workshops were:
– The 5th Workshop on Advances in Services DEsign based on the Notion of Capability (ASDENCA)
– The 1st Workshop on Business Data Analytics: Techniques and Applications (BDA)
– The 1st Workshop on Blockchains for Inter-Organizational Collaboration (BIOC)
– The 6thWorkshop on Cognitive Aspects of Information Systems Engineering (COGNISE)
– The 2nd Workshop on Enterprise Modeling
– The 1st Workshop on Flexible Advanced Information Systems (FAiSE)
Two more workshops decided to produce their own, independent proceedings.
The 22 full papers presented here were carefully reviewed and selected from a total of 49 submissions
PERANCANGAN PROMOSI TAMAN BACAAN PITIMOSS FUN LIBRARY BANDUNG
Indeks Aktivitas Literasi Membaca (Indeks Alibaca) yang dibuat oleh Indonesia untuk mengetahui gambaran kondisi literasi masyarakat menduduki golongan aktivitas literasi rendah dengan nilai nasional sebesar 37,32%. Provinsi Jawa Barat khususnya Kota Bandung memiliki jumlah populasi usia produktif yang cukup padat, menduduki golongan aktivitas literasi rendah dengan nilai 35,47%. Minimnya indeks alibaca nasional maupun provinsi dapat diatasi dengan pemanfaatan sarana membaca seperti taman bacaan. Pengetahuan masyarakat mengenai taman bacaan yang ada di daerahnya masih minim, sehingga tingginya kemungkinan untuk pengenalan lebih baik lagi. Pitimoss Fun Library merupakan salah satu taman bacaan yang cocok dan memiliki potensi untuk dikenalkan lebih lanjut kepada masyarakat. Penelitian ini bermaksud untuk merancang strategi yang tepat guna meningkatkan literasi dan budaya baca bersama Pitimoss Fun Library dan merancang strategi promosi yang tepat untuk mengenalkan Pitimoss Fun Library kepada masyarakat Kota Bandung. Perancangan ini menggunakan metode penelitian kualitatif dengan pengumpulan data melalui metode observasi, wawancara, studi pustaka, pengambilan pendapat target sasaran, data yang telah diperoleh dianalisis dengan menggunakan metode SWOT dan memanfaatkan strategi kreatif AISAS. Kegiatan pengumpulan data yang telah dilakukan membuahkan strategi promosi yang sesuai dengan target audience untuk taman
bacaan Pitimoss Fun Library adalah dengan menggelar booth yang berlokasi di festival buku berskala besar.
Kata kunci: Booth, Pitimoss Fun Library, Promos
Chairs: 1000 Masterpieces of Modern Design, 1800 to the Present Day
Chairs is an all-new survey of highly original and important seating designs by the renowned authorities on the subject--Charlotte and Peter Fiell. Showcasing over 1000 chairs by some of world\u27s greatest designers, from Alvar Aalto to Marco Zanuso, this comprehensive work traces the fascinating history of the modern chair and explains why it has become such an important cultural phenomenon
Fundamentals and Applications of Hardcopy Communication
This book presents covert, semi-covert and overt techniques for communication over printed media by modifying images, texts or barcodes within the document. Basic and advanced techniques are discussed aimed to modulate information into images, texts and barcodes.
Conveying information over printed media can be useful for content authentication, author copyright, information and piracy product deterrent, side information for marketing, among other applications.
Practical issues are discussed and experiments are provided to evaluate competitive approaches for hard-copy communication.
This book is a useful resource for researchers, practitioners and graduate students in the field of hard-copy communication by providing the fundamentals, basic and advanced techniques as examples of approaches to address the hard-copy media distortions and particularities
e-Infrastructure and e-Services for Developing Countries
This book constitutes the thoroughly refereed proceedings of the 9th International Conference on e-Infrastructure and e-Services for Developing Countries, AFRICOMM 2017, held in Lagos, Nigeria, in December 2017.
The 19 full papers, 12 short papers and 5 workshop papers were carefully selected from 81 submissions. The papers were presented in eight sessions: e-government, network and load management, digital inclusion, knowledge extraction, representation and sharing, networks and communications, ICT applications for development, decision support, e-business and e-services, internet measurement
Studi Unsupervised Learning Berbasis K-Means dan Self-Organizing Map (SOM) untuk Mendeteksi Premature Ventricular Contractions (PVCs) pada Sinyal Elektrokardiogram (EKG)
Penyakit jantung merupakan penyebab kematian terbanyak dari tahun 2000 hingga 2015. Premature Ventricular Contractions (PVCs) merupakan salah satu penyakit kelainan detak jantung yang dipicu oleh pelepasan listrik terhadap ventrikel jantung yang terjadi sebelum pelepasan listrik normal. Premature ventricular contractions yang juga dikenal dengan Ventrikular Ekstrasistol ini dideteksi dengan melalui tiga tahap yaitu pre-processing, feature extraction dan classification. Pendeteksian PVCs yang hanya bisa dilakukan di tempat tertentu seperti klinik, rumah sakit dan praktek dokter jantung menyebabkan terjadinya PVCs sulit dideteksi dan memakan waktu. Home monitoring merupakan solusi yang tepat bagi pasien penyakit gangguan jantung PVCs dalam mendeteksi kelainan detak jantung. Peneliti menggunakan algoritma K-Means dan SOM sebagai classifier dalam tahap akhir pendeteksian PVCs. Setelah melakukan tahap pre-processing, feature extraction data diolah dengan menggunakan K-Means dan SOM yang menggunakan K-Means sebagai classifier. Hasil dari penelitian ini menunjukkan metode K-Means lebih baik melakukan anomali PVCs dan non-PVCs dibanding SOM yang juga menggunakan K-Means sebagai clusterer. Metode K-Means menghasilkan spesifisitas 89,18% dan sensitivitas 74.40%, sedangkan SOM hanya menghasilkan spesifisitas 48.36% dan sensitivitas 90,55
Smart Objects and Technologies for Social Good
This book constitutes the refereed proceedings of the Third EAI International Conference on Smart Objects and Technologies for Social Good, GOODTECHS 2017, held in Pisa, Italy, November 29-30, 2017.
The 38 revised full papers presented were carefully reviewed and selected from 70 submissions. The papers reflect the design, implementation, deployment, operation and evaluation of smart objects and technologies for social good. A social good can be understood as a service that benefits a large number of people in a most possible way. Some classic examples are healthcare, safety, environment, democracy, and human rights, or even art, entertainment, and communication
Technology Enhanced Assessment
This book brings together the latest findings on efficient solutions of multi/many-objective optimization problems from the leading researchers in the field. The focus is on solving real-world optimization problems using strategies ranging from evolutionary to hybrid frameworks, and involving various computation platforms.
The topics covered include solution frameworks using evolutionary to hybrid models in application areas like Analytics, Cancer Research, Traffic Management, Networks and Communications, E-Governance, Quantum Technology, Image Processing, etc. As such, the book offers a valuable resource for all postgraduate students and researchers interested in exploring solution frameworks for multi/many-objective optimization problems