Search results for: interactive entertainment.
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 343

Search results for: interactive entertainment.

343 Diffusion of Mobile Entertainment in Malaysia: Drivers and Barriers

Authors: C. C. Wong, P. L. Hiew

Abstract:

This research aims to examine the key success factors for the diffusion of mobile entertainment services in Malaysia. The drivers and barriers observed in this research include perceived benefit; concerns pertaining to pricing, product and technological standardization, privacy and security; as well as influences from peers and community. An analysis of a Malaysian survey of 384 respondents between 18 to 25 years shows that subscribers placed greater importance on perceived benefit of mobile entertainment services compared to other factors. Results of the survey also show that there are strong positive correlations between all the factors, with pricing issue–perceived benefit showing the strongest relationship. This paper aims to provide an extensive study on the drivers and barriers that could be used to derive architecture for entertainment service provision to serve as a guide for telcos to outline suitable approaches in order to encourage mass market adoption of mobile entertainment services in Malaysia.

Keywords: Barriers, Correlations, Diffusion, Drivers, Mobile Entertainment.

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342 Multimedia Games for Elementary/Primary School Education and Entertainment

Authors: Andrew Laghos

Abstract:

Computers are increasingly being used as educational tools in elementary/primary schools worldwide. A specific application of such computer use, is that of multimedia games, where the aim is to combine pedagogy and entertainment. This study reports on a case-study whereby an educational multimedia game has been developed for use by elementary school children. The stages of the application-s design, implementation and evaluation are presented. Strengths of the game are identified and discussed, and its weaknesses are identified, allowing for suggestions for future redesigns. The results show that the use of games can engage children in the learning process for longer periods of time with the added benefit of the entertainment factor.

Keywords: Education, entertainment, games, school

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341 A Study on Use of User Demand Evaluation in Interactive Interface – Using Virtual Fitting-Room as an Example

Authors: Chang, Wei-Chen

Abstract:

The purpose of this study is to research on thoughts transmitted from virtual fitting-room and to deduce discussion in an auxiliary narrative way. The research structure is based on 3D virtual fitting-room as the research subject. Initially, we will discuss the principles of narrate study, User Demand and so on by using a narrative design pattern to transmit their objective indications of “people-situation-reason-object", etc, and then to analyze the virtual fitting-room examples that are able to provide a new thinking for designers who engaged in clothing related industry – which comes in “story telling" and “user-centered design" forms. Clothing designs are not just to cover up the body to keep warm but to draw closer to people-s demand physiologically and psychologically through interactive designs so as to achieve cognition between people and environment. In the “outside" goal of clothing-s functional designs, we use tribal group-s behavior characteristics to “transform" the existing personal cultural stories, and “reform" them to design appropriate interactive products. Synthesizing the above matters, apart from being able to regard “narrate" as a kind of functional thinking process, we are also able to regard it as a kind of choice, arrangement and an activity of story expression, allowing interactive design-s spirit, product characteristics and experience ideas be transmitted to target tribal group in a visual image performance method. It is a far more confident and innovative attempt, and meanwhile, able to achieve entertainment, joyful and so forth fundamental interactive transmissions. Therefore, this study takes “user-centered design" thinking as a basis to establish a set of clothing designs with interactive experience patterns and to assist designers to examine the five sensual feeling of interactive demands in order to initiate a new value in textile industry.

Keywords: Virtual Fitting-room, Interactive Design, User Demand Evaluation, Intelligent Systems.

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340 An Interactive 3D Experience for the Creation of Personalized Styling

Authors: Dawei Lin

Abstract:

This research proposes an Interactive 3D Experience to enhance customer value in the fantasy era. As products reach maturity, they become more similar in the range of functions that they provide. This leads to competition via reduced retail price and ultimately reduced profitability. A competitive design method is therefore needed that can produce higher value products. An Enhanced Value Experience has been identified that can assist designers to provide quality products and to give them a unique positioning. On the basis of this value opportunity, the method of Interactive 3D Experience has been formulated and applied to the domain of retail furniture. Through this, customers can create their own personalized styling via the interactive 3D platform.

Keywords: Interactive 3D experience, enhanced valueexperience, value opportunity, personalized styling.

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339 Educational use of Interactive Multimedia based on Museum Collection

Authors: Ji-Hye Lee, Jongdeok Kim

Abstract:

This research investigates the use of digital technology namely interactive multimedia in effective art education provided by museum. Several multimedia experience examples created for art education are study case subjected to assistance audiences- learning within the context of existing theory in the field of interactive multimedia.

Keywords: E-learning, Fine Arts, Interactivity, Multimedia

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338 The Application of Specialized Memory Manager in Interactive CAD Systems

Authors: Wei Song, Lian-he Yang

Abstract:

Interactive CAD systems have to allocate and deallocate memory frequently. Frequent memory allocation and deallocation can play a significant role in degrading application performance. An application may use memory in a very specific way and pay a performance penalty for functionality it does not need. We could counter that by developing specialized memory managers.

Keywords: Interactive CAD systems, Specialized Memory Manager.

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337 Morphological and Syntactic Meaning: An Interactive Crossword Puzzle Approach

Authors: Ibrahim Garba

Abstract:

This research involved the use of word distributions and morphological knowledge by speakers of Arabic learning English connected different allomorphs in order to realize how the morphology and syntax of English gives meaning through using interactive crossword puzzles (ICP). Fifteen chapters covered with a class of nine learners over an academic year of an intensive English program were reviewed using the ICP. Learners were questioned about how the use of this gaming element enhanced and motivated their learning of English. The findings were positive indicating a successful implementation of ICP both at creational and user levels. This indicated a positive role technology had when learning and teaching English through adopting an interactive gaming element for learning English.

Keywords: Distribution, gaming, interactive-crossword-puzzle, morphology.

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336 Performance Boundaries for Interactive Finite Element Applications

Authors: Jaewon Jang, Gregory R. Miller

Abstract:

This paper presents work characterizing finite element performance boundaries within which live, interactive finite element modeling is feasible on current and emerging systems. These results are based on wide-ranging tests performed using a prototype finite element program implemented specifically for this study, thereby enabling the unified investigation of numerous direct and iterative solver strategies and implementations in a variety of modeling contexts. The results are intended to be useful for researchers interested in interactive analysis by providing baseline performance estimates, to give guidance in matching solution strategies to problem domains, and to spur further work addressing the challenge of extending the present boundaries.

Keywords: Finite Elements, Interactive Modeling, NumericalAnalysis.

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335 A Real-Time Tracking System Developed for an Interactive Stage Performance

Authors: S. Hu, J. Mortensen, Bernard F. Buxton

Abstract:

A real-time tracking system was built to track performers on an interactive stage. Using an ordinary, up to date, desktop workstation, the performers- silhouette was segmented from the background and parameterized by calculating the normalized central image moments. In the stage system, the silhouette moments were then sent to a parallel workstation, which used them to generate corresponding 3D virtual geometry and projected the generated graphic back onto the stage.

Keywords: Image moment, interactive stage, real-time, silhouette.

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334 6DSpaces: Multisensory Interactive Installations

Authors: Pedro Campos, Miguel Campos, Carlos Ferreira

Abstract:

Interactive installations for public spaces are a particular kind of interactive systems, the design of which has been the subject of several research studies. Sensor-based applications are becoming increasingly popular, but the human-computer interaction community is still far from reaching sound, effective large-scale interactive installations for public spaces. The 6DSpaces project is described in this paper as a research approach based on studying the role of multisensory interactivity and how it can be effectively used to approach people to digital, scientific contents. The design of an entire scientific exhibition is described and the result was evaluated in the real world context of a Science Centre. Conclusions bring insight into how the human-computer interaction should be designed in order to maximize the overall experience.

Keywords: interaction design, human-computer interaction, multimedia, multisensory installations

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333 Interactive Methods of Design Education as the Principles of Social Implications of Modern Communities

Authors: Pelin Yildiz

Abstract:

The term interactive education indicates the meaning related with multidisciplinary aspects of distance education following contemporary means around a common basis with different functional requirements. The aim of this paper is to reflect the new techniques in education with the new methods and inventions. These methods are better supplied by interactivity. The integration of interactive facilities in the discipline of education with distance learning is not a new concept but in addition the usage of these methods on design issue is newly being adapted to design education. In this paper the general approach of this method and after the analysis of different samples, the advantages and disadvantages of these approaches are being identified. The method of this paper is to evaluate the related samples and then analyzing the main hypothesis. The main focus is to mention the formation processes of this education. Technological developments in education should be filtered around the necessities of the design education and the structure of the system could then be formed or renewed. The conclusion indicates that interactive methods of education in design issue is a meaning capturing not only technical and computational intelligence aspects but also aesthetical and artistic approaches coming together around the same purpose.

Keywords: Interactive education, distance learning, designeducation, computational intelligence.

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332 IRIS: An Interactive Video Game for Children with Long-Term Illness in Hospitals

Authors: Ganetsou Evanthia, Koutsikos Emmanouil, Austin Anna Maria

Abstract:

Information technology has long served the needs of individuals for learning and entertainment, but much less for children in sickness. The aim of the proposed online video game is to provide immersive learning opportunities as well as essential social and emotional scenarios for hospital-bound children with long-term illness. Online self-paced courses on chosen school subjects, including specialized software and multisensory assessments, aim at enhancing children’s academic achievement and sense of inclusion, while doctor minigames familiarize and educate young patients on their medical conditions. Online ethical dilemmas will offer children opportunities to contemplate on the importance of medical procedures and following assigned medication, often challenging for young patients; they will therefore reflect on their condition, re-evaluate their perceptions about hospitalization, and assume greater personal responsibility for their progress. Children’s emotional and psychosocial needs are addressed by engaging in social conventions, such as interactive, daily, collaborative mini games with other hospitalized peers, like virtual competitive sports games, weekly group psychodrama sessions, and online birthday parties or sleepovers. Social bonding is also fostered by having a virtual pet to interact with and take care of, as well as a virtual nurse to discuss and reflect on the mood of the day, engage in constructive dialogue and perspective-taking, and offer reminders. Access to the platform will be available throughout the day depending on the patient’s health status. The program is designed to minimize escapism and feelings of exclusion and can flexibly be adapted to offer post-treatment and a support online system at home.

Keywords: Hospitalized children, interactive games, long-term illness, cognitive enhancement, socioemotional development.

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331 The Path to Web Intelligence Maturity

Authors: Zeljko Panian

Abstract:

Web intelligence, if made personal, can fuel the process of building communications around the interests and preferences of each individual customer or prospect, by providing specific behavioral insights about each individual. To become fully efficient, Web intelligence must reach a stage of a high-level maturity, passing throughout a process that involves five steps: (1) Web site analysis; (2) Web site and advertising optimization; (3) Segment targeting; (4) Interactive marketing (online only); and (5) Interactive marketing (online and offline). Discussing these steps in detail, the paper uncovers the real gold mine that is personal-level Web intelligence.

Keywords: Web intelligence, web analytics, informationtechnology (IT), interactive marketing.

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330 The Multimedia Interactive Theatre by Virtual Means Regarding Computational Intelligence in Space Design as HCI and Samples from Turkey

Authors: Pelin Yildiz

Abstract:

The aim of this study is to emphasize the opportunities in space design under the aspect of HCI as performance areas. HCI is a multidisciplinary approach that could be identified in many different areas. The aesthetical reflections of HCI by virtual reality in space design are the high-tech solutions of the new innovations as computational facilities by artistic features. The method of this paper is to identify the subject in 3 main parts. In the first part a general approach and definition of interactivity on the basis of space design; in the second part the concept of multimedia interactive theater by some chosen samples from the world and interactive design aspects; in the third part the samples from Turkey will be identified by stage designing principles. In the results it could be declared that the multimedia database is the virtual approach of theatre stage designing regarding interactive means by computational facilities according to aesthetical aspects. HCI is mostly identified in theatre stages as computational intelligence under the affect of interactivity.

Keywords: Computational intelligence, interactive space, multimedia theatre, virtual reality.

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329 The Effectiveness of Implementing Interactive Training for Teaching Kazakh Language

Authors: Samal Abzhanova, Saule Mussabekova

Abstract:

Today, a new system of education is being created in Kazakhstan in order to develop the system of education and to satisfy the world class standards. For this purpose, there have been established new requirements and responsibilities to the instructors. Students should not be limited with providing only theoretical knowledge. Also, they should be encouraged to be competitive, to think creatively and critically. Moreover, students should be able to implement these skills into practice. These issues could be resolved through the permanent improvement of teaching methods. Therefore, a specialist who teaches the languages should use up-to-date methods and introduce new technologies. The result of the investigation suggests that an interactive teaching method is one of the new technologies in this field. This paper aims to provide information about implementing new technologies in the process of teaching language. The paper will discuss about necessity of introducing innovative technologies and the techniques of organizing interactive lessons. At the same time, the structure of the interactive lesson, conditions, principles, discussions, small group works and role-playing games will be considered. Interactive methods are carried out with the help of several types of activities, such as working in a team (with two or more group of people), playing situational or role-playing games, working with different sources of information, discussions, presentations, creative works and learning through solving situational tasks and etc.

Keywords: Games, interactive learning, Kazakh language, teaching methods.

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328 Visualization of Conway Polyhedron Notation

Authors: Hidetoshi Nonaka

Abstract:

This paper presents an interactive modeling system of polyhedra using the isomorphic graphs. Especially, Conway polyhedron notation is implemented. The notation can be observed as interactive animation.

Keywords: Conway polyhedron notation, Polyhedral graph, Visualization.

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327 Entrepreneurship Game: Digital 'Catur Bistari'

Authors: A.A. Amran, S. R. M. Shukri, S. M. Taib

Abstract:

The role of entrepreneurs in generating the economy is very important. Thus, nurturing entrepreneurship skills among society is very crucial and should start from the early age. One of the methods is to teach through game such as board game. Game provides a fun and interactive platform for players to learn and play. Besides that as today-s world is moving towards Islamic approach in terms of finance, banking and entertainment but Islamic based game is still hard to find in the market especially games on entrepreneurship. Therefore, there is a gap in this segment that can be filled by learning entrepreneurship through game. The objective of this paper is to develop an entrepreneurship digital-based game entitled “Catur Bistari" that is based on Islamic business approach. Knowledge and skill of entrepreneurship and Islamic business approach will be learned through the tasks that are incorporated inside the game.

Keywords: Board game, educational game, entrepreneurship, Islamic finance and simulation.

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326 The Construction of Interactive Computer Multimedia Instruction on “Basic Japanese Vocabulary“

Authors: Kongrit Jittangthammagul, Sakesun Yampinij, Thapanee Endoo, Nattapong Kramwong

Abstract:

The study entitled “The Construction of Interactive Computer Multimedia Instruction on Basic Japanese Vocabulary" was aimed: 1) To construct the interactive computer multimedia instruction on Basic Japanese Vocabulary, 2) To find out multimedia-s quality, 3) To examine the student-s satisfaction and 4) To study the learning achievement in Basic Japanese vocabulary. The sampling group used in this study was composed of 40 1st year student in Educational Communications and Technology Department, Faculty of Industrial Education and Technology, King Mongkut-s University of Technology Thonburi, in the academic year 2553 B.E. (2010). According to research results, we found that 1). The quality assessment by 3 mass media experts was at 4.72 on average or at high level. 2) In terms of contents, the evaluation by 3 experts was at 4.81 on average or at high level. 3) In terms of achievement, there was a statistical significance between before and after the treatment at the .05 level. 4) The satisfaction of students towards the interactive computer multimedia Instruction on “Basic Japanese Vocabulary" was 4.35 on average, or at high level.

Keywords: Interactive Computer Multimedia on Basic Japanese Vocabulary, Learning Achievement, Quality

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325 Improving the Decision-Making Process and Transparency of Corporate Governance Using XBRL

Authors: Claudiu Brandas

Abstract:

Several recent studies have shown that the transparency of financial reporting have a significant influence on investor-s decisions. Thus, regulation authorities and professional organizations (IFAC) have emphasized the role of XBRL (eXtensible Business Reporting Language) and interactive data as a means of promoting transparency and monitoring corporate reporting. In this context, this paper has as objective the analysis of interactive reporting through XBRL and its use as a support in the process of taking decisions in corporate governance, namely the potential of interactive reports in XBRL to increase the transparency and monitoring process of corporate governance.

Keywords: Corporate Governance, decision, financial reporting, transparency, XBRL.

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324 Effective Software-Based Solution for Processing Mass Downstream Data in Interactive Push VOD System

Authors: Ni Hong, Wu Guobin, Wu Gang, Pan Liang

Abstract:

Interactive push VOD system is a new kind of system that incorporates push technology and interactive technique. It can push movies to users at high speeds at off-peak hours for optimal network usage so as to save bandwidth. This paper presents effective software-based solution for processing mass downstream data at terminals of interactive push VOD system, where the service can download movie according to a viewer-s selection. The downstream data is divided into two catalogs: (1) the carousel data delivered according to DSM-CC protocol; (2) IP data delivered according to Euro-DOCSIS protocol. In order to accelerate download speed and reduce data loss rate at terminals, this software strategy introduces caching, multi-thread and resuming mechanisms. The experiments demonstrate advantages of the software-based solution.

Keywords: DSM-CC, data carousel, Euro-DOCSIS, push VOD.

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323 Real-Time Visual Simulation and Interactive Animation of Shadow Play Puppets Using OpenGL

Authors: Tan Kian Lam, Abdullah Zawawi bin Haji Talib, Mohd. Azam Osman

Abstract:

This paper describes a method of modeling to model shadow play puppet using sophisticated computer graphics techniques available in OpenGL in order to allow interactive play in real-time environment as well as producing realistic animation. This paper proposes a novel real-time method is proposed for modeling of puppet and its shadow image that allows interactive play of virtual shadow play using texture mapping and blending techniques. Special effects such as lighting and blurring effects for virtual shadow play environment are also developed. Moreover, the use of geometric transformations and hierarchical modeling facilitates interaction among the different parts of the puppet during animation. Based on the experiments and the survey that were carried out, the respondents involved are very satisfied with the outcomes of these techniques.

Keywords: Animation, blending, hierarchical modeling, interactive play, real-time, shadow play, visual simulation.

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322 The Strategy of Creating a Virtual Interactive Platform for the Low-Carbon Open Innovations Relay

Authors: Mykola S. Shestavin

Abstract:

A strategy for the creation of a Virtual Interactive Platform (or Networking Platform) to combine the four web-baseness of expert systems on the transfer and diffusion of low-carbon technologies. It used the concept of “Open Innovation” and “Triple Helix” with regard to theories of “Green Growth” and “Carbon Footprint”. Interpreters expert systems operate on the basis of models of the “Predator-Prey” for the process of transfer and diffusion of technologies, taking into account the features caused by the need to mitigate the effects of climate change.

Keywords: Climate Change, Expert Systems, Low-Carbon Technology, Open Innovation, Virtual Interactive Platform.

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321 Developing Vision-Based Digital Public Display as an Interactive Media

Authors: Adrian Samuel Limanto, Yunli Lee

Abstract:

Interactive public displays give access as an innovative media to promote enhanced communication between people and information. However, digital public displays are subject to a few constraints, such as content presentation. Content presentation needs to be developed to be more interesting to attract people’s attention and motivate people to interact with the display. In this paper, we proposed idea to implement contents with interaction elements for vision-based digital public display. Vision-based techniques are applied as a sensor to detect passers-by and theme contents are suggested to attract their attention for encouraging them to interact with the announcement content. Virtual object, gesture detection and projection installation are applied for attracting attention from passers-by. Preliminary study showed positive feedback of interactive content designing towards the public display. This new trend would be a valuable innovation as delivery of announcement content and information communication through this media is proven to be more engaging.

Keywords: Digital announcement, digital public display, human-information interaction, interactive media.

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320 Designing an Adventure: University of Southern California’s Experiment in Using Alternate Reality Games to Educate Students and Inspire Change

Authors: Anahita Dalmia

Abstract:

There has been a recent rise in ‘audience-centric’ and immersive storytelling. This indicates audiences are gaining interest in experiencing real adventure with everything that encompasses the struggle, the new friendships, skill development, and growth. This paper examines two themed alternate reality games created by a group of students at the University of Southern California as an experiment in how to design an adventure and to evaluate its impact on participants. The experiences combined immersive improvisational theatre and live-action roleplaying to create socially aware experiences within the timespan of four hours, using Harry Potter and mythology as themes. In each experiment, over 500 players simultaneously embarked on quests -a series of challenges including puzzle-solving, scavenger-hunting, and character interactions- to join a narrative faction. While playing, the participants were asked to choose faction alignments based on the characters they interacted with, as well as their own backgrounds and moral values. During the narrative finale, the impact of their individual choices on the larger story and game were revealed. After the conclusion of each experience, participants filled out questionnaires and were interviewed. Through this, it was discovered that participants developed transferable problem-solving, team-work, and persuasion skills. They also learned about the theme of the experience and reflected on their own moral values and judgment-making abilities after they realized the consequences of their actions in the game-world, inspiring some participants to make changes outside of it. This reveals that alternative reality games can lead to socialization, educational development, and real-world change in a variety of contexts when implemented correctly. This experiment has begun to discover the value of alternate reality games in a real-world context and to develop a reproducible format to continue to create such an impact.

Keywords: Adventure, alternate reality games, education, immersive entertainment, interactive entertainment.

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319 Interactive Planning of Suburban Apartment Buildings

Authors: J. Koiso-Kanttila, A. Soikkeli, A. Aapaoja

Abstract:

Construction in Finland is focusing increasingly on renovation instead of conventional new construction, and this trend will continue to grow in the coming years and decades. Renovation of the large number of suburban residential apartment buildings built in the 1960s and 1970s poses a particular challenge. However, renovation projects are demanding for the residents of these buildings, since they usually are uninitiated in construction issues. On the other hand, renovation projects generally apply the operating models of new construction. Nevertheless, the residents of an existing residential apartment building are some of the best experts on the site. Thus, in this research project we applied a relational model in developing and testing at case sites a planning process that employs interactive planning methods. Current residents, housing company managers, the city zoning manager, the contractor’s and prefab element supplier’s representatives, professional designers and researchers all took part in the planning. The entire interactive planning process progressed phase by phase as the participants’ and designers’ concerted discussion and ideation process, so that the end result was a renovation plan desired by the residents.

Keywords: Apartment building renovation, interactive planning, project alliance, user-orientedness.

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318 Design for Classroom Units: A Collaborative Multicultural Studio Development with Chinese Students

Authors: C. S. Caires, A. Barbosa, W. Hanyou

Abstract:

In this paper, we present the main results achieved during a five-week international workshop on Interactive Furniture for the Classroom, with 22 Chinese design students, in Jiangmen city (Guangdong province, China), and five teachers from Portugal, France, Iran, Macao SAR, and China. The main goal was to engage design students from China with new skills and practice methodologies towards interactive design research for furniture and product design for the classroom. The final results demonstrate students' concerns on improving Chinese furniture design for the classrooms, including solutions related to collaborative learning and human-interaction design for interactive furniture products. The findings of the research led students to the fabrication of five original prototypes: two for kindergartens ('Candy' and 'Tilt-tilt'), two for primary schools ('Closer' and 'Eks(x)'), and one for art/creative schools ('Wave'). From the findings, it was also clear that collaboration, personalization, and project-based teaching are still neglected when designing furniture products for the classroom in China. Students focused on these issues and came up with creative solutions that could transform this educational field in China.

Keywords: Product design, interface design, interactive design, collaborative education and design research, design prototyping.

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317 An Interactive Tool for Teaching and Learning English at Upper Primary Level for Mauritius

Authors: Sameerchand Pudaruth, Avinash Mantaye

Abstract:

E-learning refers to the specific kind of learning experienced within the domain of educational technology, which can be used in or out of the classroom. In this paper, we give an overview of an e-learning platform 'An Innovative Interactive and Online English Platform for Upper Primary Students' is an interactive web-based application which will serve as an aid to the primary school students in Mauritius. The objectives of this platform are to offer quality learning resources for the English subject at our primary level of education, encourage self-learning and hence promote e-learning. The platform developed consists of several interesting features, for example, the English Verb Conjugation tool, Negative Form tool, Interrogative Form tool and Close Test Generator. Thus, this learning platform will be useful at a time where our country is looking for an alternative to private tuition and also, looking forward to increase the pass rate.

Keywords: educational technology, e-learning, Mauritius.

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316 On the Interactive Search with Web Documents

Authors: Mario Kubek, Herwig Unger

Abstract:

Due to the large amount of information in the World Wide Web (WWW, web) and the lengthy and usually linearly ordered result lists of web search engines that do not indicate semantic relationships between their entries, the search for topically similar and related documents can become a tedious task. Especially, the process of formulating queries with proper terms representing specific information needs requires much effort from the user. This problem gets even bigger when the user's knowledge on a subject and its technical terms is not sufficient enough to do so. This article presents the new and interactive search application DocAnalyser that addresses this problem by enabling users to find similar and related web documents based on automatic query formulation and state-ofthe- art search word extraction. Additionally, this tool can be used to track topics across semantically connected web documents.

Keywords: DocAnalyser, interactive web search, search word extraction, query formulation, source topic detection, topic tracking.

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315 Interactive Compromise Approach with Particle Swarm Optimization for Environmental/Economic Power Dispatch

Authors: Ming-Tang Tsai, Chih-Wei Yen

Abstract:

In this paper, an Interactive Compromise Approach with Particle Swarm Optimization(ICA-PSO) is presented to solve the Economic Emission Dispatch(EED) problem. The cost function and emission function are modeled as the nonsmooth functions, respectively. The bi-objective including both the minimization of cost and emission is formulated in this paper. ICA-PSO is proposed to solve EED problem for finding a better compromise solution. The solution methodology can offer a global or near-global solution for decision-making requirements. The effectiveness and efficiency of ICA-PSO are demonstrated by a sample test system. Test results can be shown that the proposed method provide a practical and flexible framework for power dispatch.

Keywords: Interactive Compromise Approach, Emission Control, Economic Dispatch, Particle Swarm Optimization.

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314 The Potential Benefits of Multimedia Information Representation in Enhancing Students’ Critical Thinking and History Reasoning

Authors: Ang Ling Weay, Mona Masood

Abstract:

This paper discusses the potential benefits of an interactive multimedia information representation in enhancing students’ critical thinking aligned with history reasoning in learning history amongst Secondary School students in Malaysia. Two modes of multimedia information representation were implemented; chronologic and thematic information representations. A qualitative study of an unstructured interview was conducted among two history teachers, one history education lecturer, two i-think experts, and five students from Form Four secondary school. The interview was to elicit their opinions on the implementation of thinking maps and interactive multimedia information representation in history learning. The key elements of the interactive multimedia (e.g. multiple media, user control, interactivity and use of timelines and concept maps) were then considered to improve the learning process. Findings of the preliminary investigation reveal that the interactive multimedia information representations have the potential benefits to be implemented as an instructional resource in enhancing students’ higher order thinking skills (HOTs). This paper concludes by giving suggestions for future work.

Keywords: Multimedia Information Representation, Critical Thinking, History Reasoning, Chronological and Thematic Information Representation.

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