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20,384 result(s) for "Interactive Design"
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Playing with Sound
An examination of the player's experience of sound in video games and the many ways that players interact with the sonic elements in games. In Playing with Sound , Karen Collins examines video game sound from the player's perspective. She explores the many ways that players interact with a game's sonic aspects—which include not only music but also sound effects, ambient sound, dialogue, and interface sounds—both within and outside of the game. She investigates the ways that meaning is found, embodied, created, evoked, hacked, remixed, negotiated, and renegotiated by players in the space of interactive sound in games. Drawing on disciplines that range from film studies and philosophy to psychology and computer science, Collins develops a theory of interactive sound experience that distinguishes between interacting with sound and simply listening without interacting. Her conceptual approach combines practice theory (which focuses on productive and consumptive practices around media) and embodied cognition (which holds that our understanding of the world is shaped by our physical interaction with it). Collins investigates the multimodal experience of sound, image, and touch in games; the role of interactive sound in creating an emotional experience through immersion and identification with the game character; the ways in which sound acts as a mediator for a variety of performative activities; and embodied interactions with sound beyond the game, including machinima, chip-tunes, circuit bending, and other practices that use elements from games in sonic performances.
Augmented human : how technology is shaping the new reality
Augmented reality (AR) blurs the boundary between the physical and digital worlds. In AR's current exploration phase, innovators are beginning to create compelling and contextually rich applications that enhance a user's everyday experiences. In this book, Dr. Helen Papagiannis, a world leading expert in the field, introduces you to AR: how it's evolving, where the opportunities are, and where it's headed.
Exploring Factors Affecting People’s Willingness to Use a Voice-Based In-Car Assistant in Electric Cars: An Empirical Study
Voice-based digital assistants are growing in popularity and have been acknowledged as a crucial part of in-car interaction. Currently, academic attention is being paid to various voice assistant scenarios. However, sparse literature focuses on the adoption of voice assistants within the in-vehicle context. The objective of this paper is to examine key factors influencing people’s willingness to use voice assistance in electric cars. First, eight general variables were identified based on the literature review, as well as four demographic variables. These factors were then integrated to construct a hypothetical research model. After that, we carried out an empirical study to examine the structural relationships in the model based on the questionnaire survey results (N = 427). The hypothesis testing results indicated that most path relationships among variables were validated. Finally, we discussed the research findings and developed corresponding design strategies to enhance user acceptance towards in-car voice assistants, both from designers’ and car enterprises’ viewpoints. This article offers valuable theoretical and practical implications for the development of such technologies.
Design rules application in manufacturing industries: a state of the art survey and proposal of a context-aware approach
In manufacturing industries, the design of a product needs to comply with many design rules. These rules are essentials as they help industrial designers to create high quality designs in an efficient way. [Problem] However, the management of an ever-increasing number of design rules becomes a real problem, especially for novice designers. Even if there exists some knowledge engineering tools for managing design rules, their capabilities are still limited and many companies continue to store their design rules in unstructured documents. Nowadays, the application of design rules remains a difficult task that needs a circular validation process between many experts in a manufacturing company. [Proposition] In this paper, we will analyze the main existing approaches for the application of design rules and we will demonstrate the need of a new approach to improve the current state-of-the-art practices. To minimize rule application impact on the design process, we propose to develop a Context-Aware Design Assistant that will recommend design rules on the fly while using computer-aided design software. Our design assistant relies on the modelling of the design rules and the design context in a single knowledge graph that can fuel a recommendation engine. [Future Work] In future work, we will describe the technical structure of the Context-Aware Design Assistant and develop it. The potential outcome of this research are: a better workflow integration of design rules application, a proactive verification of design solutions, a continuous learning of design rules and the detection and automation of design routines.
Gameworld Interfaces
Computer games usually take one of two approaches to presenting game information to players. A game might offer information naturalistically, as part of the game's imaginary universe; or it might augment the world of the game with overlays, symbols, and menus. In this book, Kristine Jørgensen investigates both kinds of gameworld interfaces. She shows that although the naturalistic approach may appear more integral to the imaginary world of the game, both the invisible and visible interfaces effectively present information that players need in order to interact with the game and its rules. The symbolic, less naturalistic approach would seem to conflict with the idea of a coherent, autonomous fictional universe; but, Jørgensen argues, gameworlds are not governed by the pursuit of fictional coherence but by the logics of game mechanics. This is characteristic of gameworlds and distinguishes them from other traditional fictional worlds. Jørgensen investigates gameworld interfaces from the perspectives of both game designers and players. She draws on interviews with the design teams of Harmonix Music (producer ofRock Bandand other music games) and Turbine Inc. (producer of such massively multiplayer online games asLord of the Rings Online), many hours of gameplay, and extensive interviews and observations of players. The player studies focus on four games representing different genres:Crysis,Command & Conquer 3: Tiberian Wars,The Sims 2, andDiablo 2. Finally, she presents a theory of game user interfaces and considers the implications of this theory for game design.
RETRACTED: Remote Monitoring System Based on Artificial Intelligence Technology
With the advent of the information age, IOTT has been favored by many industries and has become another profound revolution in the IT industry. In such an era, the application of IOTT in IB construction can broaden the practicability of intelligent system, ORA, improve the management and service ability of IB, so as to improve people’s quality of life. This paper expounds the development status and future challenges of IOTH, and analyzes the interactive design of smart TV.
SENS+: A Co-Existing Fabrication System for a Smart DFA Environment Based on Energy Fusion Information
In factories, energy conservation is a crucial issue. The co-fabrication space is a modern-day equivalent of a new factory type, and it makes use of Internet of Things (IoT) devices, such as sensors, software, and online connectivity, to keep track of various building features, analyze data, and produce reports on usage patterns and trends that can be used to improve building operations and the environment. The co-fabrication user requires dynamic and flexible space, which is different from the conventional user’s usage. Because the user composition in a co-fabrication space is dynamic and unstable, we cannot use the conventional approach to assess their usage and rentals. Prototyping necessitates a specifically designed energy-saving strategy. The research uses a “seeing–moving–seeing” design thinking framework, which enables designers to more easily convey their ideas to others through direct observation of the outcomes of their intuitive designs and the representation of their works through design media. The three components of human behavior, physical manufacture, and digital interaction are primarily the focus of this work. The computing system that connects the physical machine is created through communication between the designer and the digital interface, giving the designer control over the physical machine. It is an interactive fabrication process formed by behavior. The Sensible Energy System+ is an interactive fabrication process of virtual and real coexistence created by combining the already-existing technology, the prototype fabrication machine, and SENS. This process analyzes each step of the fabrication process and energy, fits it into the computing system mode to control the prototype fabrication machine, and reduces the problem between virtual and physical fabrication and energy consumption.
Integrating Augmented Reality in Architectural Design: A New Paradigm
The explores into the significant impact of augmented reality (AR) within the domain of architectural. The research being conducted examines the transformative effect of augmented reality (AR) on the practice of architectural design, including the entire process from basic conceptualization through ultimate execution. The present investigation analyzes the utilization of augmented reality (AR) as an approach to enhance visualization, increase design accuracy, and ease client communication. This study discusses the advantages of augmented reality (AR) in facilitating the production of realistic and engaging design experiences. By using AR technology, designers are able to go past the restrictions presented by standard two-dimensional drawings and realistic models. The work addresses the challenges and obstacles linked to augmented reality (AR) technology, such equipment standards and technical knowledge. This article provides a comprehensive examination of current uses of augmented reality (AR) in architecture, utilizing a combination of mathematical modeling and practical case studies. Also, it analyzes the potential of AR to reshape the next phase of architectural design.
Interactive design generation and optimization from generative adversarial networks in spatial computing
This paper focuses on exploring the application possibilities and optimization problems of Generative Adversarial Networks (GANs) in spatial computing to improve design efficiency and creativity and achieve a more intelligent design process. A method for icon generation is proposed, and a basic architecture for icon generation is constructed. A system with generation and optimization capabilities is constructed to meet various requirements in spatial design by introducing the concept of interactive design and the characteristics of requirement conditions. Next, the generated icons can effectively maintain diversity and innovation while meeting the conditional features by integrating multi-feature recognition modules into the discriminator and optimizing the structure of conditional features. The experiment uses publicly available icon datasets, including LLD-Icon and Icons-50. The icon shape generated by the model proposed here is more prominent, and the color of colored icons can be more finely controlled. The Inception Score (IS) values under different models are compared, and it is found that the IS value of the proposed model is 7.05, which is higher than that of other GAN models. The multi-feature icon generation model based on Auxiliary Classifier GANs performs well in presenting multiple feature representations of icons. After introducing multi-feature recognition modules into the network model, the peak error of the recognition network is only 2.000 in the initial stage, while the initial error of the ordinary GAN without multi-feature recognition modules is as high as 5.000. It indicates that the improved model effectively helps the discriminative network recognize the core information of icon images more quickly. The research results provide a reference basis for achieving more efficient and innovative interactive space design.