scholarly journals Artistic Color Virtual Reality Implementation Based on Similarity Image Restoration

Complexity ◽  
2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Xiaojuan Xu ◽  
Jin Zhu

In this paper, exploratory and innovative research is done on the implementation technique of artistic color virtual reality for similarity image recovery. Based on similarity images, a nonlocal natural image before the regular term is proposed to deal with the single-image blind deblurring problem. This paper designs a new artistic color virtual reality realization technology based on similarity image restoration, which exploits the low-rank property between nonlocal similarity blocks in images and combines a strong convex term to enhance the convexity of the artistic color virtual reality model. We analyze virtual reality interaction design from the perspective of art color design, sort out the concept and content of design, analyze the elements, design principles, and evaluation criteria included in virtual reality interaction art color design, and explore the conceptual principles of virtual reality interaction art color design. A full understanding of the characteristics of the medium of the virtual reality interaction can help us to better use this medium as a tool to create works that aim to bring higher quality and experiential feeling with a perceptual communication method that is closer to natural interaction. Combining the power of technology, artistic colourful thinking, and a design approach paves the way forward. The study shows that virtual reality technology can effectively improve the status quo and promote the cultivation of professional practice ability in art color design, which is conducive to the cultivation of applied design talents.

2020 ◽  
Vol 2020 ◽  
pp. 1-11
Author(s):  
Fengling Wang

Digital restoration of image with missing data is a basic need for visual communication and industrial applications. In this paper, making full use of priors of low rank and nonlocal self-similarity a gradual reweighted regularization is proposed for matrix completion and image restoration. Sparsity-promoting regularization produces much sparser representation of grouped nonlocal similar blocks of image by solving a nonconvex minimization problem. Moreover, an alternation direction method of multipliers algorithm is developed to speed up iterative solving of the above problem. Image block classification further enhances the adaptivity of the proposed method. Experiments on simulated matrix and natural image show that the proposed method obtains better image restoration results, where most lost information is reorcovered and few artifacts are produced.


2020 ◽  
Vol 17 (11) ◽  
pp. 1266-1276
Author(s):  
Kosin KALARAT ◽  
Sasithorn RATTANARUNGROT

Virtual Environment (VE) is an artificial environment created for providing the information in Virtual Reality (VR). The audiences are able to obtain the information via interaction to the environment. Virtual Reality for Culture heritage buildings, which are inherited from past generations and maintained in the present, is an interested topic because its contents often built for giving the information and knowledge about the past to the new generation in virtual museums. However, there is a limitation of Virtual Reality (VR) applications in reproducing cultural sites as most of these applications are not successful in catching public’s attention and involvement. In this research, we focus on using Natural Interaction (NI) interfaces based on a body movement in Virtual Reality for museums to grab attention from audience and to increase public’s involvement. This paper presents the development of Natural Interaction using Microsoft Kinect to define the new grammar of gesture for Sino Portuguese Architecture which is a cultural heritage of Thailand. Results of early tests improved the prototype in progress which alllows more complexity in natural interchanges and connection between users and virtual world. The final result was evaluated after the system was installed in Peranakannitat museum and by interviewing 6 docents. It was found that our system was easy to use as it took only about 3 - 5 min to familiarize the system for navigation in the virtual environment without recognizing the grammar of gesture commands.


2005 ◽  
Vol 277-279 ◽  
pp. 318-323
Author(s):  
Yang Hee Nam

Architectural design is one of those areas that have actively employed interactive design tools such as CAD/CAM software. In order to add a realistic view of the design results in the 3D work process, there have been several recent attempts to employ a virtual reality technology that allows architects to explore design in 3D space. However, VR’s weakness is that common interaction tasks, such as navigation and selection, are still not supported conveniently in 3D space. In addition, VR devices are generally unfamiliar to the average person and are too expensive to use. This paper presents a VR framework that makes the design task easily achieved by employing a PDA interface for a VR interaction applied to street-view emotional color design problems.


Author(s):  
Osama Halabi ◽  
Samir Abou El-Seoud ◽  
Jihad Alja'am ◽  
Hena Alpona ◽  
Moza Al-Hemadi ◽  
...  

Individuals with autism spectrum disorder (ASD) regularly experience situations in which they need to give answers but do not know how to respond; for example, questions related to everyday life activities that are asked by strangers. Research geared at utilizing technology to mend social and communication impairments in children with autism is actively underway. Immersive virtual reality (VR) is a relatively recent technology that has the potential of being an effective therapeutic tool for developing various skills in autistic children. This paper presents an interactive scenario-based VR system developed to improve the communications skills of autistic children. The system utilizes speech recognition to provide natural interaction and role-play and turn-taking to evaluate and verify the effectiveness of the immersive environment on the social performance of autistic children. In experiments conducted, participants showed more improved performance with a computer augmented virtual environment (CAVE) than with a head mounted display (HMD) or a normal desktop. The results indicate that immersive VR could be more satisfactory and motivational than desktop for children with ASD.


Author(s):  
Muneera Abdalkareem Alshdefat

This Present study aimed at finding out the Status of the quality of education and accountability unit in the educational process from the point of view of the principals of Kasbah Al Mafraq schools To achieve the goal of the study, a descriptive development methodology was developed, which was developed in three areas (evaluation criteria, cooperation and coordination, feedback and incentives) (21) items, and verified their validity and stability, and then distributed to the sample of the study consisting of (167) managers and directors in schools Kasbah Mafraq. The study results showed that the degree of appreciation and the reality of Status of the quality of education and accountability unit in the educational process from the point of view of the principals of Kasbah Al Mafraq schools was at low degree The average of the tool as a whole was (2.00) with a standard deviation of (.55) and at the level of domains, All of them were rated low, with feedback and incentives having the highest average (2.09) followed by evaluation criteria (2.00) and cooperation and coordination (1.90), and the results showed that there were no statistically significant differences in The study sample of the Status of the quality of education and accountability unit in the educational process from the point of view of the principals of Kasbah Al Mafraq schools, according to gender, at the macro level of the instrument and on all dimensions. The study recommended in light of those results the necessity for that efforts should be join efforts to support and deepen the concept of quality of education and accountability, cooperation and coordination between the quality unit of education and accountability and educational leaders, and try to provide incentives and thanks to those who deserve it, to achieve the concept of guidance and support.


2020 ◽  
Author(s):  
Lingling Li ◽  
Yu Zhang ◽  
Mu Li ◽  
Hong Jiang ◽  
Yajuan Yang ◽  
...  

Abstract Background Breast milk is the ideal food to meet all nutrients needs for a baby’s healthy growth and development. The status of breastfeeding supportive services in Baby-Friendly Hospitals and their role in influencing mothers’ breastfeeding practice in Shanghai, China is less understood. The aim of this study was to explore the association between breastfeeding supportive services provided by Baby-Friendly Hospitals around childbirth and exclusive breastfeeding rate at discharge. Methods This was a hospital-based cross-sectional study, conducted in eight Baby-Friendly Hospitals in Shanghai between October 2015 and January 2017. The breastfeeding supportive services during hospitalization were assessed using a 12-question questionnaire based on the evaluation criteria of Baby-Friendly Hospitals. In total 707 mothers completed the survey. Results The overall exclusive breastfeeding rate among participants was 34.4% at discharge. Mothers who received more breastfeeding supportive services during hospitalization were more likely to practice exclusive breastfeeding at discharge compared with mothers who received less services (aOR: 3.00; 95% CI: 2.08, 4.35; p < 0.001). Conclusion Better breastfeeding supportive services during hospitalization was significantly associated with higher rate of exclusive breastfeeding at discharge. More effective measures should be adopted to improve the breastfeeding supportive services in line with the Baby-friendly Hospital Initiative’s Ten Steps to promote and support exclusive breastfeeding and better maternal and child health.


2021 ◽  
Author(s):  
◽  
Gerrit Jacobus van Rooyen

<p>Writing for and designing a methodology for Virtual Reality (VR) can be difficult as the technology around this medium grows at a fast pace. Many game designers and directors of VR experiences still claim to make things up as they go along, with no definitive methodology for content and interaction design existing yet. So far, some guidelines have been set to help prevent discomfort, but clearly not enough has been done to look at how and why we should design for VR specifically. As VR is a very immersive medium that can allow the user to potentially use their entire body as they would in the real world to interact with an experience, we need to take precedents from real world interaction when designing VR experiences. This thesis focuses specifically on game design and content generation by looking at board and table top elements as the realworld precedent. To demonstrate my findings, I have created an experience named My VRchive. Much like a sketchbook an animator uses to save ideas for later use, My VRchive will house small experiences created from my research, into content and interaction design, in a format that can be added to and shared. At the finalisation of this thesis three experiences were created. My theory is that if more designers adopt this strategy, we can all add to this growing methodology of how to develop immersive content and interaction for VR gaming and experiences.</p>


2018 ◽  
pp. 1422-1450 ◽  
Author(s):  
Stefano Mottura ◽  
Luca Fontana ◽  
Sara Arlati ◽  
Claudia Redaelli ◽  
Andrea Zangiacomi ◽  
...  

Since several years scientists are carrying on research about innovative systems, based on robotics, mechatronics devices and IT tools – especially the graphical ones – to support patients in rehabilitation programs for rescuing from various brain damages due to adverse events as stroke. Training sessions with a combination of robot and virtual reality (VR) lead to better rehabilitation outcomes than using only a robot and evidence from the field proved the importance of the use of VR interfaces in rehabilitation. The main aim of such a kind of environments is to monitor, motivate and drive the patient during the rehabilitation sessions. These systems mainly provide motor guidance and multimedia communication channels also measuring patients' performance and other observable variables. The approach implemented is usually based on gaming, where the patient has the key role to perform certain tasks or movements for controlling the game in the correct way and exercise the injured part. According to daily experience from physiotherapists, different aspects related to the physical and self-perceived patients' state revealed to have a fundamental role in influencing the rehabilitation session. Indeed, the treatment result depends not only on motor skills but also on patient's personal behavior and feelings that are not directly investigable, observable and measurable from outside. In other words this kind of elements can only be assessed by subjective measurements (as questions, interviews, narratives) revealing the point of view of the patient. Moreover, the emotional state has implications at different levels: on one hand, it is important to evaluate if the single rehabilitation session affects the emotional state of the patient, on the other, if the performance was influenced by this state. Some answers of a questionnaire administrated to post-stroke patients in a previous study underlined also the need for the patient to focus his/her attention on the trained body portion and the relevance of a visual feedback on movements to increase self-awareness on the action performed, avoiding any possible distraction derived from other kind of tasks and related visual/auditory stimuli. Patient-centered models of care are actually becoming increasingly common among rehabilitation clinical settings. They help to focus the therapy on improving the treatment of those deficiencies that most influence the quality of life of the patient. Another important aspect is represented by the relationship with the caregiver that in virtually assisted rehabilitation would not be direct anymore and will need to be mediated without completely loosing natural interaction. According to this patient centered vision, and in order to reduce possible side effects related to semi-automatic rehabilitation systems, it has been studied and developed a system which has not the aim of merely entertain the patient but to focalize the rehabilitation on him/her as a proactive character aware of what is happening and of the quality of the work performed.


Author(s):  
Kelvin Joseph Bwalya

Incorporating Virtual Reality aesthetics and semantics can contribute towards transforming the education landscape in both the developed and developing world. This can be realized by VR’s capacity to enable the design of more vibrant and dynamic/interactive multimedia applications that are user centric. VR has a positive impact on e-Learning, which is an emerging education model in Africa. This paper uproots the different initiatives, experiences, and challenges that have been met by various endeavors to employ VR as a tool for education, especially in African universities. Using exploratory approaches, two universities in South Africa and Botswana are reviewed as case studies in order to ascertain the status of VR use in higher education in Africa. The paper finds that the potential of VR education is evident in Africa but needs to be unearthed.


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