scholarly journals Intelligent Generation of Storylines for Immersive Point and Click Games

Author(s):  
Federico Maria Cau ◽  
Angelo Mereu ◽  
Lucio Davide Spano

In this paper, we present an intelligent support End-User Developers (EUDevs) in creating plot lines for Point and Click games on the web. We introduce a story generator and the associated user interface, which help the EUDev in defining the game plot starting from the images providing the game setting. In particular, we detail a pipeline for creating such game plots starting from 360 degrees images. We identify salient objects in equirectangular images, and we compose the output with other two neural networks for the generation: one generating captions for 2D images and one generating the plot text. The provided suggestions can be further developed by the EUDev, modifying the generated text and saving the result. The interface supports the control of different parameters of the story generator using a user-friendly vocabulary. The results of a user study show good effectiveness and usability of the proposed interface.

2004 ◽  
Vol 46 (5) ◽  
Author(s):  
Stefan Hepper

SummaryPortlets are Java technology based web components, managed by a portlet container, that process requests and generate dynamic content. They are used by portals as pluggable user interface components that provide a presentation layer to Information Systems. After servlets portlets are the next step in web application programming, as they allow the integration of different applications into one consistent view for the end-user. They enable modular and user centric web applications and thus go beyond the servlet model where the web application is one monolithic block. In this article we present the JSR 168 Java Portlet Specification and explain its underlying concepts. We show a Portlet example and discuss how portlets interact with other Java technologies.


Semantic Web ◽  
2021 ◽  
pp. 1-16
Author(s):  
Esko Ikkala ◽  
Eero Hyvönen ◽  
Heikki Rantala ◽  
Mikko Koho

This paper presents a new software framework, Sampo-UI, for developing user interfaces for semantic portals. The goal is to provide the end-user with multiple application perspectives to Linked Data knowledge graphs, and a two-step usage cycle based on faceted search combined with ready-to-use tooling for data analysis. For the software developer, the Sampo-UI framework makes it possible to create highly customizable, user-friendly, and responsive user interfaces using current state-of-the-art JavaScript libraries and data from SPARQL endpoints, while saving substantial coding effort. Sampo-UI is published on GitHub under the open MIT License and has been utilized in several internal and external projects. The framework has been used thus far in creating six published and five forth-coming portals, mostly related to the Cultural Heritage domain, that have had tens of thousands of end-users on the Web.


Author(s):  
Yannick van Hierden ◽  
Timo Dietrich ◽  
Sharyn Rundle-Thiele

In recent years, the relevance of eHealth interventions has become increasingly evident. However, a sequential procedural application to cocreating eHealth interventions is currently lacking. This paper demonstrates the implementation of a participatory design (PD) process to inform the design of an eHealth intervention aiming to enhance well-being. PD sessions were conducted with 57 people across four sessions. Within PD sessions participants experienced prototype activities, provided feedback and designed program interventions. A 5-week eHealth well-being intervention focusing on lifestyle, habits, physical activity, and meditation was proposed. The program is suggested to be delivered through online workshops and online community interaction. A five-step PD process emerged; namely, (1) collecting best practices, (2) participatory discovery, (3) initial proof-of-concept, (4) participatory prototyping, and (5) pilot intervention proof-of-concept finalisation. Health professionals, behaviour change practitioners and program planners can adopt this process to ensure end-user cocreation using the five-step process. The five-step PD process may help to create user-friendly programs.


2018 ◽  
Vol 31 (5) ◽  
pp. 154-182
Author(s):  
Cadence Kinsey

This article analyses Camille Henrot’s 2013 film Grosse Fatigue in relation to the histories of hypermedia and modes of interaction with the World Wide Web. It considers the development of non-hierarchical systems for the organisation of information, and uses Grosse Fatigue to draw comparisons between the Web, the natural history museum and the archive. At stake in focusing on the way in which information is organised through hypermedia is the question of subjectivity, and this article argues that such systems are made ‘user-friendly’ by appearing to accommodate intuitive processes of information retrieval, reflecting the subject back to itself as autonomous. This produces an ideology of individualism which belies the forms of heteronomy that in fact shape and structure access to information online in significant ways. At the heart of this argument is an attention to the visual, and the significance of art as an immanent mode of analysis. Through the themes of transparency and opacity, and order and chaos, the article thus proposes a defining dynamic between autonomy and automation as a model for understanding the contemporary subject.


2011 ◽  
Vol 38 (9) ◽  
pp. 11091-11104 ◽  
Author(s):  
V. Castellanos ◽  
A. Albiter ◽  
P. Hernández ◽  
G. Barrera

2013 ◽  
Vol 765-767 ◽  
pp. 1507-1511
Author(s):  
Saeeda Sharmeen Rahman ◽  
Jing Nong Weng

This paper presents the Component-Based Software Engineering (CBSE) approach for usability testing of a web-site based on ISO 9241-11 usability guidance to achieve specified goals with effectiveness, efficiency and satisfaction. Usability testing is a technique used to evaluate a product by testing it on users. A particular type of website i.e. university web site was chosen and segmented in different components in modular forms according to the purpose of that component. Then component wise tasks as per ISO 9241-11 usability guidance were prepared to carry out the usability testing for evaluating the test web-site. After analyzing the results of component based usability testing, a proto-type version of the test web-site was designed in a limited form including all the feedback of test results. Finally, the proto-type web-site was re-evaluated for establishing the effectiveness of component based web usability method with the same tasks. The proposed component based usability testing method is expected to improve the design/content issues of web-site resulting the web-site much more user friendly, effective and less time and cost consuming.


2015 ◽  
Vol 78 (2-2) ◽  
Author(s):  
Nuraini Hidayah Sulaiman ◽  
Masitah Ghazali

Guidelines for designing and developing a learning prototype that are compatible with the limited capabilities of children with Cerebral Palsy (CP) are established in the form of a model, known as Learning Software User Interface Design Model (LSUIDM), to ensure children with CP are able to grasp the concepts of a learning software application prototype. In this paper, the LSUIDM is applied in developing a learning software application for children with CP. We present a user study on evaluating a children education game for CP children at Pemulihan dalam Komuniti in Johor Bahru. The findings from the user study shows that the game, which was built, based on the LSUIDM can be applied in the learning process for children with CP and most notably, the children are engaged and excited using the software. This paper highlights the lessons learned from the user study, which should be significant especially in improving the application. The results of the study show that the application is proven to be interactive, useful and efficient as the users used it.


2018 ◽  
Author(s):  
D. Kuhner ◽  
L.D.J. Fiederer ◽  
J. Aldinger ◽  
F. Burget ◽  
M. Völker ◽  
...  

AbstractAs autonomous service robots become more affordable and thus available for the general public, there is a growing need for user-friendly interfaces to control these systems. Control interfaces typically get more complicated with increasing complexity of the robotic tasks and the environment. Traditional control modalities as touch, speech or gesture commands are not necessarily suited for all users. While non-expert users can make the effort to familiarize themselves with a robotic system, paralyzed users may not be capable of controlling such systems even though they need robotic assistance most. In this paper, we present a novel framework, that allows these users to interact with a robotic service assistant in a closed-loop fashion, using only thoughts. The system is composed of several interacting components: non-invasive neuronal signal recording and co-adaptive deep learning which form the brain-computer interface (BCI), high-level task planning based on referring expressions, navigation and manipulation planning as well as environmental perception. We extensively evaluate the BCI in various tasks, determine the performance of the goal formulation user interface and investigate its intuitiveness in a user study. Furthermore, we demonstrate the applicability and robustness of the system in real world scenarios, considering fetch-and-carry tasks and tasks involving human-robot interaction. As our results show, the system is capable of adapting to frequent changes in the environment and reliably accomplishes given tasks within a reasonable amount of time. Combined with high-level planning using referring expressions and autonomous robotic systems, interesting new perspectives open up for non-invasive BCI-based human-robot interactions.


2021 ◽  
Author(s):  
Pengcheng Jiang

<i>Abstract</i>— One of the most prevalent diseases, skin cancer, has been proven to be treatable at an early stage. Thus, techniques that allow individuals to identify skin cancer symptoms early are in great demand. This paper proposed an interactive skin lesion diagnosis system based on the ensemble of multiple sophisticated CNN models for image classification. The performance of ResNet50, ResNeXt50, ResNeXt101, EfficientNetB4, Mobile-NetV2, MobileNetV3, and MnasNet are investigated separately as ensemble components. Then, using various criteria, we constructed ensembles and compared the accuracy they achieved. Moreover, we designed a method to update the ensemble for new data and examined its performance. In addition, a few natural language processing (NLP) techniques were used to make our system more user-friendly. To integrate all the functionalities, we built a user interface with PyQt5. As a result, MobileNetV3 achieved 91.02% as the best accuracy among all single models; ensemble weighted by cubic precision achieved 92.84% accuracy as the highest one in this study; a notable improvement in accuracy demonstrated the effectiveness of the model updating approach, and a system with all of the desired features was successfully developed. These findings benefit in two aspects. For model performance, applying cubic precisions can increase ensemble learning classification accuracy. For the developed diagnosis system, it can aid in the


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