Innovations in Applied Informatics and Media Engineering
Book information
Description
This book aims to share the theory and practice in innovative human/society-oriented information systems. The purpose of information technology is for people, communities, and societies, and we cannot ignore the human behavior and social features to design better information systems. The book includes the selected papers in the International Conference on Applied Informatics and Media Design 2019 (AIMD 2019) held at California State University, Bakersfield, USA, and International Conference on Applied Information Technologies 2021 (AIT 2021) held online, which are focused on information design, human–computer interaction, and social support systems. The book also contains multi-aspect contributions on applied informatics and media engineering, such as color design, online learning, creativity support, philosophical issues, elder treatment, AI, and business informatics. Preface Contents Analog on Digital (AoD) Theory-Based Design of Book Application for Representing Real-Life Experience 1 Introduction 1.1 Background of Digitization 1.2 Definition of Digital and Analog 1.3 Demand for Analog 1.4 Analog Feature of “REALity” 2 Design Theory 2.1 Related Studies 2.2 Design Theory of Analog on Digital (AoD) 3 Design of Digital Book Application to Produce Sensory Experience 3.1 Design Overview – Representing “THe Sensory Reality of Reading Book” 3.2 Mechanism 3.3 Visual Aspect of AoD – Design of Changing Perceptual Usability 3.4 Tactile Aspect of AoD – Design of Realistic App User Experience Based on Physical ‘PAGe-Turning’ Movements 4 Conclusion References The Modelling and Designing of Tourism Activity Locator Application 1 Background and Idea 2 Methodology 3 Data Process Flow 4 Product Design 5 Technology 6 Conclusion References Development of Drawing Software that Gives a Staple Drawing Feeling by the Difference in Sound 1 Background 1.1 Digitization of Tools 1.2 Digitized Drawing Software 1.3 Importance of ‘Real Feel’ in Digital 2 Purpose 3 Purpose Consideration 3.1 Reality by ‘Sound’ 3.2 ‘Sound’ that Gives a Reliable Feeling to Us 4 Evaluation of Drawing Software with a Realistic Experience 4.1 System Design 4.2 Evaluation Experiment 4.3 Evaluation 5 Conclusions and Future Work 5.1 Conclusion 5.2 Future Work References The Impact of Video Conference Application to College Students in Online Learning Activities 1 Introduction 2 Literature Review 3 Material and Method 4 Result and Discussion 5 Conclusion and Recommendation References Proposal for a Theatre Optique Simulated Experience Application 1 Background 2 Purpose 3 Relevant Study 3.1 Flip Book 3.2 The Application of Animation Creation Using iPad 3.3 Experience Applications for Simulating the Analog Devices 3.4 CRT-Like LED TV 3.5 Significance of the Proposed Application 4 Overview of the Application 5 Application Mechanism 5.1 Initial Screen of the Application 5.2 Character Film Selection Screen (Gallery) 5.3 Background Film Selection Screen (Background) 5.4 Animated Movie Playback (Projection) Screen 5.5 How to Connect the Mobile Device to the Display 6 Conclusion and Future Works References A Classification and Analysis Focusing on Attempts to Give a Computer a Personality: A Technological History of Chatbots as Simple Artificial Intelligence 1 Introduction 1.1 Rule-Based Chatbots 1.2 Machine Learning Chatbots 2 Background 3 Purpose 4 Representative Services 4.1 ELIZA 4.2 PARRY 4.3 Jabberwachy 4.4 Dr Sbaito 4.5 A.L.I.C.E 4.6 SmartChild 4.7 IBM Watson 4.8 Siri 4.9 Google Now/Google Assistant 4.10 Cortana 4.11 Alexa 5 Algorithm 6 Summary References With Post-internet Society, The Third Agent 1 Flying a Kite 2 Zuhandenheit and Vorhandenheit 3 “Useless Uses” 4 Where There are Relationships, There are Objects 5 “Medium” for Our Society References Research on Digital Reading Experience with ‘PAGE-Turning’ Physical Feedback 1 Introduction 1.1 Considerations on the Complexity Caused by Digitization and Physical Touch 1.2 Real World Interface and Physical Touch 2 Purpose 3 Examination of the Page-Turning Motion 3.1 Experiment 1: The Number of Pages 3.2 Experiment 2: Examining the Relationship Between Finger Movements and Page Turning During Reading 4 Conclusion References Method of Extracting Community Colors with Local Characteristics in Landscape Planning: Planning the Color Scheme for the Taisetsu-Furano Route of the Scenic Byway Hokkaido 1 Introduction 2 Research Methods 2.1 Natural Environment Survey 2.2 Community Image Survey 2.3 Analysis Method 2.4 Target Area 2.5 Questionnaire Subjects 2.6 Results and Analysis of the Community Image Survey 2.7 Extraction of Regional Colors 2.8 Extraction of Regional Colors 3 Results 4 Discussion 5 Future Work References Non-pharmacological Treatment of Dementia from the Perspective of Applied Informatics 1 Symptoms of Dementia 2 Dementia and Non-pharmacological Treatment 3 Dementia and Musical Performance 4 Dementia and Physical Exercises with Music 5 Predicting the Effects of Non-pharmacological Therapies from Cognitive Function and Brain Volume in Dementia Patients 6 Towards More Effective Non-pharmacological Therapies for Dementia References Research Methods to Build a Reference Model for Designing Addiction-Aware Video Game 1 Introduction 2 Literature Review 3 The Chosen HCI Methods to Develop Reference Model in Designing Addiction-aware Video Game 4 Conclusion References TrAcOn: A Traffic Accident Ontology for Identifying Accidents-Prone Areas in Senegal 1 Introduction 2 Context and Ontological Needs 2.1 Context 2.2 Ontological Needs 3 Ontology Building 3.1 Domain Delimitation of Traffic Accident 3.2 Reusing Existing Ontologies 3.3 Classes and the Class Hierarchy 4 Ontology Formaling 5 Conclusion References Ontology Partitioning for Managing Change Effects 1 Introduction 2 Literature Survey 3 Preliminaries 3.1 Ontological Changes 3.2 Ontology Model Formalism 4 Ontology Partitioning 4.1 Ontology Partitioning Object 4.2 Ontology Partitioning Algorithm 4.3 Principle of the Algorithm 4.4 Algorithm Complexity 5 Conclusion References The Effect of Digital Marketing on Micro, Small and Medium Enterprise in Indonesia 1 Introduction 2 Literature Review 3 Material and Method 4 Result and Discussion 5 Conclusion and Recommendation References Bidirectional Associative Memory as Normalisator Backpropagation Neural Network in the Signature Image Training 1 Introduction 2 Related Research 3 Combination of Bidirectional Associative Memory and Backpropagation Neural Network 4 Experiments 5 Conclusion References Author Index
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