Author(s): Yuhua Luo (Ed.)
Series: Lecture Notes in Computer Science; 12983
Publisher: Springer
Year: 2021
Language: English
Pages: 361
City: Cham
Preface
Organization
Contents
Gamification and Application Features for Collaborative Environments
1 Introduction
2 Gamification and Teams
3 Design Prototype
3.1 Design Principles
3.2 Platform and Technology
3.3 Design of Collaborative and Gamification-Based Features
3.4 Implementation of the Design Prototype
4 Gamified Collaborative Features for Team Management
4.1 Team Management
4.2 Team Interaction
4.3 Team Competition
4.4 Reward System
5 Conclusion
References
Questions of Sincerity in Cooperative Polls
1 Introduction
2 Research Methods
3 Results from Participants at One College
4 Discussion
References
Crowd Cognitive Modeling as a Vital Process for Collaborative Disaster Management
1 Introduction
2 Emotions and Personality
2.1 Agents
2.2 Simulation
3 Behaviors
4 Discussion and Contribution
5 Conclusion and Recommendations
References
Animated Transitions for Multi-user Shared Large Displays
1 Introduction
2 Related Work
2.1 Computer-Supported Cooperative Work
2.2 Animated Transitions
3 Pilot Study
4 User Study
4.1 Participants and Apparatus
4.2 Procedure
5 Results
5.1 Comparison Between Normal Sized PC and Large Displays
5.2 Comparison Among Different Animation Duration
5.3 Comparison Between Zooming and Panning
5.4 Subjective Preferences
6 Discussion
7 Conclusion
References
A 360-Degree Video Shooting Technique that Can Avoid Capturing the Camera Operator in Frame
1 Purpose
2 Background
3 Mechanism for Generating 360-Degree Videos Using the DHI Method
4 Dual Hemisphere Integration and Video Composition Application
4.1 Application Design Overview
4.2 The Development Process of the Application
5 Execution Example
6 Conclusion and Future Work
References
Cooperative Digital Humanities: A Methodology
1 Introduction and Motivation
2 Related Work
3 Collaborative Workflow
3.1 Three Spaces and Three Channels
3.2 Quality Criteria
4 Conclusion
References
GBMVis: Visual Analytics for Interpreting Gradient Boosting Machine
1 Introduction
2 Related Work
2.1 Visualization of Tree-Based Model
2.2 Visualization for Model Prediction
3 Design Goals
4 Analytical Tasks
5 Visual Design
5.1 Data Overview
5.2 Feature View
5.3 Data Flow View
6 Case Study
7 Conclusion
References
Improvement for Time Series Clustering with the Deep Learning Approach
1 Introduction
2 Data Description
3 Methodology
3.1 Proposed Method
3.2 Cluster Filtering
4 Experiments
4.1 Auto Encoder Training
4.2 Clustering
4.3 Cluster Filtering and Analysis
5 Conclusion and Perspectives
References
Practitioner Experiences and Requirements for Rule Translation Used for Building Information Model-Based Model Checking
1 Introduction
1.1 Existing Methods for Translating Rules
1.2 Normative and Deterministic Rule Translation
1.3 Aim of This Paper
2 Methodology
2.1 The Danish and Singaporean Rule Environments
2.2 Semi-structured Interviews
2.3 Interviewee Selection
2.4 Activity Theory Checklist
3 Results
3.1 Results from the Traditional Danish Sustainability Assessment Practice
3.2 Results from the BMC-Supported Assessment Practice
4 Discussion and Conclusion
References
Automatic Data Sheet Information Extraction for Supporting Model-Based Systems Engineering
1 Introduction
2 Related Work
3 System Overview
4 Conclusion and Future Work
References
Integrating 4D Simulations and Virtual Reality Environments: An Innovative Prototype
1 Introduction
2 Related Work
2.1 4D BIM Models in Construction
2.2 Virtual Reality (VR) Systems in the Construction Industry
2.3 Linking 4D Simulation and Virtual Reality
3 Research Methodology
4 Development of a Prototype to Foster the Integration of 4D Simulations in Virtual Reality Environments
4.1 The Prototype
4.2 The Validation
5 Conclusion
References
Collective Knowledge Management in City Planning: Building Spatial-Cognition Ontologies from Literary Works
1 Introduction
2 A Background of Complex Knowledge and Ontology in Planning
3 Ontological Support to Decision from a Literary-Based Case Study
4 Conclusions
References
Cooperative Dynamic Programmable Devices Using Actor Model for Embedded Systems of Microcontrollers
1 Introduction
1.1 IoT and Programmable Devices
1.2 Microcontrollers in Embedded Systems
2 Concurrency
2.1 MicroPython
2.2 Multitasking
2.3 Actor Model
2.4 The Act Module Implementation
3 Use Cases
3.1 Simple Examples
3.2 WebCam Server
3.3 Dynamic Scripting Over UART
4 Conclusion
References
SMC: A New Strategy Based on Software-Defined Networking to Mitigate the Impact of Anomalies on Cooperative Cloud
1 Introduction
2 Related Work
3 SMC Approach
3.1 Detection of Distributed Denial of Service Attacks
3.2 Mitigation of Distributed Denial of Service Attacks
4 Experiments and Analysis
5 Conclusion
References
Graph Attention Network Based Object Detection and Classification in Crowded Scenario
1 Introduction
2 Related Work
2.1 Object Detection and NMS
2.2 Improvements for NMS
2.3 Graph Neural Network
3 A Novel NMS Based on Graph Attention Network
3.1 Discussion of NMS
3.2 Our Overall Framework
3.3 GAT-NMS
4 Experiment
4.1 Object Detection on VOC
4.2 Analysis of Experiment
References
Collaborative Filmmaking: Extending the Modes of Working Together by a Digital Platform
1 Introduction
2 Research Framing “Frontier Zones”
3 Analyzing the Work Process
4 The Collaborative Platform
5 Case Studies
5.1 Case Study I: Spring School Tunis
5.2 Case Study II: Online Courses
6 Use Cases
7 Reflection on the Results
8 Conclusion
References
Building a Big Data Oriented Architecture for Enterprise Integration
1 Introduction
2 System Architecture and Requirements
2.1 Architecture Overview
2.2 System Requirements
3 System Design and Implementation
3.1 Servers
3.2 Microservice Applications
3.3 Object Storage
3.4 Data Ingestion and Data Center
3.5 Front-End Applications
4 Conclusion and Perspectives
References
Integrating Chatbot and RPA into Enterprise Applications Based on Open, Flexible and Extensible Platforms
1 Introduction
2 System Architecture and Extensibility
2.1 Architecture Overview
2.2 System Extensibility Analysis According to Source Code Architecture
3 Case Study
3.1 Problem Introduction
3.2 Test Cases
4 Conclusion and Perspectives
References
Supporting Undo and Redo for Replicated Registers in Collaborative Applications
1 Introduction
2 Technical Issues
3 Requirements
4 Ordering Normal, Undo and Redo Updates
4.1 Normal Write Updates
4.2 Undo and Redo Updates
5 Undo Lengths
6 High-Level Algorithms
7 A Work-In-Progress Implementation
8 Related Work
9 Conclusion
References
Collaborative Design of a Synchrotron Ontology
1 Introduction
2 Ontology Building Process
2.1 Synchrotron – A Collaborative Environment
2.2 Collaborative Ontology Analysis – Competency Questions and Use Cases
2.3 Defining Implementation Phases
3 Analysis of Synchrotron Ontology
3.1 Characteristics of the Subject of Conceptualization
3.2 Requirements Specification - Grouping Competency Questions and Define Iterations
4 Conclusions
References
Designing Plots for Multiplayer Games with the Use of Graph Transformation Rules
1 Introduction
1.1 Exploration of the Multiplayer Case
2 Graph Model of an RPG World
3 Graph Rules Representing RPG Actions
4 Property Graphs and Cypher Queries
5 Rule Adaptations for the Multiplayer Case
6 An Example Game
7 Conclusion
References
Graph Rules Hierarchy as a Tool of Collaborative Game Narration Creation
1 Introduction
2 From Game Mechanics to Graph Productions
2.1 Event Design
3 Hierarchical Structure of Graph Rules
3.1 Application Production Order
4 The Modularity of Godot Implementation
5 Conclusion
References
Calligraphic Drawing for Collaborative Virtual Whiteboard Systems
1 Introduction
2 Related Work and Background
3 Implementation
4 Results
5 Discussion
References
Large-Sized Tablet-Based Live Mobile Learning System with a Large Whiteboard Area
1 Introduction
2 Large-Sized Tablet-Based Live Mobile Learning System with a Large Whiteboard Area
3 Preliminary Evaluation
4 Conclusion
References
The Potential of Campus Business and Estimated Cost of In-Class Advertising
1 Background
2 Purpose
3 Examples of Existing In-School Advertising
3.1 Digital Signage
3.2 Tadakopi
3.3 Cafeteria Lunch Trays
3.4 Eco Chopsticks
3.5 On-Campus Posters
4 Calculating the Cost of In-Class Advertising
5 Expected Incentives for Schools and Professors and Reduced Tuition
6 Discussion
7 Conclusion
References
Loan Default Prediction Using Artificial Intelligence for the Borrow – Lend Collaboration
1 Introduction
2 Data Collection and Preparation
3 Mothodology
3.1 Evaluation Metrics
3.2 Baseline Algorithms for Evaluating
3.3 Improve Results
4 Conclusion and Perspectives
1. References
Identifying Human Factors for Remote Guidance on Physical Tasks
1 Introduction
2 Research Methodology
2.1 Research Questions
2.2 Source and Searching
3 Effects of Human Factors
4 Discussion
5 Concluding Remarks and Future Research
References
Building a Remote Laboratory Based on NVIDIA GeForce Experience and Moonlight Streaming
1 Introduction
2 System Architecture
3 System Implementation
3.1 Lab 1: Program on Arduino Board to Interface with Sensor and LCD
3.2 Lab 2: Programming on Raspberry PI Embedded Computer with Control and Monitoring via Web Using MQTT Protocol
3.3 Lab 3: Programming on Raspberry PI Embedded Computer with Control and Monitoring via Web using MQTT Protocol
4 Conclusion and Perspectives
References
A Sufficiency Agriculture Learning Platform for the Development of New Agriculturists
1 Introduction
2 Related Work
2.1 Agricultural System in Thailand
2.2 Alternative Agriculture
2.3 Target Area
3 Research Design
3.1 System Architecture
3.2 Focus Group
3.3 System Development
4 Kueakul Application
4.1 Getting Started: Login Page, User Information, and Preference of Users
4.2 Cropping: Start Planting and Growing Model
4.3 Plant Information: Plant Information and Watering Schedule
4.4 A Chat Room
5 Results and Evaluations
5.1 Testing Scenario
5.2 User Results and Evaluations
5.3 Expert Results and Evaluations
6 Conclusions and Future Research
6.1 Conclusions
6.2 Future Research
References
Smart, Practical, and Low-Cost Assistant System for Hospital Nutritionists in Times of a Pandemic
1 Introduction
2 Objective and Methodology
3 Cooperative Development
4 Results of the Field Tests
5 Conclusions
6 Further Work
References
Addressing the Constraints of Elderly Tourists in a Recommendation Algorithm
1 Introduction
2 Related Works
3 Research Methodology
3.1 Research Framework
4 Research Methodology
5 Experimental Result and Evaluation
6 Conclusion and Future Work
References
Automatic Picture-Matching of Crested Newts
1 Introduction
2 Preprocessing
2.1 Data Augmentation
2.2 Image Segmentation
2.3 Straightening
3 Pattern Matching
4 Conclusion
References
Reproducible Improvement of Images Quality Through Nature Inspired Optimisation
1 Introduction
2 Related Works
3 Approach
4 Implementation and Experiments
5 Conclusion and Perspectives
References
Virtual Learning Tools for Students with Delimited Ability
1 Introduction
2 AR as a Main Component for Virtual Learning
3 Augmented Reality Apps for Students
4 Our Tool for Students with Limited Ability
5 Conclusion
References
Author Index