The development of computer and pervasive computing technology has made a breakthrough in nonmaterial cultural heritage protection. Digital reconstruction of heritage and new HCI (humancomputer interaction) medium makes it possible to let the audiences get more close-up experience.In this paper, hand gesture interaction was introduced to simulate the playing methods of chimebell. In "Hand Gesture Modeling" phase, the apparent hand model was built due to its little cost; In "Hand Gesture Segment" phase, the skin color based segmentation method was adopted due to its simple and real-time behalf; In "Hand Gesture Recognition" phase, the Freeman Chain Code was used to encode the outline of hand to recognize the characteristics of hand gesture. And what's more, the emotion of the gesture was considered in order to enhance the recognition accuracy and the interesting ofthe interaction system.Last, the implementation of Digital Chime-bellInteraction System verified the researches' efficiency.The system's recognition accuracy with no more than three times repeat was 91.3%. That shows it is suitable in "digital museum" and other applications.
The use of artificial intelligence technology is one of the important focused research areas in the field of education because students need to become aware of the use of automated teaching systems within educational settings. This exploration aims to use the new teaching concept and realize a high-quality teaching effect in quality education. First, the ability-oriented Science, Technology, Engineering, Arts, and Mathematics (STEAM) education is expounded from the four aspects of ability objectives, students, projects, and teaching system construction, and the ability-oriented STEAM graded teaching system is proposed. Second, using the primary school stage as an example, combined with the thinking advanced path of cognitive psychology and the Primary School Science Curriculum Standard of Compulsory Education, a four-dimensional STEAM graded teaching system of “ability, knowledge, project, and evaluation” guided by innovative ability and involved with other abilities is constructed. Third, the shaping path and specific implementation strategies of the system are analysed. Finally, the backpropagation neural network (BPNN) model is used to evaluate the effect of STEAM graded teaching. The results show that the accuracy of students’ answers in the proposed STEAM graded teaching method is significantly higher than that in the traditional teaching method, and the evaluation error of the BPNN model is less than 1%, proving that the BPNN model has good calculation accuracy and can be used to evaluate the effect of STEAM graded teaching. This exploration provides a reference for the practice of STEAM education in China.
The Chinese traditional totem, which is our national cultural treasure, including special artistic style and national language expresses the people's great will; it communicates with our soul through the artist's hands, and all these compose the specialty of Chinese traditional culture. In this thesis we research on construction of digital protection system and referring to the successful expressive skills of multimedia, meanwhile, propose some new expressive measures and idea in order to discuss how we protect Chinese traditional totem which is so-called "tangible image" in digital level, so make the treasure exist forever .
The paper using the principles of ergonomics and analyzing network symbol system with basic theory of symbol reveals the "virtual world" network's symbols characteristics and the new characteristics ofpeople's information needs and acceptance, and describes the development trend of symbols in Network Interactive System, and then discovers new changes and new requirements of the interactive design in network "virtual world".
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