Preface

Multimedia is the common name for media that combine more than one type of individual medium to create a single unit. In everyday language, the term multimedia usually presents an interactive computing project that uses film, text, and sound, such as, for example, interactive encyclopedia, educational compact discs, or DVDs.

Interactive media are the means of communication in which the outputs depend on the inputs made by the user. It is obvious that the user is an active participant in this kind of communication. Media have the same purpose, but the input parameters made by the user add an interaction to this whole story and lead to interesting options when it comes to the output of a given system. Perhaps the most important characteristic of interactivity is the interaction between user and machine, where each of the "participants" intends to have an active role.

Interactive multimedia allows users to combine, control, and manipulate different types of media, such as text, graphics, audio and video materials, and animations. Interactive multimedia obtains the integration of computer, memory, storage, data, supporting devices, and other information technologies. The most common multimedia applications include interactive education and training programs, various games, and electronic encyclopedias. It should be noted that in recent years, multimedia has been increasingly used in education. The possibility of the unification of multiple components (five pillars of multimedia—audio and video, text, graphics, and animation) helps educators to transfer knowledge to students in a unique way. Students learn better and faster using these methods, and teaching material becomes more interesting and the whole process of learning more amusing.

Chapters are listed in a logical order, but they can be arranged differently, depending on the point of view.

The first chapter is an introductory chapter that presents the basic guidelines when it comes to multimedia and interactivity. Special attention is paid to models of interaction and to interactive design. One part of the introductory chapter is dedicated to the patterns of interactions that are defined by conditions and modes of interaction, while the other part is dedicated to the interactivity design and simplified view of the four major phases that define this discipline.

Other chapters can be classified in two sections: Interactive Multimedia and Education (Chapters 2, 3, 4, 5, and 6) and Interactive Multimedia and Medicine (Chapters 7, 8, 9, 10, and 11).

The second chapter deals with the importance of cloud storage in the area of pedagogy, where the collaborative task expresses the interaction between learners of individual differences who learn within collaborative purposes and skills to fulfill a specific purpose. The authors have shown how cloud storage allows information owners to host their information in the cloud and how data access control is an efficient way to ensure information security in the cloud.

**II**

**Section 3**

Positions and Pathways Forward

and Technological Singularity

*Anthony Diniz and Heliana Soares*

*by Consolato M. Sergi*

Experience

*and Nicholas A. Giudice*

*by Charles Potter*

Interactive Multimedia and Medicine **107**

**Chapter 7 109**

**Chapter 8 127**

**Chapter 9 153**

**Chapter 10 183**

**Chapter 11 193**

The Graphical Access Challenge for People with Visual Impairments:

Training Reading, Writing and Spelling Fluency: Centre-Periphery

Digital Pathology: The Time Is Now to Bridge the Gap between Medicine

Calmness in Virtual Environments Enhance User's Spatial Presence

BloodHero: The Power of Gamification in Social Habit

*by Daniela Domingos, Luis Felipe Lima,Thiago Messias, José Feijó,* 

*by Nadia Diyana Mohd Muhaiyuddin and Dayang Rohaya Awang Rambli*

*by Jenna L. Gorlewicz, Jennifer L. Tennison, Hari P. Palani* 

Dissemination through Interactive Multimedia

The third chapter introduces two concepts that are currently present in the development of play tools for children: *interactive design*, represented by toys that can integrate interactive sensors and actuators to promote new play possibilities, and *design for interaction*, a new tendency focused on how children interact with each other, and how new designs can contribute to these interactions. The authors have obtained a series of studies of children's social interactions when under the influence of different game conditions.

The fourth chapter intends to present the use of gaming on touchscreen multimedia devices for the learning of digitals skills by the elderly. The usage of digital devices like cellphones can be difficult for older adults due to a lack of digital skills required in the use of multimedia devices. The case study was carried out with a group of older adults in four different European countries with multimedia tablets before they attended the training process for learning how to use cellphones.

The fifth chapter provides a critical look at the literature surrounding distance learning education and targets transactional distance theory. It examines in detail three components: structure, interaction (or dialog), and autonomy.

The sixth chapter discusses both the diverse challenges involved in creating an opera and the co-creation environment. The idea of the project was to design a short one-act interactive opera that could be managed within a modest budget. The authors have recycled the 3D virtual designs as the substratum for an online cocreation environment that could be used to elicit public participation in the future development of their operas.

Graphical access is one of the most pressing challenges for individuals who are blind or visually impaired. The seventh chapter discusses some of the factors underlying the graphics access challenge, reviews prior approaches to addressing this longstanding information access barrier, and describes some promising new solutions.

The eight chapter focuses on a reading, writing, and spelling program based on Luria's theories of automaticity, which uses repetitive paired reading and phonological referencing to develop fluency in reading, writing, and spelling. All materials used in program implementation are electronic and are currently delivered using email and cellphone technologies. The first half of the chapter describes the theoretical basis of the program, while the second half focuses on the modular training course and its aims.

The ninth chapter emphasizes the importance of using quantum computing protocols on encrypted data, which is crucial for the permanent implementation of virtual pathology in hospitals and universities. The encryption of digital images may be a requirement for the accreditation of laboratory services—quantum computing results in quantum-mechanical phenomena, such as superposition and entanglement. Digitalization of imaging in radiology is a reality in several healthcare institutions worldwide.

The tenth chapter deals with image-based virtual reality, which is a type of virtual reality but with limited interaction function. Despite this limitation, a realistic virtual environment in image-based virtual reality is expected to enhance users' spatial presence experience, which is supported by a spatial presence theoretical model. The most important part in this theoretical model are primary egocentric reference frames adapting calmness to produce a spatial presence experience.

**V**

The eleventh chapter is dedicated to the development of a mobile application called BloodHero. The lack of blood in hemocenters is an intermittent health problem in Brazil, since there are many difficulties in attracting blood donors. The number of regular donors in Brazil in recent years barely reaches 3% of the population. The proposed application works as a social network, with a game methodology known

I would like to express my sincere gratitude to all the authors and coauthors for their contributions. The successful completion of the book *Interactive Multimedia - Multimedia Production and Digital Storytelling* has been the result of the cooperation of many people. I would especially like to thank the Author Service Manager Ms.

> **Dragan Cvetković** Singidunum University,

Faculty of Informatics and Computing,

Belgrade, Republic of Serbia

as gamification, with the theme of blood donation.

Sandra Maljavac for her support during the publishing process.

The eleventh chapter is dedicated to the development of a mobile application called BloodHero. The lack of blood in hemocenters is an intermittent health problem in Brazil, since there are many difficulties in attracting blood donors. The number of regular donors in Brazil in recent years barely reaches 3% of the population. The proposed application works as a social network, with a game methodology known as gamification, with the theme of blood donation.

I would like to express my sincere gratitude to all the authors and coauthors for their contributions. The successful completion of the book *Interactive Multimedia - Multimedia Production and Digital Storytelling* has been the result of the cooperation of many people. I would especially like to thank the Author Service Manager Ms. Sandra Maljavac for her support during the publishing process.

> **Dragan Cvetković** Singidunum University, Faculty of Informatics and Computing, Belgrade, Republic of Serbia

**IV**

The third chapter introduces two concepts that are currently present in the development of play tools for children: *interactive design*, represented by toys that can integrate interactive sensors and actuators to promote new play possibilities, and *design for interaction*, a new tendency focused on how children interact with each other, and how new designs can contribute to these interactions. The authors have obtained a series of studies of children's social interactions when under the influ-

The fourth chapter intends to present the use of gaming on touchscreen multimedia devices for the learning of digitals skills by the elderly. The usage of digital devices like cellphones can be difficult for older adults due to a lack of digital skills required in the use of multimedia devices. The case study was carried out with a group of older adults in four different European countries with multimedia tablets before

they attended the training process for learning how to use cellphones.

three components: structure, interaction (or dialog), and autonomy.

The fifth chapter provides a critical look at the literature surrounding distance learning education and targets transactional distance theory. It examines in detail

The sixth chapter discusses both the diverse challenges involved in creating an opera and the co-creation environment. The idea of the project was to design a short one-act interactive opera that could be managed within a modest budget. The authors have recycled the 3D virtual designs as the substratum for an online cocreation environment that could be used to elicit public participation in the future

Graphical access is one of the most pressing challenges for individuals who are blind or visually impaired. The seventh chapter discusses some of the factors underlying the graphics access challenge, reviews prior approaches to addressing this longstanding information access barrier, and describes some promising new solutions.

The eight chapter focuses on a reading, writing, and spelling program based on Luria's theories of automaticity, which uses repetitive paired reading and phonological referencing to develop fluency in reading, writing, and spelling. All materials used in program implementation are electronic and are currently delivered using email and cellphone technologies. The first half of the chapter describes the theoretical basis of the program, while the second half focuses on the modular training

The ninth chapter emphasizes the importance of using quantum computing protocols on encrypted data, which is crucial for the permanent implementation of virtual pathology in hospitals and universities. The encryption of digital images may be a requirement for the accreditation of laboratory services—quantum computing results in quantum-mechanical phenomena, such as superposition and entanglement. Digitalization of imaging in radiology is a reality in several health-

The tenth chapter deals with image-based virtual reality, which is a type of virtual reality but with limited interaction function. Despite this limitation, a realistic virtual environment in image-based virtual reality is expected to enhance users' spatial presence experience, which is supported by a spatial presence theoretical model. The most important part in this theoretical model are primary egocentric reference

frames adapting calmness to produce a spatial presence experience.

ence of different game conditions.

development of their operas.

course and its aims.

care institutions worldwide.

**1**

Section 1

Introductory

Section 1 Introductory

**3**

**Chapter 1**

and Interaction

*Dragan Cvetković*

each of them has an active role.

**2. Interaction models**

**1. Introduction**

Introductory Chapter: Multimedia

Interactive media are means of communication in which the output values depend on inputs. This means that the user is actively involved in the communication. The media still has the same purpose, but entries or inputs made by user create the interaction and some interesting options when it comes to the output of the system. Interactive media is referred to conceptual design of interaction, new media, interactivity, interaction between people and computers, graphical user interface, digital culture, interactive design, and virtual reality. One of the most important characteristics of interactivity is the interaction between user and machine, where

Interactive multimedia allows the user to control, combine, and manipulate a variety of media types, such as text, computer graphics, audio and video materials, as well as animation. Interactive multimedia integrates computer, storage, data, phone, TV, and other information technologies. The most common interactive multimedia applications include education and training programs, video games, electronic encyclopedias, and travel guides. The user or participant in an interactive multimedia application changes their role—for the viewer becomes an active participant. It is expected that interactive multimedia systems become the next generation of electronic information systems. It should be mentioned that another name for interactive multimedia is hybrid technology, because it is able to combine the possibilities for storage capacities of computers and a digital database with an

Nowadays, the fastest-changing area is dedicated to the development of teaching materials based on usage of computers, particularly interactive multimedia programs that run on personal computers. These new computer and information technologies offer students and teachers access to materials like never before. Through the storage capacity of the computer, multimedia can "deliver" enormous

The interaction itself involves at least two parties—the user and the system. The previously mentioned participants are complex and completely different in the way of communication and perception of task. The interface must be a link between them in order to have successful interaction. This transcription can fail in a great number of cases for several reasons. The usage of interaction models can help better understand what is happening in the interaction and to identify possible problems. Models allow, together with developing environment, to compare the different

advanced tool for viewing and manipulating these materials.

amounts of data to users in more useful and accessible ways [1, 2].

styles of interaction and to discuss issues of interaction as well [3].

## **Chapter 1**
