The common denomination used by designers and developers of human-computer interfaces to refer to a user interface that is effectively invisible, and remains invisible as the user continuously learns increasingly complex interactions.
Published in Chapter:
PRHOLO: 360º Interactive Public Relations
João Rodrigues (University of Algarve, Portugal), Ricardo Alves (University of Algarve, Portugal), Luís Sousa (University of Algarve, Portugal), Aldric Negrier (University of Algarve, Portugal),
Jânio Monteiro (University of Algarve, Portugal),
Pedro Cardoso (University of Algarve, Portugal), Paulo Felisberto (University of Algarve, Portugal),
Mauro Figueiredo (University of Algarve, Portugal), Bruno Mendes da Silva (University of Algarve, Portugal), Roberto Lam (University of Algarve, Portugal), Jaime Carvalho Martins (University of Algarve, Portugal), Miguel Gomes (SPIC - Creative Solutions, Portugal), and Paulo Bica (SPIC - Creative Solutions, Portugal)
Copyright: © 2016
|Pages: 26
DOI: 10.4018/978-1-5225-0435-1.ch007
Abstract
In the globalized world, possessing good products may not be enough to reach potential clients unless creative marketing strategies are well delineated. In this context, public relations are also important when it comes to capture the client's attention, making the first contact between the clients and the company's products, while being persuasive enough to make them confident that the company has the right products to fit their needs. Three virtual public relations installations were purposed in this chapter, combining technology with a human like public relations ability, capable of interacting with potential clients located in front of the installation, at angles of up to 57º (degrees), 180º and 360º, respectively. From one to several Microsoft Kinects were used to develop the three interaction models, which allows tracking and recognition of users' gestures and positions (heat map), sound sources, voice commands and face and body extraction of the user interacting with the installation.