TY - JOUR A1 - Reimann, Max A1 - Klingbeil, Mandy A1 - Pasewaldt, Sebastian A1 - Semmo, Amir A1 - Trapp, Matthias A1 - Döllner, Jürgen Roland Friedrich T1 - Locally controllable neural style transfer on mobile devices JF - The Visual Computer N2 - Mobile expressive rendering gained increasing popularity among users seeking casual creativity by image stylization and supports the development of mobile artists as a new user group. In particular, neural style transfer has advanced as a core technology to emulate characteristics of manifold artistic styles. However, when it comes to creative expression, the technology still faces inherent limitations in providing low-level controls for localized image stylization. In this work, we first propose a problem characterization of interactive style transfer representing a trade-off between visual quality, run-time performance, and user control. We then present MaeSTrO, a mobile app for orchestration of neural style transfer techniques using iterative, multi-style generative and adaptive neural networks that can be locally controlled by on-screen painting metaphors. At this, we enhance state-of-the-art neural style transfer techniques by mask-based loss terms that can be interactively parameterized by a generalized user interface to facilitate a creative and localized editing process. We report on a usability study and an online survey that demonstrate the ability of our app to transfer styles at improved semantic plausibility. KW - Non-photorealistic rendering KW - Style transfer KW - Neural networks KW - Mobile devices KW - Interactive control KW - Expressive rendering Y1 - 2019 U6 - https://doi.org/10.1007/s00371-019-01654-1 SN - 0178-2789 SN - 1432-2315 VL - 35 IS - 11 SP - 1531 EP - 1547 PB - Springer CY - New York ER - TY - JOUR A1 - Zender, Raphael A1 - Metzler, Richard A1 - Lucke, Ulrike T1 - FreshUP-A pervasive educational game for freshmen JF - Pervasive and mobile computing N2 - Students beginning their studies at university face manifold problems such as orientation in a new environment and organizing their courses. This article presents the implementation and successful empirical evaluation of the pervasive browser-based educational game "FreshUP", which aims at helping to overcome the initial difficulties of freshmen. In contrast to a conventional scavenger hunt, mobile pervasive games like FreshUP, bridging in-game and real world activities, have the potential to provide help in a motivating manner using new technology which is currently becoming more and more common. (C) 2013 Elsevier B.V. All rights reserved. KW - Pervasive game KW - Campus KW - Freshmen KW - e-learning KW - Mobile devices KW - SOA KW - Evaluation Y1 - 2014 U6 - https://doi.org/10.1016/j.pmcj.2013.09.003 SN - 1574-1192 SN - 1873-1589 VL - 14 SP - 47 EP - 56 PB - Elsevier CY - Amsterdam ER -