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Search Results (1,162)

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34 pages, 6013 KB  
Article
Extending Digital Narrative with AI, Games, Chatbots, and XR: How Experimental Creative Practice Yields Research Insights
by Lina Ruth Harder, David Jhave Johnston, Scott Rettberg, Sérgio Galvão Roxo and Haoyuan Tang
Humanities 2026, 15(1), 17; https://doi.org/10.3390/h15010017 (registering DOI) - 16 Jan 2026
Abstract
The Extended Digital Narrative (XDN) research project explores how experimental creative practice with emerging technologies generates critical insights into algorithmic narrativity—the intersection of human narrative understanding and computational data processing. This article presents five case studies demonstrating that direct engagement with AI and [...] Read more.
The Extended Digital Narrative (XDN) research project explores how experimental creative practice with emerging technologies generates critical insights into algorithmic narrativity—the intersection of human narrative understanding and computational data processing. This article presents five case studies demonstrating that direct engagement with AI and Extended Reality platforms is essential for humanities research on new genres of digital storytelling. Lina Harder’s Hedy Lamar Chatbot examines how generative AI chatbots construct historical personas, revealing biases in training data and platform constraints. Scott Rettberg’s Republicans in Love investigates text-to-image generation as a writing environment for political satire, documenting rapid changes in AI aesthetics and content moderation. David Jhave Johnston’s Messages to Humanity demonstrates how Runway’s Act-One enables solo filmmaking, collapsing traditional production hierarchies. Haoyuan Tang’s video game project reframes LLM integration by prioritizing player actions over dialogue, challenging assumptions about AI’s role in interactive narratives. Sérgio Galvão Roxo’s Her Name Was Gisberta employs Virtual Reality for social education against transphobia, utilizing perspective-taking techniques for empathy development. These projects demonstrate that practice-based research is not merely artistic production but a vital methodology for understanding how AI and XR platforms shape—and are shaped by—human narrative capacities. Full article
(This article belongs to the Special Issue Electronic Literature and Game Narratives)
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29 pages, 78456 KB  
Article
End-to-End Teleoperated Driving Video Transmission Under 6G with AI and Blockchain
by Ignacio Benito Frontelo, Pablo Pérez, Nuria Oyaga and Marta Orduna
Sensors 2026, 26(2), 571; https://doi.org/10.3390/s26020571 - 14 Jan 2026
Viewed by 142
Abstract
Intelligent vehicle networks powered by machine learning, AI and blockchain are transforming various sectors beyond transportation. In this context, being able to remote drive a vehicle is key for enhancing autonomous driving systems. After deploying end-to-end teleoperated driving systems under 5G networks, the [...] Read more.
Intelligent vehicle networks powered by machine learning, AI and blockchain are transforming various sectors beyond transportation. In this context, being able to remote drive a vehicle is key for enhancing autonomous driving systems. After deploying end-to-end teleoperated driving systems under 5G networks, the need to address complex challenges in other critical areas arises. These challenges belong to different technologies that need to be integrated in this particular system: video transmission and visualization technologies, artificial intelligence techniques, and network optimization features, incorporating haptic devices and critical data security. This article explores how these technologies can enhance the teleoperated driving activity experiences already executed in real-life environments by analyzing the quality of the video which is transmitted over the network, exploring its correlation with the current state-of-the-art AI object detection algorithms, analyzing the extended reality and digital twin paradigms, obtaining the maximum possible performance of forthcoming 6G networks and proposing decentralized security schema for ensuring the privacy and safety of the end-users of teleoperated driving infrastructures. An integrated set of conclusions and recommendations will be given to outline the future teleoperated driving systems design in the forthcoming years. Full article
(This article belongs to the Special Issue Advances in Intelligent Vehicular Networks and Communications)
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11 pages, 348 KB  
Article
New Method to Motivate Participation in Daily Life/Everyday Life Activities Using Sensor-Based Smart Application Translating Intention into Action (TIA)
by Morten Freiesleben, Anina Ritterband-Rosenbaum and Mikkel Damgaard Justiniano
Sensors 2026, 26(2), 539; https://doi.org/10.3390/s26020539 - 13 Jan 2026
Cited by 1 | Viewed by 100
Abstract
Background: We explored a new approach for increasing participation in daily life for individuals with severe movement impairments. The core of the approach is an application designed to Translate Intentions into Action (TIA) as a motivational tool for both leisure and clinical training [...] Read more.
Background: We explored a new approach for increasing participation in daily life for individuals with severe movement impairments. The core of the approach is an application designed to Translate Intentions into Action (TIA) as a motivational tool for both leisure and clinical training sessions. Methods: The TIA application was developed to enable users to activate motivational feedback, like sounds, music, or videos, through movement measured with an IMU (Inertial Measurement Unit). IMUs were calibrated to user-specific thresholds based on individual movement potential. TIA was tested in two different age groups to assess applicability throughout lifespan and across different motor capacities. Results: The results indicated that TIA can be used for improved participation when positive feedback is provided during the intervention sessions. Observations demonstrated that regardless of age and motor capabilities, increased participation was achieved. TIA demonstrated the far-reaching potential to enhance the engagement and motivation of individuals with different levels of severe disabilities. Conclusions: By providing personalized, positive feedback through movement-activated outputs, TIA can be used by a wide range of people, with or without motor disabilities, to control digital outputs, such as video and audio. These findings suggest that TIA can be a valuable tool in both clinical and leisure settings to promote meaningful participation in activities. Full article
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16 pages, 232 KB  
Article
The Art of the Environment in Interactive Walking Simulation Narratives: How GenAI Might Change the “Game”
by Andrew Klobucar
Humanities 2026, 15(1), 13; https://doi.org/10.3390/h15010013 - 13 Jan 2026
Viewed by 117
Abstract
This article critically examines the growing interest in what most contemporary scholars consider still a new and underdeveloped mode of environmental storytelling in video games. Different models of games that provide strong narrative techniques within highly detailed, environmentally sophisticated land/soundscapes have been released [...] Read more.
This article critically examines the growing interest in what most contemporary scholars consider still a new and underdeveloped mode of environmental storytelling in video games. Different models of games that provide strong narrative techniques within highly detailed, environmentally sophisticated land/soundscapes have been released over the last decade by well-known studios like Fullbright Productions, Giant Sparrow and Campo Santo. This new perspective will draw several critical questions formed from prior research in several foundational articles, the area of game studies and several journals directed at the question of how game spaces function as narrative devices. For example, an early 2016 article by John Barber for the Cogent Arts and Humanities, “Digital storytelling: New opportunities for humanities scholarship and pedagogy” was one of the first essays to explore how Fullbright’s well-known game Gone Home utilizes spatial design, object placement, and ambient details to convey stories without explicit narration. Gone Home, according to Barber and many others, continues to emphasize environmental storytelling as a form of semiotic communication—one where the “text” is the game world itself, inviting players to read and interpret more complex layers of literary meaning. Contemporary scholars have built on these more foundational studies to consider how AI and procedural generation further complicate narrative agency and structure in digital spaces, enabling the current study to consider what could be considered a distinctly post-AI theoretical perspective based upon these primary determinants: (a) how game environments may dynamically adapt narratives in response to player interaction and algorithmic input, and (b) the evolving notion of narrative agency in digital spaces where human and machine contributions intertwine in AI systems. The two chief aims of this proposal are thus to reconsider traditional environmental storytelling within new innovative, post-GenAI narrative frameworks and, looking at contemporary insights from leading examples in the field, deepen current academic understandings of narrative spaces in games from new narratological perspectives. Studies in this area seem uniquely valuable, given the rapid development of GenAI tools in creative content production and what appears to be a new epoch in narrative engagement in all interactive media. Full article
(This article belongs to the Special Issue Electronic Literature and Game Narratives)
21 pages, 75033 KB  
Article
From Stones to Screen: Open-Source 3D Modeling and AI Video Generation for Reconstructing the Coëby Necropolis
by Jean-Baptiste Barreau and Philippe Gouézin
Heritage 2026, 9(1), 24; https://doi.org/10.3390/heritage9010024 - 10 Jan 2026
Viewed by 255
Abstract
This study presents a comprehensive digital workflow for the archaeological investigation and heritage enhancement of the Coëby megalithic necropolis (Brittany, France). Dating to the Middle Neolithic, between the 4th and 3rd millennia BC, this chronology is established through stratigraphy, material culture, and radiocarbon [...] Read more.
This study presents a comprehensive digital workflow for the archaeological investigation and heritage enhancement of the Coëby megalithic necropolis (Brittany, France). Dating to the Middle Neolithic, between the 4th and 3rd millennia BC, this chronology is established through stratigraphy, material culture, and radiocarbon dating. Focusing on cairns TRED 8 and TRED 9, which are two excavation units, we combined field archaeology, photogrammetry, and topographic data with open-source 3D geometric modeling to reconstruct the monuments’ original volumes and test construction hypotheses. The methodology leveraged the free software Blender (version 3.0.1) and its Bagapie extension for the procedural simulation of lithic block distribution within the tumular masses, ensuring both metric accuracy and realistic texturing. Beyond static reconstruction, the research explores innovative dynamic and narrative visualization techniques. We employed the FILM model for smooth video interpolation of the construction sequences and utilized the Wan 2.1 AI model to generate immersive video scenes of Neolithic life based on archaeologically informed prompts. The entire process, from data acquisition to final visualization, was conducted using free and open-source tools, guaranteeing full methodological reproducibility and alignment with open science principles. Our results include detailed 3D reconstructions that elucidate the complex architectural sequences of the cairns, as well as dynamic visualizations that enhance the understanding of their construction logic. This study demonstrates the analytical potential of open-source 3D modelling and AI-based visualisation for megalithic archaeology. Full article
(This article belongs to the Topic 3D Documentation of Natural and Cultural Heritage)
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18 pages, 3196 KB  
Article
GreenKSA: A Theory-Based Gamified Application to Foster Pro-Environmental Behavior in Saudi Arabia
by Aeshah Alturkistani and Mayda Alrige
Sustainability 2026, 18(2), 692; https://doi.org/10.3390/su18020692 - 9 Jan 2026
Viewed by 208
Abstract
Individual actions play a pivotal role in climate change, one of the most urgent global challenges, as daily behaviors generate substantial greenhouse gas emissions. Saudi Arabia, in particular, demonstrates its strong commitment to environmental sustainability through the Saudi Green Initiative and Middle East [...] Read more.
Individual actions play a pivotal role in climate change, one of the most urgent global challenges, as daily behaviors generate substantial greenhouse gas emissions. Saudi Arabia, in particular, demonstrates its strong commitment to environmental sustainability through the Saudi Green Initiative and Middle East Green Initiative, aiming for net-zero emissions by 2060 and advancing reforestation, land conservation, and renewable energy under Vision 2030. However, many Saudi individuals remain unaware of the environmental consequences of their choices, including transportation, energy consumption, and lifestyle habits. To address this gap, this study developed GreenKSA, the first Arabic-supported gamified mobile application designed to promote pro-environmental behavior within the Saudi culture. The app integrates gamification elements grounded in Self-Determination Theory (SDT) and Trans-Theoretical Model (TTM) in an attempt to bridge the gap between theory and practice. GreenKSA delivers multimedia content—short videos and infographics—demonstrating sustainable routines in households, workplaces, and mobility. The design and user experience of GreenKSA were evaluated in a pilot study of 10 participants. The results indicated high usability (SUS = 91.25) and a positive overall user experience. By combining theory-driven design with culturally relevant gamification elements, this study contributes to digital sustainability interventions and aligns with the global Sustainable Development Goals SDG 12: Responsible Consumption and Production, and SDG 13: Climate Action. Full article
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15 pages, 1566 KB  
Article
Digital Leisure as a Resource for Environmental Education and Environmental Conservation
by Macarena Esteban Ibañez, Luis Vicente Amador Muñoz and Francisco Mateos Claros
Sustainability 2026, 18(2), 564; https://doi.org/10.3390/su18020564 - 6 Jan 2026
Viewed by 179
Abstract
This study examines patterns of Information and Communication Technology (ICT) use during leisure time among non-university students in the Autonomous Community of Andalusia (Spain) and explores their potential to inform environmental education initiatives. Two research questions guided the study: (1) Which devices and [...] Read more.
This study examines patterns of Information and Communication Technology (ICT) use during leisure time among non-university students in the Autonomous Community of Andalusia (Spain) and explores their potential to inform environmental education initiatives. Two research questions guided the study: (1) Which devices and usage times characterize students’ digital leisure according to gender and educational level? (2) How can these patterns inform the design of contextualized environmental education actions? A cross-sectional quantitative study was conducted using a survey administered to 1251 students enrolled in Primary Education, Compulsory Secondary Education, Upper Secondary Education (Baccalaureate), and Vocational Training in the cities of Seville, Malaga, Cádiz, and Granada. The questionnaire, consisting of 49 items, assessed the use of television, tablets, mobile phones, computers, and video games during leisure time. Data were analysed using descriptive statistics, inferential analysis (ANOVA), and multivariate analysis (MANOVA). The results highlight the central role of the mobile phone as the dominant device across all educational stages, as well as significant age-related differences in the use of television, tablets, and video games. Gender differences were found only in the time devoted to video gaming. The main contribution of this study lies in providing updated empirical evidence on youth digital leisure within a specific geographical context, identifying opportunities to integrate digital resources into environmental education initiatives that are sensitive to educational stage and gender and aligned with sustainability goals. The use of ICTs is proposed to create interactive educational experiences that prepare students to address ecosocial challenges, promote sustainable development, and foster a stronger connection with the natural environment. Full article
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20 pages, 5947 KB  
Article
A Knowledge Graph-Guided and Multimodal Data Fusion-Driven Rapid Modeling Method for Digital Twin Scenes: A Case Study of Bridge Tower Construction
by Yongtao Zhang, Yongwei Wang, Zhihao Guo, Jun Zhu, Fanxu Huang, Hao Zhu, Yuan Chen and Yajian Kang
ISPRS Int. J. Geo-Inf. 2026, 15(1), 27; https://doi.org/10.3390/ijgi15010027 - 6 Jan 2026
Viewed by 278
Abstract
Establishing digital twin scenes facilitates the understanding of geospatial phenomena, representing a significant research focus for GIS scientists and engineers. However, current research on digital twin scenes modeling relies on manual intervention or the overlay of static models, resulting in low modeling efficiency [...] Read more.
Establishing digital twin scenes facilitates the understanding of geospatial phenomena, representing a significant research focus for GIS scientists and engineers. However, current research on digital twin scenes modeling relies on manual intervention or the overlay of static models, resulting in low modeling efficiency and poor standardization. To address these challenges, this paper proposes a knowledge graph-guided and multimodal data fusion-driven rapid modeling method for digital twin scenes, using bridge tower construction as an illustrative example. We first constructed a knowledge graph linking the three domains of “event-object-data” in bridge tower construction. Guided by this graph, we designed a knowledge graph-guided multimodal data association and fusion algorithm. Then a rapid modeling method for bridge tower construction scenes based on dynamic data was established. Finally, a prototype system was developed, and a case study area was selected for analysis. Experimental results show that the knowledge graph we built clearly captures all elements and their relationships in bridge tower construction scenes. Our method enables precise fusion of 5 types of multimodal data: BIM, DEM, images, videos, and point clouds. It improves spatial registration accuracy by 21.83%, increases temporal fusion efficiency by 65.6%, and reduces feature fusion error rates by 70.9%. Local updates of the 3D geographic scene take less than 30 ms, supporting millisecond-level digital twin modeling. This provides a practical reference for building geographic digital twin scenes. Full article
(This article belongs to the Special Issue Knowledge-Guided Map Representation and Understanding)
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16 pages, 235 KB  
Entry
Popular Culture in a Digital Society: Nine Paradoxes
by Sue Spaid
Encyclopedia 2026, 6(1), 12; https://doi.org/10.3390/encyclopedia6010012 - 6 Jan 2026
Viewed by 351
Definition
This entry, which identifies nine paradoxes particular to popular culture in a digital society, begins by distinguishing art and culture, since scholars have historically relied on these terms to differentiate popular culture, mass culture, and mass art. Digital societies, which exist both online [...] Read more.
This entry, which identifies nine paradoxes particular to popular culture in a digital society, begins by distinguishing art and culture, since scholars have historically relied on these terms to differentiate popular culture, mass culture, and mass art. Digital societies, which exist both online and offline, are awash in digital products such as LED signs, digital imagery, video games, film, podcasts, and social media. In a digital society, popular culture is effectively “mass art,” which exhibits five properties: (1) digital media’s low-cost products and low-skill tools are (2) created and distributed to appeal to as broad a cultural sector as possible (qualitative) and thus aim to (3) attract consumers (quantitative) who capably enjoy and deploy cultural content both (4) offline and online, yet “popularity” ultimately depends on (5) efforts to maximize unity and minimize fragmentation. Except for localized events, popular culture has largely disappeared, while mass art will likely flourish until human beings clamor once again for firsthand experiences or go extinct. The next frontier will be finding ways to prevent artificial intelligence from producing cultural products, not because they will be terrible, undesirable, or fake, but because the culture-making process itself engenders human wellbeing. Full article
(This article belongs to the Section Social Sciences)
32 pages, 1954 KB  
Article
An Integrative Review of Empathy, Attitude Change, and Historical Consciousness in Games: Mapping Gaps and Opportunities in Game-Based Digital Heritage Research
by Stefania Stamou, Konstantinos C. Apostolakis and Constantine Stephanidis
Heritage 2026, 9(1), 13; https://doi.org/10.3390/heritage9010013 - 5 Jan 2026
Viewed by 297
Abstract
Researchers over the past 20 years have steered their attention towards examining whether video games have the potential to positively affect behavioral/emotional traits in players, recognizing their potential to offer not only enjoyable, but also meaningful experiences. Insight from studies has informed video [...] Read more.
Researchers over the past 20 years have steered their attention towards examining whether video games have the potential to positively affect behavioral/emotional traits in players, recognizing their potential to offer not only enjoyable, but also meaningful experiences. Insight from studies has informed video game design, to achieve diverse outcomes, e.g., building empathy, shaping attitudes, raising awareness, or impacting how players (re)appreciate history. Utilizing the integrative review instrument, we examine the literature on video games as empathy/attitude change stimulants, alongside the methodological approaches, tools, evaluation studies, and outcomes comprising the current state of evidence. Through this process, we formulate future research directions, which (a) overview the interdisciplinary priorities of researchers in the aforementioned topics, (b) highlight their key insights/perspectives, (c) outline their methodological approaches, and (d) summarize the discussions, challenges, and outlook on future work toward realizing video games as digital spaces of conscience that foster empathy, critical reflection, and collective remembrance. Full article
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25 pages, 46400 KB  
Article
ALIGN: An AI-Driven IoT Framework for Real-Time Sitting Posture Detection
by Kunal Kumar Sahoo, Tanish Patel, Debabrata Swain, Vassilis C. Gerogiannis, Andreas Kanavos, Davinder Paul Singh, Manish Kumar and Biswaranjan Acharya
Algorithms 2026, 19(1), 48; https://doi.org/10.3390/a19010048 - 5 Jan 2026
Viewed by 449
Abstract
Posture, defined as the body’s alignment relative to gravity, plays a vital role in musculoskeletal health by influencing muscle efficiency, joint integrity, and overall balance. The global shift to remote and sedentary work environments during the COVID-19 pandemic has amplified concerns regarding posture-related [...] Read more.
Posture, defined as the body’s alignment relative to gravity, plays a vital role in musculoskeletal health by influencing muscle efficiency, joint integrity, and overall balance. The global shift to remote and sedentary work environments during the COVID-19 pandemic has amplified concerns regarding posture-related disorders and long-term ergonomic risks. This study introduces ALIGN, an IoT-enabled intelligent system for real-time sitting posture detection that integrates both machine learning and deep learning methodologies. Implemented on a single-board computer, the system processes live video streams to classify user posture as correct or incorrect and provides alert-based notifications when sustained improper posture is detected, thereby supporting real-time posture awareness without issuing corrective instructions. Among conventional classifiers, K-Nearest Neighbors (KNN), Support Vector Classifiers (SVC), and Multi-Layer Perceptrons (MLP) achieved accuracies of 98.74%, 96.64%, and 97.17%, respectively, while in the deep learning category, ResNet52 reached a test accuracy of 94.37%, outperforming DenseNet121 (81.53%). By enabling intelligent real-time detection and monitoring, ALIGN offers a scalable and cost-effective solution for ergonomic risk awareness and preventive digital health support. Full article
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17 pages, 4220 KB  
Brief Report
New Digital Workflow for the Use of a Modified Stimulating Palatal Plate in Infants with Down Syndrome
by Maria Joana Castro, Cátia Severino, Jovana Pejovic, Marina Vigário, Miguel Palha, David Casimiro de Andrade and Sónia Frota
Dent. J. 2026, 14(1), 26; https://doi.org/10.3390/dj14010026 - 4 Jan 2026
Viewed by 286
Abstract
Background/Objectives: Down Syndrome (DS) is frequently associated with oral-motor dysmorphologies, like oral hypotonia, tongue protrusion, short palate, and malocclusion, compromising the oral functions of sucking, chewing, swallowing, and speech production. Therapeutic interventions with stimulating palatal plates (SPP) have been proposed to prevent [...] Read more.
Background/Objectives: Down Syndrome (DS) is frequently associated with oral-motor dysmorphologies, like oral hypotonia, tongue protrusion, short palate, and malocclusion, compromising the oral functions of sucking, chewing, swallowing, and speech production. Therapeutic interventions with stimulating palatal plates (SPP) have been proposed to prevent and improve oral-motor dysmorphologies in DS. This study proposes a new digital workflow for the manufacturing and use of a modified SPP. Methods: We report the application of the new workflow to five clinical cases, all infants with DS showing oral-motor disorders, aged between 5 and 11 months. The workflow is described step-by-step, from the mouth scanning protocol and model printing to SPP manufacturing and delivering, and assessment of oral-morphological features and language abilities via video captures and parental questionnaires. Key novel features include an SPP with an acrylic extension with a pacifier terminal and, importantly, the use of an infant-friendly intraoral scanner. Results: The new workflow had good acceptability by infants and parents, offering a safe, easy-to-implement, and feasible solution for SPP design, as it avoided the high risks associated with impression materials. It also supported the use of the SPP to promote tongue stimulation, retraction, and overall oral-muscle function in oral-motor disorders in children with DS, especially in infants. Conclusions: Within the limitations of the current study, it was shown that the proposed digital workflow constitutes a viable and infant-friendly approach to the production and use of a modified SPP, and thus promises to contribute to improving oral morphology and auditory-motor language abilities. Full article
(This article belongs to the Section Digital Technologies)
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19 pages, 25889 KB  
Article
Current-Aware Temporal Fusion with Input-Adaptive Heterogeneous Mixture-of-Experts for Video Deblurring
by Yanwen Zhang, Zejing Zhao and Akio Namiki
Sensors 2026, 26(1), 321; https://doi.org/10.3390/s26010321 - 4 Jan 2026
Viewed by 241
Abstract
In image sensing, measurements such as an object’s position or contour are typically obtained by analyzing digitized images. This method is widely used due to its simplicity. However, relative motion or inaccurate focus can cause motion and defocus blur, reducing measurement accuracy. Thus, [...] Read more.
In image sensing, measurements such as an object’s position or contour are typically obtained by analyzing digitized images. This method is widely used due to its simplicity. However, relative motion or inaccurate focus can cause motion and defocus blur, reducing measurement accuracy. Thus, video deblurring is essential. However, existing deep learning-based video deblurring methods struggle to balance high-quality deblurring, fast inference, and wide applicability. First, we propose a Current-Aware Temporal Fusion (CATF) framework, which focuses on the current frame in terms of both network architecture and modules. This reduces interference from unrelated features of neighboring frames and fully exploits current frame information, improving deblurring quality. Second, we introduce a Mixture-of-Experts module based on NAFBlocks (MoNAF), which adaptively selects expert structures according to the input features, reducing inference time. Third, we design a training strategy to support both sequential and temporally parallel inference. In sequential deblurring, we conduct experiments on the DVD, GoPro, and BSD datasets. Qualitative results show that our method effectively preserves image structures and fine details. Quantitative results further demonstrate that our method achieves clear advantages in terms of PSNR and SSIM. In particular, under the exposure setting of 3 ms–24 ms on the BSD dataset, our method achieves 33.09 dB PSNR and 0.9453 SSIM, indicating its effectiveness even in severely blurred scenarios. Meanwhile, our method achieves a good balance between deblurring quality and runtime efficiency. Moreover, the framework exhibits minimal error accumulation and performs effectively in temporal parallel computation. These results demonstrate that effective video deblurring serves as an important supporting technology for accurate image sensing. Full article
(This article belongs to the Special Issue Smart Remote Sensing Images Processing for Sensor-Based Applications)
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22 pages, 606 KB  
Article
Smart Hospitality in the 6G Era: The Role of AI and Terahertz Communication in Next-Generation Hotel Infrastructure
by Vuk Mirčetić, Aleksandra Vujko, Martina Arsić, Darjan Karabašević and Svetlana Vukotić
World 2026, 7(1), 4; https://doi.org/10.3390/world7010004 - 3 Jan 2026
Viewed by 350
Abstract
This study investigates how next-generation digital infrastructures—terahertz (THz) communication and AI-driven network orchestration—shape perceived service quality, luxury perception, and loyalty within the context of luxury hospitality. An empirical survey was conducted among 693 guests at Torre Melina Gran Meliá (Barcelona) between June 2024 [...] Read more.
This study investigates how next-generation digital infrastructures—terahertz (THz) communication and AI-driven network orchestration—shape perceived service quality, luxury perception, and loyalty within the context of luxury hospitality. An empirical survey was conducted among 693 guests at Torre Melina Gran Meliá (Barcelona) between June 2024 and June 2025. Using a refined 38-item Likert-scale instrument, a three-factor structure was validated: (F1) Network Performance (speed, stability, coverage, seamless roaming, and multi-device reliability), (F2) Luxury Perception (modernity, innovation, and brand image), and (F3) Service Loyalty (satisfaction, return intentions, recommendations, and willingness to pay a premium). The results reveal that superior network performance functions both practically and symbolically. Functionally, it enables uninterrupted video calls, smooth streaming, low-latency gaming, and reliable multi-device usage—now considered essential utilities for contemporary travelers. Symbolically, high-performing and intelligently managed connectivity conveys technological leadership and exclusivity, thereby enhancing the hotel’s luxury image. Collectively, these effects create a “virtuous cycle” in which technical excellence reinforces perceptions of luxury, which in turn amplifies satisfaction and loyalty behaviors. From a managerial perspective, advanced connectivity should be viewed as a strategic investment and brand differentiator rather than a cost center. THz-ready, AI-orchestrated networks support personalization, dynamic bandwidth allocation (i.e., real-time adjustment of network capacity in response to fluctuating user demand), and monetizable premium service tiers, directly strengthening guest retention and brand equity. Ultimately, next-generation connectivity emerges not as an ancillary amenity but as a defining pillar of luxury hospitality in the emerging 6G era. Full article
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14 pages, 3365 KB  
Article
Video Extensometer Characterization of Mechanical Properties in Modified Fibreboard Layers
by Marcin Wołpiuk, Bartosz Pałubicki, Marek Wieruszewski and Marek Kociszewski
Forests 2026, 17(1), 45; https://doi.org/10.3390/f17010045 - 28 Dec 2025
Viewed by 189
Abstract
The resistance of screws to being pulled out of wood-based panels depends largely on the mechanical properties of the substrate. The properties of medium-density fibreboard (MDF) are locally reinforced in the area where the fastener is embedded. The aim of the study is [...] Read more.
The resistance of screws to being pulled out of wood-based panels depends largely on the mechanical properties of the substrate. The properties of medium-density fibreboard (MDF) are locally reinforced in the area where the fastener is embedded. The aim of the study is to determine the effect of using polyurethane (PUR) adhesives as a reinforcing agent. The aim of the study is to determine the elastic properties of individual layers of MDF boards modified with a polyurethane agent (PUR 555.6) applied to the outer and inner layers of the material. Deformations during axial compression of multilayer samples were measured using a digital optical video extensometer with digital image correlation (DIC). The reinforced board showed a significant increase in stiffness in all main orthotropic directions. The stiffness of the inner layers increased by approximately 100%–160%, while that of the outer layers increased by 30%–60%. The shear modulus increased by 60%–70% in the inner layers and by up to 45% in the outer layers. The results confirm the effectiveness of the optical video extensometer method as a fast and reliable technique for determining the mechanical properties of modified layered wood composites. Full article
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