首页 > 最新文献

2021 International Conference on Graphics and Interaction (ICGI)最新文献

英文 中文
[Copyright notice] (版权)
Pub Date : 2021-11-04 DOI: 10.1109/icgi54032.2021.9655292
{"title":"[Copyright notice]","authors":"","doi":"10.1109/icgi54032.2021.9655292","DOIUrl":"https://doi.org/10.1109/icgi54032.2021.9655292","url":null,"abstract":"","PeriodicalId":117837,"journal":{"name":"2021 International Conference on Graphics and Interaction (ICGI)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116832655","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Evaluating Transitions for Streaming Big Data 评估流大数据的转换
Pub Date : 2021-11-04 DOI: 10.1109/icgi54032.2021.9655291
Filipa Castanheira, João Moreira, Daniel Mendes, Daniel Gonçalves
Visualizations for Streaming Big Data convey high volumes of information in real-time, making it challenging for people to grasp significant data changes. One solution could be having visualizations that change themselves according to the incoming data. However, these changes would need to be effectively conveyed. In this work, we propose a set of transitions between different pairs of visual idioms, aiming to aid users in keeping track of the information in real-time and notice relevant changes. We target transitions between Line charts, Heat maps, and Stream graphs. We conceived seven transitions that modify different properties of the visual elements for each pair of visual idioms, following a novel taxonomy for their conceptualization. To assess the performance of the transitions, we conducted an online user study with 100 participants. Results suggest that animations are indeed better to change between different visualization idioms than abrupt transitions. We also suggest transition techniques for each visualization pair, between those proposed, according to participants' preferences. Lastly, we identify which concepts of our taxonomy were more present in our suggested transitions.
流式大数据的可视化实时传递了大量信息,使人们难以掌握重大数据变化。一种解决方案可能是让可视化根据传入的数据改变自己。但是,需要有效地传达这些变化。在这项工作中,我们提出了一套不同视觉习语对之间的过渡,旨在帮助用户实时跟踪信息并注意到相关变化。我们的目标是折线图、热图和流图之间的转换。我们设想了七个转换,它们修改了每对视觉习语的视觉元素的不同属性,并遵循了一种新的概念化分类。为了评估转换的表现,我们对100名参与者进行了在线用户研究。结果表明,在不同的可视化习惯用法之间,动画确实比突然转换更好。根据参与者的喜好,我们还建议在每个可视化对之间的转换技术。最后,我们确定分类法的哪些概念更多地出现在我们建议的转换中。
{"title":"Evaluating Transitions for Streaming Big Data","authors":"Filipa Castanheira, João Moreira, Daniel Mendes, Daniel Gonçalves","doi":"10.1109/icgi54032.2021.9655291","DOIUrl":"https://doi.org/10.1109/icgi54032.2021.9655291","url":null,"abstract":"Visualizations for Streaming Big Data convey high volumes of information in real-time, making it challenging for people to grasp significant data changes. One solution could be having visualizations that change themselves according to the incoming data. However, these changes would need to be effectively conveyed. In this work, we propose a set of transitions between different pairs of visual idioms, aiming to aid users in keeping track of the information in real-time and notice relevant changes. We target transitions between Line charts, Heat maps, and Stream graphs. We conceived seven transitions that modify different properties of the visual elements for each pair of visual idioms, following a novel taxonomy for their conceptualization. To assess the performance of the transitions, we conducted an online user study with 100 participants. Results suggest that animations are indeed better to change between different visualization idioms than abrupt transitions. We also suggest transition techniques for each visualization pair, between those proposed, according to participants' preferences. Lastly, we identify which concepts of our taxonomy were more present in our suggested transitions.","PeriodicalId":117837,"journal":{"name":"2021 International Conference on Graphics and Interaction (ICGI)","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128446503","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
QuizHuntAR: A location-based Augmented Reality game for education QuizHuntAR:一款基于位置的教育增强现实游戏
Pub Date : 2021-11-04 DOI: 10.1109/icgi54032.2021.9655273
José Eduardo da Silva Santos, Luís Magalhães
Augmented Reality (AR) is a technology whose interest and number of applications has grown constantly in several areas, having great popularity in entertainment, whose advantages benefit areas such as education, namely in the gamification component. Although several attempts have been made in applying Game-based Learning (GBL) in the classroom context to keep students motivated, there are some essential advantages that can be obtained from AR and a location-based component, such as social relationships, cooperation, and physical activity. This paper proposes a system composed of a location-based AR game for mobile devices named “QuizHuntAR”, heavily inspired by the game Pokémon GO, with education as its theme. In this game, players must physically move to hotspots indicated on the map and perform tasks (solving exercises) in a treasure hunting logic.
增强现实(AR)是一项技术,其兴趣和应用数量在几个领域不断增长,在娱乐领域非常受欢迎,其优势有利于教育等领域,即游戏化组件。虽然在课堂环境中应用基于游戏的学习(GBL)以保持学生的积极性方面已经进行了多次尝试,但AR和基于位置的组件可以获得一些基本优势,例如社会关系,合作和身体活动。本文提出了一个基于位置的移动设备AR游戏“QuizHuntAR”的系统,其灵感很大程度上来自于游戏《pokemon GO》,并以教育为主题。在这款游戏中,玩家必须移动到地图上指示的热点,并按照寻宝逻辑执行任务(解决问题)。
{"title":"QuizHuntAR: A location-based Augmented Reality game for education","authors":"José Eduardo da Silva Santos, Luís Magalhães","doi":"10.1109/icgi54032.2021.9655273","DOIUrl":"https://doi.org/10.1109/icgi54032.2021.9655273","url":null,"abstract":"Augmented Reality (AR) is a technology whose interest and number of applications has grown constantly in several areas, having great popularity in entertainment, whose advantages benefit areas such as education, namely in the gamification component. Although several attempts have been made in applying Game-based Learning (GBL) in the classroom context to keep students motivated, there are some essential advantages that can be obtained from AR and a location-based component, such as social relationships, cooperation, and physical activity. This paper proposes a system composed of a location-based AR game for mobile devices named “QuizHuntAR”, heavily inspired by the game Pokémon GO, with education as its theme. In this game, players must physically move to hotspots indicated on the map and perform tasks (solving exercises) in a treasure hunting logic.","PeriodicalId":117837,"journal":{"name":"2021 International Conference on Graphics and Interaction (ICGI)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130232596","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Impact of Different Role Types and Gender on Presence and Cybersickness in Immersive Virtual Reality Setups 沉浸式虚拟现实环境中不同角色类型和性别对存在感和晕动症的影响
Pub Date : 2021-11-04 DOI: 10.1109/icgi54032.2021.9655281
Miguel Melo, Guilherme Gonçalves, David Narciso, M. Bessa
Several factors have been identified to contribute to the sense of presence and cybersickness, including the preponderance users have in the virtual environments (VE) and their gender. This work focuses on studying the Role Type and gender in a VE and their impact on the sense of presence and cybersickness when immersive Virtual Reality (VR) setups are used. For this, a set of psychophysical experiments were conducted to evaluate a VR scenario with three Role Types: Viewer, Explorer, and Searcher. Results revealed statistically significant differences in Spatial Presence, Cybersickness, Nausea, Oculomotor Discomfort, and Disorientation for Role Type. In the evaluated scenario, it was observed that a more dominant Role Type on the VE leads to a higher reported spatial presence (sense of physically being present in the VE) and higher cybersickness scores. We conclude that a higher relevance of the Role Type makes the users more sensitive to the stimuli present in the VE regarding the coherency of the interaction/simulation and, consequently, more prone to develop cybersickness symptoms. No differences were found between the genders.
已经确定了几个因素有助于存在感和晕机,包括用户在虚拟环境(VE)中的优势和他们的性别。本研究的重点是研究虚拟现实中的角色类型和性别,以及当使用沉浸式虚拟现实(VR)设备时,它们对存在感和晕动症的影响。为此,我们进行了一组心理物理实验来评估一个具有三种角色类型的VR场景:观察者、探索者和搜索者。结果显示,角色类型在空间存在感、晕机、恶心、眼动不适和定向障碍方面存在显著差异。在评估的场景中,我们观察到,在虚拟现实中占据主导地位的角色类型导致更高的空间存在感(虚拟现实中的物理存在感)和更高的晕屏得分。我们得出的结论是,角色类型的高相关性使用户对VE中存在的关于交互/模拟一致性的刺激更敏感,因此更容易出现晕机症状。性别之间没有发现差异。
{"title":"Impact of Different Role Types and Gender on Presence and Cybersickness in Immersive Virtual Reality Setups","authors":"Miguel Melo, Guilherme Gonçalves, David Narciso, M. Bessa","doi":"10.1109/icgi54032.2021.9655281","DOIUrl":"https://doi.org/10.1109/icgi54032.2021.9655281","url":null,"abstract":"Several factors have been identified to contribute to the sense of presence and cybersickness, including the preponderance users have in the virtual environments (VE) and their gender. This work focuses on studying the Role Type and gender in a VE and their impact on the sense of presence and cybersickness when immersive Virtual Reality (VR) setups are used. For this, a set of psychophysical experiments were conducted to evaluate a VR scenario with three Role Types: Viewer, Explorer, and Searcher. Results revealed statistically significant differences in Spatial Presence, Cybersickness, Nausea, Oculomotor Discomfort, and Disorientation for Role Type. In the evaluated scenario, it was observed that a more dominant Role Type on the VE leads to a higher reported spatial presence (sense of physically being present in the VE) and higher cybersickness scores. We conclude that a higher relevance of the Role Type makes the users more sensitive to the stimuli present in the VE regarding the coherency of the interaction/simulation and, consequently, more prone to develop cybersickness symptoms. No differences were found between the genders.","PeriodicalId":117837,"journal":{"name":"2021 International Conference on Graphics and Interaction (ICGI)","volume":"88 11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116255634","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 8
Does gamification in virtual reality improve second language learning? 虚拟现实中的游戏化能促进第二语言学习吗?
Pub Date : 2021-11-04 DOI: 10.1109/icgi54032.2021.9655286
R. Pinto, Pedro Monteiro, Miguel Melo, Luciana Cabral, M. Bessa
Previous works have shown the great potential of Virtual Reality (VR) in the area of Education. This paper studies if users can learn a second language when using a gamified VR application through an English learning test and how learning influences user satisfaction, sense of presence, cybersickness, and quality of experience through questionnaires. For this purpose, the VirtualeaRn game was developed. 20 Portuguese participants were exposed to the application, and the learning test was used before and after using the application. Result analysis shows an increase in learning results after using the VR gamified application, indicating the technology's efficacy in learning a second language. A positive user satisfaction, sense of presence, and quality of experience were also found. Some cases of cybersickness were reported. The outcomes are promising and provide enough information to show the potential of the gamification of VR technology for the area of learning a second language.
以前的工作已经显示了虚拟现实(VR)在教育领域的巨大潜力。本文通过英语学习测试来研究用户在使用游戏化VR应用程序时是否可以学习第二语言,以及学习如何影响用户满意度、存在感、晕动感和体验质量。为此,开发了VirtualeaRn游戏。20名葡萄牙参与者接触了该应用程序,并在使用该应用程序之前和之后进行了学习测试。结果分析显示,使用VR游戏化应用程序后,学习成绩有所提高,表明该技术在学习第二语言方面的功效。积极的用户满意度,存在感和体验质量也被发现。报告了一些晕屏病例。结果很有希望,并提供了足够的信息来显示VR技术游戏化在学习第二语言领域的潜力。
{"title":"Does gamification in virtual reality improve second language learning?","authors":"R. Pinto, Pedro Monteiro, Miguel Melo, Luciana Cabral, M. Bessa","doi":"10.1109/icgi54032.2021.9655286","DOIUrl":"https://doi.org/10.1109/icgi54032.2021.9655286","url":null,"abstract":"Previous works have shown the great potential of Virtual Reality (VR) in the area of Education. This paper studies if users can learn a second language when using a gamified VR application through an English learning test and how learning influences user satisfaction, sense of presence, cybersickness, and quality of experience through questionnaires. For this purpose, the VirtualeaRn game was developed. 20 Portuguese participants were exposed to the application, and the learning test was used before and after using the application. Result analysis shows an increase in learning results after using the VR gamified application, indicating the technology's efficacy in learning a second language. A positive user satisfaction, sense of presence, and quality of experience were also found. Some cases of cybersickness were reported. The outcomes are promising and provide enough information to show the potential of the gamification of VR technology for the area of learning a second language.","PeriodicalId":117837,"journal":{"name":"2021 International Conference on Graphics and Interaction (ICGI)","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121015609","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Immersive Adventure Games Development using 360-degree video 使用360度视频的沉浸式冒险游戏开发
Pub Date : 2021-11-04 DOI: 10.1109/icgi54032.2021.9655280
Francisco Pinho, Rui Nóbrega, R. Rodrigues
Immersive Interactive 360° videos, experienced through Head-Mounted Displays (HMD), constitute a particular case of VR applications for which it is relatively easy to record content nowadays, and that can be explored as a game format. We therefore explore the idea of using live action 360° videos as the basis for immersive adventure games. In particular, we explore possible interactions in immersive adventure games based on 360° videos, in terms of game elements and mechanics, and the player's interface with those. To support this, we developed a browser-based framework for creating such games, and conducted a user study with a game created specifically for that purpose. The results obtained indicate a high level of satisfaction with the chosen control schemes and game mechanics, and suggest that the framework can be used to create this kind of experience.
通过头戴式显示器(HMD)体验的沉浸式交互式360°视频构成了VR应用的一个特殊案例,目前录制内容相对容易,并且可以作为游戏格式进行探索。因此,我们探索使用实景360度视频作为沉浸式冒险游戏的基础。特别是,我们探索了基于360°视频的沉浸式冒险游戏中可能的互动,包括游戏元素和机制,以及玩家与它们的界面。为了支持这一点,我们开发了一个基于浏览器的框架来制作这类游戏,并针对一款专门为此目的制作的游戏进行了用户研究。所获得的结果表明,玩家对所选择的控制方案和游戏机制有很高的满意度,并表明该框架可用于创造这种体验。
{"title":"Immersive Adventure Games Development using 360-degree video","authors":"Francisco Pinho, Rui Nóbrega, R. Rodrigues","doi":"10.1109/icgi54032.2021.9655280","DOIUrl":"https://doi.org/10.1109/icgi54032.2021.9655280","url":null,"abstract":"Immersive Interactive 360° videos, experienced through Head-Mounted Displays (HMD), constitute a particular case of VR applications for which it is relatively easy to record content nowadays, and that can be explored as a game format. We therefore explore the idea of using live action 360° videos as the basis for immersive adventure games. In particular, we explore possible interactions in immersive adventure games based on 360° videos, in terms of game elements and mechanics, and the player's interface with those. To support this, we developed a browser-based framework for creating such games, and conducted a user study with a game created specifically for that purpose. The results obtained indicate a high level of satisfaction with the chosen control schemes and game mechanics, and suggest that the framework can be used to create this kind of experience.","PeriodicalId":117837,"journal":{"name":"2021 International Conference on Graphics and Interaction (ICGI)","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114093490","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
DynaGame: a rule editor for gamified education 游戏化教育的规则编辑器
Pub Date : 2021-11-04 DOI: 10.1109/icgi54032.2021.9655275
Ana Nogueira, A. Nabizadeh, D. Gonçalves
Gamification is the usage of game elements in non-game contexts, such as education, where it can increase student's engagement and motivation. Multimedia Content Production (MCP) is a gamified MSc course taking place at Instituto Superior Técnico, resorting to GameCourse, a web application that was solely built for the course. However, there was a need for providing easier and more efficient mechanisms for customizing the gamification elements, ultimately allowing GameCourse to be used in other courses as well. To achieve our goals, the GameRules rule system was integrated with our architecture and a UI was developed to facilitate the rule editing process. This paper presents DynaGame, a user-friendly rule editor that can be easily used by non-programmers to generate and manage existing rules.
游戏化是指在非游戏环境中使用游戏元素,如教育,这可以提高学生的参与度和积极性。多媒体内容制作(MCP)是一门游戏化的硕士课程,发生在Instituto Superior tsamicnico,诉诸gameccourse,一个专门为该课程构建的web应用程序。然而,我们需要提供更简单、更有效的机制来定制游戏化元素,最终让gameccourse也能用于其他课程。为了实现我们的目标,我们将gamerrules规则系统与我们的架构集成在一起,并开发了一个UI来促进规则编辑过程。本文介绍了DynaGame,一个用户友好的规则编辑器,非程序员可以很容易地使用它来生成和管理现有的规则。
{"title":"DynaGame: a rule editor for gamified education","authors":"Ana Nogueira, A. Nabizadeh, D. Gonçalves","doi":"10.1109/icgi54032.2021.9655275","DOIUrl":"https://doi.org/10.1109/icgi54032.2021.9655275","url":null,"abstract":"Gamification is the usage of game elements in non-game contexts, such as education, where it can increase student's engagement and motivation. Multimedia Content Production (MCP) is a gamified MSc course taking place at Instituto Superior Técnico, resorting to GameCourse, a web application that was solely built for the course. However, there was a need for providing easier and more efficient mechanisms for customizing the gamification elements, ultimately allowing GameCourse to be used in other courses as well. To achieve our goals, the GameRules rule system was integrated with our architecture and a UI was developed to facilitate the rule editing process. This paper presents DynaGame, a user-friendly rule editor that can be easily used by non-programmers to generate and manage existing rules.","PeriodicalId":117837,"journal":{"name":"2021 International Conference on Graphics and Interaction (ICGI)","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125918701","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
DAN & Danny: Combining Analog and Digital Self-Tracking Data to Manage Wellbeing 丹和丹尼:结合模拟和数字自我跟踪数据来管理健康
Pub Date : 2021-11-04 DOI: 10.1109/icgi54032.2021.9655289
João Nogueira, Tomás Alves, Hugo Nicolau
An uprising trend of Personal Informatics has leveraged mobile applications to help users track their wellbeing; however, these digital solutions focus on quantitative data, lacking the insights provided by qualitative data in paper notebooks. We propose to digitally augment a paper diary to allow both analogue and digital data, bridging the gap between qualitative and quantitative data tracking practices to support better awareness and reflection on health data. As a first case-study, we designed a self-tracking tool to help college students manage their wellbeing by increasing self-awareness and easing help-seeking behaviours. Next, we conducted a longitudinal study to validate the tool's effectiveness and analyse its acceptability. Results show that our approach helped students by allowing moments of self-reflection and self-awareness. Additionally, our findings suggest that qualitative data is most useful when important events and abrupt changes to wellbeing occur. Preference for paper or digital diaries is highly user-dependent; however, most participants favoured a digital-only tool with notetaking capabilities.
个人信息的兴起趋势是利用移动应用程序来帮助用户跟踪他们的健康状况;然而,这些数字解决方案侧重于定量数据,缺乏纸质笔记本中定性数据提供的见解。我们建议以数字方式增强纸质日记,以允许模拟和数字数据,弥合定性和定量数据跟踪实践之间的差距,以支持更好地认识和反思健康数据。作为第一个案例研究,我们设计了一个自我跟踪工具,通过提高自我意识和减少寻求帮助的行为来帮助大学生管理他们的幸福感。接下来,我们进行了纵向研究,以验证该工具的有效性并分析其可接受性。结果表明,我们的方法通过允许学生进行自我反思和自我意识的时刻来帮助学生。此外,我们的研究结果表明,当发生重大事件和对幸福感的突然变化时,定性数据最有用。对纸质或数字日记的偏好高度依赖于用户;然而,大多数参与者更喜欢带有笔记功能的数字工具。
{"title":"DAN & Danny: Combining Analog and Digital Self-Tracking Data to Manage Wellbeing","authors":"João Nogueira, Tomás Alves, Hugo Nicolau","doi":"10.1109/icgi54032.2021.9655289","DOIUrl":"https://doi.org/10.1109/icgi54032.2021.9655289","url":null,"abstract":"An uprising trend of Personal Informatics has leveraged mobile applications to help users track their wellbeing; however, these digital solutions focus on quantitative data, lacking the insights provided by qualitative data in paper notebooks. We propose to digitally augment a paper diary to allow both analogue and digital data, bridging the gap between qualitative and quantitative data tracking practices to support better awareness and reflection on health data. As a first case-study, we designed a self-tracking tool to help college students manage their wellbeing by increasing self-awareness and easing help-seeking behaviours. Next, we conducted a longitudinal study to validate the tool's effectiveness and analyse its acceptability. Results show that our approach helped students by allowing moments of self-reflection and self-awareness. Additionally, our findings suggest that qualitative data is most useful when important events and abrupt changes to wellbeing occur. Preference for paper or digital diaries is highly user-dependent; however, most participants favoured a digital-only tool with notetaking capabilities.","PeriodicalId":117837,"journal":{"name":"2021 International Conference on Graphics and Interaction (ICGI)","volume":"111 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120904470","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Benefits of Virtual Reality Technology for Rehabilitation of Children with Autism: A Systematic Review 虚拟现实技术对自闭症儿童康复的益处:系统综述
Pub Date : 2021-11-04 DOI: 10.1109/icgi54032.2021.9655278
Rafael Silva, D. Duque, Miguel Melo, J. M. Moura
This paper presents a literature review of the importance of virtual technology for rehabilitation for people with ASD (Autism Spectrum Disorder). ASD is diagnosed as a neurological disability characterized by a range of physical and mental disorders and whose first symptoms appear during early childhood. People with autism deal with issues with social communication, behavior, and attention skills. As a sensitive disturbance, adapted technology allows to re-learn skills stimulating procedures about how to proceed, communicate or behave without difficulties in unexpected environments. The use of technology in educational contexts, home or at school, helps prevent and teach younger people with ASD. Considering different technologies as more appropriate methods, Virtual Reality (VR) applications and personalized environments provide better simulation and comfortable environments. As the main advantage of VR, complete immersion and interactive experience promotes constant learning for people with autism. This systematic review details the benefits of VR studies and compares the benefits of different interactive technologies according to the deficits of several individuals. The use of technology versus the traditional path on therapies helps obtain better and faster results over time. Finally, it explains how VR can be recognized as a tool to help develop cognitive, verbal and nonverbal skills and recognizes technology as a good ally to face fears or reactions by ASD people.
本文综述了虚拟技术在自闭症谱系障碍患者康复中的重要性。ASD被诊断为一种以一系列身体和精神障碍为特征的神经系统残疾,其最初症状出现在儿童早期。自闭症患者处理社会沟通、行为和注意力技能方面的问题。作为一种敏感的干扰,适应性技术允许重新学习技能,刺激如何在意想不到的环境中进行、沟通或行为的过程。在家庭或学校的教育环境中使用技术,有助于预防和教育患有自闭症的年轻人。考虑到不同的技术作为更合适的方法,虚拟现实(VR)应用和个性化环境提供了更好的模拟和舒适的环境。作为VR的主要优势,完全沉浸和互动体验促进了自闭症患者的持续学习。这篇系统综述详细介绍了虚拟现实研究的好处,并根据几个个体的缺陷比较了不同交互技术的好处。随着时间的推移,与传统疗法相比,技术的使用有助于获得更好、更快的结果。最后,它解释了VR如何被视为一种帮助发展认知、语言和非语言技能的工具,并将技术视为面对ASD患者恐惧或反应的好盟友。
{"title":"The Benefits of Virtual Reality Technology for Rehabilitation of Children with Autism: A Systematic Review","authors":"Rafael Silva, D. Duque, Miguel Melo, J. M. Moura","doi":"10.1109/icgi54032.2021.9655278","DOIUrl":"https://doi.org/10.1109/icgi54032.2021.9655278","url":null,"abstract":"This paper presents a literature review of the importance of virtual technology for rehabilitation for people with ASD (Autism Spectrum Disorder). ASD is diagnosed as a neurological disability characterized by a range of physical and mental disorders and whose first symptoms appear during early childhood. People with autism deal with issues with social communication, behavior, and attention skills. As a sensitive disturbance, adapted technology allows to re-learn skills stimulating procedures about how to proceed, communicate or behave without difficulties in unexpected environments. The use of technology in educational contexts, home or at school, helps prevent and teach younger people with ASD. Considering different technologies as more appropriate methods, Virtual Reality (VR) applications and personalized environments provide better simulation and comfortable environments. As the main advantage of VR, complete immersion and interactive experience promotes constant learning for people with autism. This systematic review details the benefits of VR studies and compares the benefits of different interactive technologies according to the deficits of several individuals. The use of technology versus the traditional path on therapies helps obtain better and faster results over time. Finally, it explains how VR can be recognized as a tool to help develop cognitive, verbal and nonverbal skills and recognizes technology as a good ally to face fears or reactions by ASD people.","PeriodicalId":117837,"journal":{"name":"2021 International Conference on Graphics and Interaction (ICGI)","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129946923","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Evaluation of Animation and Lip-Sync of Avatars, and User Interaction in Immersive Virtual Reality Learning Environments 沉浸式虚拟现实学习环境中虚拟角色动画与口型同步的评价与用户交互
Pub Date : 2021-11-04 DOI: 10.1109/icgi54032.2021.9655283
Bruno Peixoto, Miguel Melo, Luciana Cabral, M. Bessa
Virtual Reality (VR) has been showing potential in new and diverse areas, notably in education. However, there is a lack of studies in the Foreign Language Teaching and Learning field, particularly in listening comprehension. Therefore, this study investigated the effects of avatar animations and lip synchronization, and user interaction; features deemed relevant in this broader area. A sociodemographic, a quick CEFR - Common European Framework of Reference for Languages - 15-minute English test, and questionnaire were used to evaluate the participants' Presence, Quality of Experience, Cybersickness and Knowledge Retention. Results show that, overall, the use of avatars with realistic animations and movements, and featuring lip synchronization have a positive influence on the users' sense of presence, knowledge retention and a more enjoyable overall quality of experience. The same can be said for the use of object interaction and navigation in the cultural representative environment, which had an overall positive impact.
虚拟现实(VR)已经在新的和多样化的领域显示出潜力,特别是在教育领域。然而,在外语教学领域,特别是在听力理解方面的研究还很缺乏。因此,本研究考察了虚拟形象动画和嘴唇同步以及用户交互的影响;被认为与这个更广泛的领域相关的特性。采用社会人口学、快速CEFR(欧洲共同语言参考框架)15分钟英语测试和问卷调查来评估参与者的存在感、体验质量、晕机和知识保留。结果表明,总体而言,使用具有逼真的动画和动作,并具有唇同步的虚拟形象对用户的存在感,知识保留和更愉快的整体体验质量有积极的影响。在文化代表性环境中使用对象交互和导航也是如此,总体上产生了积极的影响。
{"title":"Evaluation of Animation and Lip-Sync of Avatars, and User Interaction in Immersive Virtual Reality Learning Environments","authors":"Bruno Peixoto, Miguel Melo, Luciana Cabral, M. Bessa","doi":"10.1109/icgi54032.2021.9655283","DOIUrl":"https://doi.org/10.1109/icgi54032.2021.9655283","url":null,"abstract":"Virtual Reality (VR) has been showing potential in new and diverse areas, notably in education. However, there is a lack of studies in the Foreign Language Teaching and Learning field, particularly in listening comprehension. Therefore, this study investigated the effects of avatar animations and lip synchronization, and user interaction; features deemed relevant in this broader area. A sociodemographic, a quick CEFR - Common European Framework of Reference for Languages - 15-minute English test, and questionnaire were used to evaluate the participants' Presence, Quality of Experience, Cybersickness and Knowledge Retention. Results show that, overall, the use of avatars with realistic animations and movements, and featuring lip synchronization have a positive influence on the users' sense of presence, knowledge retention and a more enjoyable overall quality of experience. The same can be said for the use of object interaction and navigation in the cultural representative environment, which had an overall positive impact.","PeriodicalId":117837,"journal":{"name":"2021 International Conference on Graphics and Interaction (ICGI)","volume":"152 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116573841","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
期刊
2021 International Conference on Graphics and Interaction (ICGI)
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1