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

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A Graphical Tool for Eliciting Knowledge of Air Pollution Sources 了解空气污染源的图形工具
Pub Date : 2021-11-04 DOI: 10.1109/icgi54032.2021.9655276
Duarte Vital, Pedro Mariano, S. Almeida, Pedro Santana
With tens of thousands of air quality monitoring stations installed in the world, this source of information has become the standard in air quality measuring. Air pollution becoming a growing concern for decades now, the need for an easy way to visualise pollution data arose. Extensive maps have been created to represent air pollution using data collected from monitoring stations, as well as other sources of information, such as traffic density or weather forecasts. This paper introduces a complementary source: direct environmental expert knowledge. By using the developed tool, the goal is to allow experts to express their knowledge about air pollution emission and diffusion as a function of the presence of key topological elements in a map, such as buildings or roads. The results of the usability tests performed with a sample of 30 participants are promising. Participants provided useful feedback regarding key application features to be implemented in future iterations.
随着世界上数以万计的空气质量监测站的安装,这一信息来源已成为空气质量测量的标准。几十年来,空气污染日益受到关注,因此需要一种简单的方法来可视化污染数据。利用从监测站收集的数据以及其他信息来源,如交通密度或天气预报,绘制了广泛的空气污染地图。本文介绍了一个补充来源:直接环境专家知识。通过使用开发的工具,目标是让专家们表达他们关于空气污染排放和扩散的知识,作为地图上关键拓扑元素(如建筑物或道路)存在的函数。在30名参与者的样本中进行的可用性测试的结果很有希望。参与者提供了关于在未来迭代中要实现的关键应用程序特性的有用反馈。
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引用次数: 1
A VR-Based Vestibular Rehabilitation Therapeutic Game 基于vr的前庭康复治疗游戏
Pub Date : 2021-11-04 DOI: 10.1109/icgi54032.2021.9655277
E. Pereira, Bruno Ferreira, Paulo Menezes
Vestibular impairment is often mistaken for just dizziness. Diagnosis and treatment, starting as soon as possible and repeated several times, are essential for returning to a normal life. However, it is a long process in which patients tend to get tired and bored with the exercises they have to perform and eventually lose interest in doing them. There are three fundamental exercises for this treatment: horizontal movements, vertical movements, and diagonal movements. These exercises are to be performed with head movements, accompanied with gaze stabilization techniques. This paper focus on the development of Virtual Reality Serious Games that can be played at home with a smartphone and a virtual reality headset, simulating the exercises recommended by therapists. Therefore, it becomes possible to provide patients a helpful strategy to perform the required activities while having fun at the same time. Through the means of the smartphone's sensors to detect the person's movements, users can play the three task-oriented games that were specifically developed to simulate each exercise mentioned. Finally, all the information regarding the user's gameplay is uploaded to a backoffice system, which enables therapists to track and analyze patients’ progress over time.
前庭功能障碍常被误认为只是头晕。诊断和治疗,尽早开始并重复几次,对于恢复正常生活至关重要。然而,这是一个漫长的过程,患者往往会对他们必须进行的运动感到厌倦和厌倦,并最终失去做这些运动的兴趣。这种疗法有三个基本练习:水平运动、垂直运动和对角运动。这些练习是通过头部运动来完成的,伴随着凝视稳定技术。本文的重点是开发虚拟现实严肃游戏,可以在家里用智能手机和虚拟现实耳机玩,模拟治疗师推荐的练习。因此,有可能为患者提供一种有用的策略,让他们在享受乐趣的同时完成所需的活动。通过智能手机的传感器来检测人的动作,用户可以玩三个任务导向的游戏,这三个游戏是专门为模拟上述每个练习而开发的。最后,所有关于用户游戏玩法的信息都被上传到后台系统,这使得治疗师能够跟踪和分析患者的进展。
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引用次数: 2
A VR Game for Obsessive-Compulsive Disorders Therapy 一款用于强迫症治疗的VR游戏
Pub Date : 2021-11-04 DOI: 10.1109/icgi54032.2021.9655282
André Torrão, João Natário, P. Carvalho, Cláudia M. Silva, Frutuoso G. M. Silva
Virtual Environments (VE) are used more and more for the treatment of phobias. The therapy using VE is starting to be a way of treatment of several types of phobias for people with obsessive-compulsive disorders (OCD). People with OCD experience intrusive, unwanted thoughts that cause an increased amount of anxiety and intentional repetitive behaviors that decrease anxiety. The advantage of using a VE to experience and challenge compulsions is that it allows the user to imagine taking the risk without taking a risk. This is also true for the games, where players can face challenges without consequences in real life. This paper presents a virtual reality serious game for OCD therapy. The main purpose of this game is to serve as a tool to expose the patients to stimuli that can trigger OCD symptoms, for example, cleaning, checking and tidying. The game is more oriented for adolescents and younger adults with OCD because this public is more related to new technologies. In addition, OCD affects younger subjects, accompanying them throughout adulthood, generating a very accentuated degree of disability in their routines. A preliminary evaluation of the game was realised with a group of specialists and the results were positive. An evaluation with patients was not yet possible due to Covid-19 restrictions.
虚拟环境(VE)越来越多地用于恐惧症的治疗。VE疗法开始成为治疗强迫症(OCD)患者的几种恐惧症的一种方法。患有强迫症的人会经历侵入性的、不想要的想法,这些想法会导致焦虑的增加,而故意重复的行为会减少焦虑。使用VE来体验和挑战强迫行为的优势在于,它允许用户想象在不承担风险的情况下承担风险。游戏也是如此,玩家可以在现实生活中面对挑战而无需承担后果。本文介绍了一种用于强迫症治疗的虚拟现实严肃游戏。这个游戏的主要目的是作为一种工具,让患者暴露在可能引发强迫症症状的刺激下,例如清洁、检查和整理。这款游戏主要面向患有强迫症的青少年和年轻人,因为这部分人群更喜欢新技术。此外,强迫症会影响年轻的受试者,伴随他们整个成年期,在他们的日常生活中产生非常严重的残疾程度。一组专家对游戏进行了初步评估,结果是积极的。由于Covid-19的限制,尚无法对患者进行评估。
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引用次数: 0
Towards the integration of user interface prototyping and model-based development 朝着用户界面原型和基于模型的开发相结合的方向发展
Pub Date : 2021-11-04 DOI: 10.1109/icgi54032.2021.9655284
Catarina Machado, J. C. Campos
The main objective of this paper is to make a contribution in the automation of web applications' development, starting from prototypes of their graphical user interfaces. Due to the exponential increase in the use of internet-based services and applications, there is an also increasing demand for Web designers and developers. At the same time, the proliferation of languages, frameworks and libraries illustrates the current state of immaturity of web development technologies. This state of affairs creates difficulties in the development and maintenance of Web applications. In this paper, we argue that integrating concepts of model-based user interface development with the more traditional user-centred design approach to development can provide an answer to this situation. An approach is presented that allows designers to use prototyping tools, in this case Adobe XD, to design graphical interfaces, and then automatically converts them to $mathbf{(Vue.js +Bootstrap)}$ code, thus creating a first version of the implementation for further development. This is done through the interpretation of the SVG file that Adobe XD exports.
本文的主要目的是从图形用户界面的原型开始,为web应用程序开发的自动化做出贡献。由于基于internet的服务和应用程序的使用呈指数级增长,对Web设计人员和开发人员的需求也在不断增加。与此同时,语言、框架和库的激增说明了当前web开发技术的不成熟状态。这种情况给Web应用程序的开发和维护带来了困难。在本文中,我们认为将基于模型的用户界面开发概念与更传统的以用户为中心的设计方法集成到开发中可以为这种情况提供答案。本文提出了一种方法,允许设计人员使用原型工具(本例中为Adobe XD)来设计图形界面,然后自动将其转换为$mathbf{(Vue.js +Bootstrap)}$代码,从而创建实现的第一个版本以供进一步开发。这是通过对Adobe XD导出的SVG文件的解释完成的。
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引用次数: 1
I Am (Still) Here! 我(还)在这里!
Pub Date : 2021-11-04 DOI: 10.1109/icgi54032.2021.9655288
Inês Albano, D. Gonçalves
Students must be accounted for in a classroom environment, and there are several methods to ensure student checking. Traditionally, attendance can be done with paper-based solutions such as the signing of attendance sheets. However, this is unreliable, time-wasting, and not scalable. In this paper, we describe an automated, costless, portable, web-based platform that is resilient to fraud thanks to device fingerprinting techniques, retrieving indicators such as the user-agent, IP address, fonts installed, geolocation, and others. Various simulations tested our solution and proved that the platform could detect fraud using the fingerprinting mechanism and the geolocation method.
学生必须在课堂环境中负责,有几种方法可以确保学生检查。传统上,考勤可以通过纸质解决方案来完成,比如在考勤表上签名。然而,这是不可靠的、浪费时间的,而且不可扩展。在本文中,我们描述了一个自动化的、无成本的、便携的、基于web的平台,由于设备指纹技术、检索指标(如用户代理、IP地址、安装的字体、地理位置等),该平台具有抵御欺诈的能力。各种模拟测试了我们的解决方案,并证明了该平台可以使用指纹机制和地理定位方法检测欺诈。
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引用次数: 0
Benchmarking Vulkan vs OpenGL Rendering on Low-Power Edge GPUs 在低功耗边缘gpu上测试Vulkan和OpenGL渲染
Pub Date : 2021-11-04 DOI: 10.1109/icgi54032.2021.9655285
Oscar Ferraz, Paulo Menezes, Vitor R. G. Silva, G. Falcão
With the ever-increasing demand for virtualizing every aspect of life, engineers design solutions to create immersion in virtual and augmented reality scenarios. Most virtual reality (VR) and augmented reality (AR) headsets require a connection to a computing system and thus they demand the acquisition of additional hardware to use the headsets. Following Moore's law, transistors have become smaller and computers more powerful. As a result, new hardware and programming languages have been developed to achieve high-performance graphics while requiring low power. This paper compares OpenGL and Vulkan implementations on Nvidia's Jetson development kits equipped with edge GPUs that can generate 3D graphics under 5W (Jetson Nano), 15W (Jetson TX2) and, 30W (Jetson Xavier), providing an in-house processing and cost-effective headset solution without an external processing unit. We report that efficiency can be 2 times higher than desktop graphics processing units (GPUs) while maintaining a reasonable amount of rendering power.
随着对虚拟化生活各个方面的需求不断增长,工程师设计解决方案来创建沉浸在虚拟和增强现实场景中。大多数虚拟现实(VR)和增强现实(AR)头显需要连接到计算系统,因此它们需要购买额外的硬件来使用头显。根据摩尔定律,晶体管变得越来越小,计算机变得越来越强大。因此,新的硬件和编程语言被开发出来,以在低功耗的情况下实现高性能图形。本文比较了OpenGL和Vulkan在Nvidia的Jetson开发套件上的实现,该开发套件配备了边缘gpu,可以在5W (Jetson Nano), 15W (Jetson TX2)和30W (Jetson Xavier)下生成3D图形,提供了一种无需外部处理单元的内部处理和经济高效的耳机解决方案。我们报告说,效率可以比桌面图形处理单元(gpu)高2倍,同时保持合理的渲染能力。
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引用次数: 1
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2021 International Conference on Graphics and Interaction (ICGI)
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