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Evaluating LeGaL: An NCL extension for representing Location-Based Games 评估法律:代表基于位置的游戏的NCL扩展
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3131582
Cristiane Ferreira, C. Salles, Luís Santos, Fernando A. M. Trinta, Windson Viana
A pervasive game extends its experience beyond the virtual world by extrapolating its boundaries to the player's physical world. One outstanding example of pervasive games is the Location-Based Game (LBG) genre, which takes into account the players' geographic position in the game rules and mechanics. In this paper, we present an initial evaluation of LEGaL, a language to model and represent the structure and multimedia contents of LBGs. LEGaL allows the modeling of mission-based games by supporting spatial and temporal relationships between game elements. In fact, LEGaL is an extension of NCL (Nested Context Language). We evaluated the proposed language with a group of five NCL developers aiming at investigating if LEGaL is still NCL-friendly. Results indicate LEGal is easily used by this kind of developers.
一款普及的游戏通过将其边界外推到玩家的物理世界而将其体验扩展到虚拟世界之外。基于位置的游戏(Location-Based Game, LBG)是普及游戏的一个典型例子,它在游戏规则和机制中考虑到玩家的地理位置。在本文中,我们对LEGaL语言进行了初步评估,这是一种用于建模和表示lbg结构和多媒体内容的语言。LEGaL通过支持游戏元素之间的空间和时间关系,允许基于任务的游戏建模。实际上,LEGaL是NCL(嵌套上下文语言)的扩展。我们与五名NCL开发人员一起评估了拟议的语言,旨在调查LEGaL是否仍然是NCL友好的。结果表明,LEGal易于被这类开发人员使用。
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引用次数: 1
Cross-platform Multimedia Application Development: for Mobile, Web, Embedded and IoT with Qt / QML 跨平台多媒体应用开发:移动,Web,嵌入式和物联网与Qt / QML
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3131627
M. C. M. Neto, S. Andrade, R. Novais
Qt framework is a cross-platform SDK and a technology strategy that lets you quickly and cost-effectively design, develop, deploy, and maintain software while delivering a seamless user experience across all devices. One of the main focuses of the Qt framework is the development of powerful multimedia applications in a simple way through Qt Modeling Language (QML). It allows to develop applications/libraries only once and compile the same source code to multiple platforms. Qt is widely used by several companies around the world, however is still unknown in Brazil. This short-course has the mission to explore the use of Qt/QML for the development of Cross-platform multimedia applications.
Qt框架是一种跨平台SDK和技术策略,可以让您快速且经济高效地设计、开发、部署和维护软件,同时在所有设备上提供无缝的用户体验。Qt框架的主要焦点之一是通过Qt建模语言(QML)以简单的方式开发功能强大的多媒体应用程序。它允许只开发一次应用程序/库,并将相同的源代码编译到多个平台。Qt被世界各地的几家公司广泛使用,但在巴西还不为人所知。这个短期课程的任务是探索使用Qt/QML开发跨平台多媒体应用程序。
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引用次数: 3
MulSeMaker: An MDD Tool for MulSeMedia Web Application Development MulSeMaker:用于多媒体Web应用程序开发的MDD工具
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3126883
Marcelo Fernandes de Sousa, C. Ferraz, R. Kulesza, Italo Ayres, Matheus Lima
MulSeMedia applications aim to stimulate other human sensory receptors such as mechanoreceptors, chemoreceptors and thermoreceptors. They increase the degree of immersion of users as well as improve the Quality of Experience and are standardized by MPEG-V. It is currently possible to identify a gap in the definition of processes, methods and tools to support the systematic development of MulSeMedia applications. This paper presents a tool called MulSeMaker for the development of MulSeMedia applications in the Web domain. It was developed based on the application family concept from the Generative Software Development. In order to investigate evidence to confirm the benefits of the proposed tool, empirical studies were carried out to collect and analyze qualitative and quantitative data.
多媒体应用旨在刺激其他人类感觉受体,如机械感受器、化学感受器和热感受器。它们增加了用户的沉浸度,提高了体验质量,并通过MPEG-V进行了标准化。目前有可能在过程、方法和工具的定义上找到一个缺口,以支持多媒体应用程序的系统开发。本文提出了一种用于Web领域多媒体应用开发的MulSeMaker工具。它是基于生成式软件开发中的应用程序族概念开发的。为了调查证据来证实所提出的工具的好处,进行了实证研究,以收集和分析定性和定量数据。
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引用次数: 7
How to Find the Relevant Words Politicians Use in Twitter? 如何找到政客在推特上使用的相关词汇?
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3131590
L. S. Oliveira, Pedro O. S. Vaz de Melo
The dynamics of society are constantly changing by social media. Twitter has been standing out as one of the main platforms for infor- mation discovery and its political use have been growing since 2008. In this work we collected the public deputies tweets between 2013 and 2015 for topic extraction by means of computational models. However, due to the large number of irrelevant words from the data dictionary, we used tf-idf and Shannon's entropy to identify and select relevant political words.
社交媒体不断改变着社会的动态。作为信息发现的主要平台之一,Twitter已经脱颖而出,其政治用途自2008年以来一直在增长。在这项工作中,我们收集了2013年至2015年的公共代表推文,并通过计算模型进行主题提取。然而,由于数据字典中有大量不相关的词,我们使用tf-idf和Shannon’s熵来识别和选择相关的政治词。
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引用次数: 1
Support Architecture for Second Screen Apps Dynamic Adaptation 第二屏幕应用动态适应的支持架构
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3126890
Carlos Eduardo Viana Valente, C. Souza
The dynamics of social networks have increasingly driven TV viewers to interact while watching their favorite shows. By using polls, chats, news and other mechanisms in order to dialogue more directly with these viewers. However, social networks provide only a partial way of interaction for this type of media, since they were not designed to deal with the peculiarities of TV programs. To such purpose Second Screen applications were created, and they can be understood as an extension of the TV screen in which any information or interactions can be presented to users through apps for smartphones or tablets. Unlike social networks, Second Screen apps are made available by broadcasters specifically for TV users. For TV Stations, it is necessary to develop several applications in order to cover the various programs in their schedule, and as a consequence this generates expenses to companies, which may explain the massive use of social networks by these broadcasters in order to interact with viewers nowadays. Therefore, this paper aims at presenting a supporting architecture to a dynamic update of a generic Second Screen app. Such architecture enables the deployment of broadcasters, programs, media, quizzes and any other Second Screen features without the need to create new apps by broadcasters or install new apps by users. The results demonstrated several benefits that the versatility of the proposed architecture offers to all those involved in the chain of television content production.
社交网络的动态越来越多地驱使电视观众在观看他们喜欢的节目时进行互动。通过投票,聊天,新闻和其他机制,以便更直接地与这些观众对话。然而,社交网络仅为这类媒体提供了部分互动方式,因为它们不是为处理电视节目的特性而设计的。为此,Second Screen应用程序被创建,它们可以被理解为电视屏幕的延伸,其中任何信息或交互都可以通过智能手机或平板电脑的应用程序呈现给用户。与社交网络不同,Second Screen应用程序是由广播公司专门为电视用户提供的。对于电视台来说,有必要开发几个应用程序,以覆盖他们日程中的各种节目,因此这给公司带来了费用,这可能解释了这些广播公司大量使用社交网络,以便与观众互动。因此,本文旨在为通用第二屏幕应用程序的动态更新提供一种支持架构。这种架构允许部署广播公司、节目、媒体、测验和任何其他第二屏幕功能,而无需广播公司创建新的应用程序或用户安装新的应用程序。结果表明,所提议的架构的多功能性为所有参与电视内容制作链的人员提供了几个好处。
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引用次数: 1
Model-driven Engineering in the Development of Ubiquitous Applications: Technologies, Tools and Languages 泛在应用开发中的模型驱动工程:技术、工具和语言
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3131633
Marcos Alves Vieira, S. T. Carvalho
Model-driven Engineering (MDE) is an approach that considers models as the main artifacts in software development. Models are generally built using domain specific languages, such as UML and XML. These languages, in turn, are defined by their own metamodel. However, MDE is still timidly exploited and, therefore, their techniques and potential benefits are underutilized. In this context, this proposal aims to present a short course, with theoretical and practical approach, covering the basics of MDE as well as key frameworks and languages available for its support, aiming at the construction of ubiquitous applications. By the end of the short course, each participant will have the necessary background to be able to build a graphical modeling tool to design models in accordance with a particular metamodel. These models can then be used to document and maintain systems from different domains.
模型驱动工程(MDE)是一种将模型视为软件开发中的主要工件的方法。模型通常是使用特定于领域的语言构建的,比如UML和XML。这些语言依次由它们自己的元模型定义。然而,MDE仍然被谨慎地利用,因此,它们的技术和潜在的好处没有得到充分利用。在此背景下,本提案旨在提供一个短期课程,结合理论和实践方法,涵盖MDE的基础知识以及可用于其支持的关键框架和语言,旨在构建无处不在的应用程序。在短期课程结束时,每个参与者将具有必要的背景,能够构建图形建模工具,以根据特定的元模型设计模型。然后可以使用这些模型来记录和维护来自不同领域的系统。
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引用次数: 2
A Proposal Based on IoT for Social Inclusion of People with Visual Impairment 基于物联网的视障人士社会融合研究
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3126864
C. Garcia, Patrick Fernandes, Patricia Davet, J. Lopes, A. Yamin, C. Geyer
With the wide variety of available mobile devices, of different types, capabilities and technologies, associated with the profusion of wireless communication networks, enables to offer mobile and ubiquitous applications that can be designed to serve blind persons (PCDVs). In this sense, this article has as its principal contribution the approach, called HELIX, proposed to provide accessibility to the visually impaired through the use of concepts of Internet of Things (IoT) in indoor and outdoor environments. The functional architecture of the HELIX is integrated into the adaptation and context recognition subsystem of middleware EXEHDA, which provides support for the acquisition, storage and processing of context information used by the mobile HELIX applications. The applications prototyped were evaluated by the Technology Acceptance Model, and the results were promising.
随着各种各样的不同类型、功能和技术的可用移动设备,以及大量的无线通信网络,可以提供为盲人设计的移动和无处不在的应用程序(PCDVs)。从这个意义上说,本文的主要贡献是提出了一种名为HELIX的方法,通过在室内和室外环境中使用物联网(IoT)的概念,为视障人士提供可访问性。将HELIX的功能体系结构集成到中间件EXEHDA的自适应和上下文识别子系统中,为移动HELIX应用程序所使用的上下文信息的获取、存储和处理提供支持。通过技术接受模型对应用原型进行了评价,结果令人满意。
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引用次数: 7
Video Quality Assessment of Early SKIP/DIS for 3D-HEVC Complexity Reduction 早期SKIP/DIS用于3D-HEVC复杂性降低的视频质量评估
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3126898
Thiago Bubolz, R. Conceição, Heitor C. Almeida, Érick Moreira, B. Zatt, Tatiana Tavares, M. Porto, G. Corrêa
This paper presents a quality analysis of 3D videos encoded with the 3D extension of the High Efficiency Video Coding (HEVC) standard, 3D-HEVC, using the Early Skip/DIS heuristic to reduce complexity. In addition to comparing the heuristic from a quality point of view, the analyses were performed with objective and subjective methodologies with the goal of comparing the reliability of the metrics. Three metrics were employed in the objective evaluation: Peak Signal-to-Noise Ratio (PSNR), Structural Similarity (SSIM) e Most Apparent Distortion (MAD). The subjective analyses considered the Mean Opinion Score (MOS) metric using double stimulus. The evaluation results demonstrated that the Early Skip/DIS solution has no significant impact in image quality in comparison with videos encoded with the unmodified 3D-HEVC reference encoder.
本文介绍了用高效视频编码(HEVC)标准的3D扩展3D-HEVC编码的3D视频的质量分析,使用早期跳过/DIS启发式来降低复杂度。除了从质量的角度比较启发式之外,分析是用客观和主观的方法进行的,目的是比较度量的可靠性。客观评价采用三个指标:峰值信噪比(PSNR)、结构相似性(SSIM)和最明显失真(MAD)。主观分析采用双刺激的平均意见得分(MOS)度量。评估结果表明,与未修改的3D-HEVC参考编码器编码的视频相比,Early Skip/DIS解决方案对图像质量没有显著影响。
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引用次数: 1
Characterizing User Behavior and Items in Multimedia Streaming Services 描述多媒体流媒体服务中的用户行为和项目
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3131571
Diego Carvalho, N. Silva, A. Pereira, L. Rocha
Recently, Multimedia Web content has gotten so much popular worldwide (e.g., YouTube and Netflix). Traditional corporations are also contracting online multimedia platforms to provide content to their users. These services are called non-UGC (non User Generated Content), where these companies produce and publish content for client consumption. In this work we present a methodology for characterizing and analyzing multimedia streaming services. We validate it using actual data from one of the most popular online video streaming provider of Latin American, called Samba Tech. Our methodology is divided in four modules that allow evaluating and understanding different views and data characteristics.
最近,多媒体网络内容在世界范围内变得如此流行(例如,YouTube和Netflix)。传统企业也在与在线多媒体平台签订合同,为用户提供内容。这些服务被称为非ugc(非用户生成内容),这些公司为客户消费生产和发布内容。在这项工作中,我们提出了一种表征和分析多媒体流媒体服务的方法。我们使用拉丁美洲最受欢迎的在线视频流提供商之一Samba Tech的实际数据进行验证。我们的方法分为四个模块,可以评估和理解不同的视图和数据特征。
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引用次数: 0
Disease Extermination: A Digital Educational Game on Vaccines, Viruses and Bacteria 疾病消灭:关于疫苗、病毒和细菌的数字教育游戏
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3131578
Gustavo Ramos, Laura Lessa, Diana Cavalcanti
The educational game Disease Extermination presents how the vaccines act in the organism and how they prevent viruses and bacteria from parasite in the human organism. The game is based on mechanical shooter game, whose game simulates as a scenario the human body internally and the player uses strategics to protect the organism against invaders represented by viruses or bacterias. The game has the role of raising awareness about the importance of Vaccination. Usually many users do not adopt the vaccine, and so, diseases are not prevented.
教育游戏《疾病消灭》展示了疫苗如何在生物体中发挥作用,以及它们如何防止病毒和细菌在人类生物体中的寄生虫。这是一款基于机械射击游戏的游戏,它的游戏模拟了人体内部的场景,玩家使用策略来保护有机体免受病毒或细菌等入侵者的侵害。这个游戏的作用是提高人们对疫苗接种重要性的认识。通常许多使用者不接种疫苗,因此疾病无法预防。
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引用次数: 1
期刊
Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web
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