Renato Freitas, C. Rocha, O. Braga, Gabriel Lopes, Odorico Monteiro, Mauro Oliveira
Making good governance decisions is a constant challenge for Public Health administration. Health managers need to make data analysis in order to identify several health problems. In Brazil, these data are made available by DATASUS. Generally, they are stored in distinct and heterogeneous databases. TheLinked Data approach allow a homogenized view of the data as a unique basis. This article proposes a ontology-based model andLinked Data to integrate datasets and calculate the probability of maternal and infant death risk in order to give support in decision-making in the GISSA project.
{"title":"Using Linked Data in the Data Integration for Maternal and Infant Death Risk of the SUS in the GISSA Project","authors":"Renato Freitas, C. Rocha, O. Braga, Gabriel Lopes, Odorico Monteiro, Mauro Oliveira","doi":"10.1145/3126858.3131606","DOIUrl":"https://doi.org/10.1145/3126858.3131606","url":null,"abstract":"Making good governance decisions is a constant challenge for Public Health administration. Health managers need to make data analysis in order to identify several health problems. In Brazil, these data are made available by DATASUS. Generally, they are stored in distinct and heterogeneous databases. TheLinked Data approach allow a homogenized view of the data as a unique basis. This article proposes a ontology-based model andLinked Data to integrate datasets and calculate the probability of maternal and infant death risk in order to give support in decision-making in the GISSA project.","PeriodicalId":338362,"journal":{"name":"Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114738798","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}
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.
{"title":"Cross-platform Multimedia Application Development: for Mobile, Web, Embedded and IoT with Qt / QML","authors":"M. C. M. Neto, S. Andrade, R. Novais","doi":"10.1145/3126858.3131627","DOIUrl":"https://doi.org/10.1145/3126858.3131627","url":null,"abstract":"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.","PeriodicalId":338362,"journal":{"name":"Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127034170","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}
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.
{"title":"Evaluating LeGaL: An NCL extension for representing Location-Based Games","authors":"Cristiane Ferreira, C. Salles, Luís Santos, Fernando A. M. Trinta, Windson Viana","doi":"10.1145/3126858.3131582","DOIUrl":"https://doi.org/10.1145/3126858.3131582","url":null,"abstract":"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.","PeriodicalId":338362,"journal":{"name":"Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web","volume":"143 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115809002","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}
A. Uscamayta, Bruna C. R. Cunha, D. Martins, M. G. Pimentel
A particularly challenging situation in amateur multimedia authoring is ad-hoc collaborative capture, i.e., a process that, having no pre-production phase, demands live coordination between multiple authors. Important problems to realize such scenarios include proper synchronization of media elements by multiple devices, and which information to include in the resulting collaboratively authored multimedia document. In this paper, we report how our collaborative authoring system tackles these ad-hoc multimedia capture problems by combining mobile and web applications. We present a case study in the educational domain and discuss the results of a user study.
{"title":"Collaborative Ad-hoc Multimedia Authoring via Mobile Devices","authors":"A. Uscamayta, Bruna C. R. Cunha, D. Martins, M. G. Pimentel","doi":"10.1145/3126858.3131572","DOIUrl":"https://doi.org/10.1145/3126858.3131572","url":null,"abstract":"A particularly challenging situation in amateur multimedia authoring is ad-hoc collaborative capture, i.e., a process that, having no pre-production phase, demands live coordination between multiple authors. Important problems to realize such scenarios include proper synchronization of media elements by multiple devices, and which information to include in the resulting collaboratively authored multimedia document. In this paper, we report how our collaborative authoring system tackles these ad-hoc multimedia capture problems by combining mobile and web applications. We present a case study in the educational domain and discuss the results of a user study.","PeriodicalId":338362,"journal":{"name":"Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125202413","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}
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.
{"title":"Video Quality Assessment of Early SKIP/DIS for 3D-HEVC Complexity Reduction","authors":"Thiago Bubolz, R. Conceição, Heitor C. Almeida, Érick Moreira, B. Zatt, Tatiana Tavares, M. Porto, G. Corrêa","doi":"10.1145/3126858.3126898","DOIUrl":"https://doi.org/10.1145/3126858.3126898","url":null,"abstract":"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.","PeriodicalId":338362,"journal":{"name":"Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122299405","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}
Leandro Y. S. Okimoto, Bruno A. Souza, F. Nakamura, E. Nakamura
Online Social Networks (OSN) are virtual environments that allow users to exchange messages, interact, and share content. The amount of information flowing through OSN promotes the competition for attention and influence among users who struggle to co-opt other users to share their message. The influence gained by users can be important to call the attention to target topics so that they eventually become Trend Topics (most popular topics within a time frame). In this work, we illustrate how we can apply concepts of network science to analyze the network structure that represents a Trend Topic. As a consequence, we show how to identify important users that contributed significantly to the topic popularity. In addition, we show how we can detect naive artificial efforts, such as bot activities, to increase the popularity of a user and, consequently, the popularity of the topic.
OSN (Online Social Networks)是一种虚拟环境,用户可以在其中交换消息、进行交互、共享内容。通过OSN流动的信息量促进了用户之间对注意力和影响力的竞争,这些用户努力吸引其他用户分享他们的信息。用户获得的影响力对于引起对目标主题的关注非常重要,从而最终使其成为趋势主题(在一个时间框架内最受欢迎的主题)。在这项工作中,我们说明了如何应用网络科学的概念来分析代表趋势主题的网络结构。因此,我们将展示如何识别对主题流行度做出重大贡献的重要用户。此外,我们还展示了如何检测幼稚的人工行为,例如bot活动,以增加用户的受欢迎程度,从而提高主题的受欢迎程度。
{"title":"On the Analysis of Users Engaged in Twitter's Trend Topics","authors":"Leandro Y. S. Okimoto, Bruno A. Souza, F. Nakamura, E. Nakamura","doi":"10.1145/3126858.3126884","DOIUrl":"https://doi.org/10.1145/3126858.3126884","url":null,"abstract":"Online Social Networks (OSN) are virtual environments that allow users to exchange messages, interact, and share content. The amount of information flowing through OSN promotes the competition for attention and influence among users who struggle to co-opt other users to share their message. The influence gained by users can be important to call the attention to target topics so that they eventually become Trend Topics (most popular topics within a time frame). In this work, we illustrate how we can apply concepts of network science to analyze the network structure that represents a Trend Topic. As a consequence, we show how to identify important users that contributed significantly to the topic popularity. In addition, we show how we can detect naive artificial efforts, such as bot activities, to increase the popularity of a user and, consequently, the popularity of the topic.","PeriodicalId":338362,"journal":{"name":"Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127243733","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}
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.
{"title":"Disease Extermination: A Digital Educational Game on Vaccines, Viruses and Bacteria","authors":"Gustavo Ramos, Laura Lessa, Diana Cavalcanti","doi":"10.1145/3126858.3131578","DOIUrl":"https://doi.org/10.1145/3126858.3131578","url":null,"abstract":"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.","PeriodicalId":338362,"journal":{"name":"Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web","volume":"48 6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115341214","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}
This work presents the analysis of a software architecture for the measurement of audience and interactivity in IPTV (Internet Protocol TV) environments. The implementation used is in accordance with the recommendations of the ITU (International Telecommunication Union), taking into account its mandatory requirements. We analyzed factors that may interfere with the architecture performance and may generate the need to treat aspects related to the scalability of the solution. Load tests were performed through stochastic models that simulate the interaction of users with the IPTV environment. Thus, besides presenting the viability of the implementation, the aspects that must be taken into account for the implementation of an IPTV audience measurement architecture in a real environment are analyzed.
{"title":"Analysis of an Architecture for Measurement of Audience in IPTV Environments","authors":"Eduardo R. Soares, E. Barrére","doi":"10.1145/3126858.3131569","DOIUrl":"https://doi.org/10.1145/3126858.3131569","url":null,"abstract":"This work presents the analysis of a software architecture for the measurement of audience and interactivity in IPTV (Internet Protocol TV) environments. The implementation used is in accordance with the recommendations of the ITU (International Telecommunication Union), taking into account its mandatory requirements. We analyzed factors that may interfere with the architecture performance and may generate the need to treat aspects related to the scalability of the solution. Load tests were performed through stochastic models that simulate the interaction of users with the IPTV environment. Thus, besides presenting the viability of the implementation, the aspects that must be taken into account for the implementation of an IPTV audience measurement architecture in a real environment are analyzed.","PeriodicalId":338362,"journal":{"name":"Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129875260","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}
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.
{"title":"How to Find the Relevant Words Politicians Use in Twitter?","authors":"L. S. Oliveira, Pedro O. S. Vaz de Melo","doi":"10.1145/3126858.3131590","DOIUrl":"https://doi.org/10.1145/3126858.3131590","url":null,"abstract":"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.","PeriodicalId":338362,"journal":{"name":"Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128264921","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}
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.
{"title":"Model-driven Engineering in the Development of Ubiquitous Applications: Technologies, Tools and Languages","authors":"Marcos Alves Vieira, S. T. Carvalho","doi":"10.1145/3126858.3131633","DOIUrl":"https://doi.org/10.1145/3126858.3131633","url":null,"abstract":"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.","PeriodicalId":338362,"journal":{"name":"Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web","volume":"26 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128737921","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}