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}
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}
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.
{"title":"MulSeMaker: An MDD Tool for MulSeMedia Web Application Development","authors":"Marcelo Fernandes de Sousa, C. Ferraz, R. Kulesza, Italo Ayres, Matheus Lima","doi":"10.1145/3126858.3126883","DOIUrl":"https://doi.org/10.1145/3126858.3126883","url":null,"abstract":"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.","PeriodicalId":338362,"journal":{"name":"Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web","volume":"21 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":"125129861","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}
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.
{"title":"Support Architecture for Second Screen Apps Dynamic Adaptation","authors":"Carlos Eduardo Viana Valente, C. Souza","doi":"10.1145/3126858.3126890","DOIUrl":"https://doi.org/10.1145/3126858.3126890","url":null,"abstract":"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.","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":"128766057","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}
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.
{"title":"A Proposal Based on IoT for Social Inclusion of People with Visual Impairment","authors":"C. Garcia, Patrick Fernandes, Patricia Davet, J. Lopes, A. Yamin, C. Geyer","doi":"10.1145/3126858.3126864","DOIUrl":"https://doi.org/10.1145/3126858.3126864","url":null,"abstract":"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.","PeriodicalId":338362,"journal":{"name":"Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web","volume":"20 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":"117143158","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}
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.
{"title":"Characterizing User Behavior and Items in Multimedia Streaming Services","authors":"Diego Carvalho, N. Silva, A. Pereira, L. Rocha","doi":"10.1145/3126858.3131571","DOIUrl":"https://doi.org/10.1145/3126858.3131571","url":null,"abstract":"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.","PeriodicalId":338362,"journal":{"name":"Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web","volume":"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":"116990708","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}