Duarte Vital, Pedro Mariano, S. Almeida, Pedro Santana
{"title":"A Graphical Tool for Eliciting Knowledge of Air Pollution Sources","authors":"Duarte Vital, Pedro Mariano, S. Almeida, Pedro Santana","doi":"10.1109/icgi54032.2021.9655276","DOIUrl":"https://doi.org/10.1109/icgi54032.2021.9655276","url":null,"abstract":"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.","PeriodicalId":117837,"journal":{"name":"2021 International Conference on Graphics and Interaction (ICGI)","volume":"68 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":"131363247","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}
{"title":"A VR-Based Vestibular Rehabilitation Therapeutic Game","authors":"E. Pereira, Bruno Ferreira, Paulo Menezes","doi":"10.1109/icgi54032.2021.9655277","DOIUrl":"https://doi.org/10.1109/icgi54032.2021.9655277","url":null,"abstract":"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.","PeriodicalId":117837,"journal":{"name":"2021 International Conference on Graphics and Interaction (ICGI)","volume":"70 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":"125263352","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}
André Torrão, João Natário, P. Carvalho, Cláudia M. Silva, Frutuoso G. M. Silva
{"title":"A VR Game for Obsessive-Compulsive Disorders Therapy","authors":"André Torrão, João Natário, P. Carvalho, Cláudia M. Silva, Frutuoso G. M. Silva","doi":"10.1109/icgi54032.2021.9655282","DOIUrl":"https://doi.org/10.1109/icgi54032.2021.9655282","url":null,"abstract":"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.","PeriodicalId":117837,"journal":{"name":"2021 International Conference on Graphics and Interaction (ICGI)","volume":"39 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":"125685004","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}
{"title":"Towards the integration of user interface prototyping and model-based development","authors":"Catarina Machado, J. C. Campos","doi":"10.1109/icgi54032.2021.9655284","DOIUrl":"https://doi.org/10.1109/icgi54032.2021.9655284","url":null,"abstract":"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.","PeriodicalId":117837,"journal":{"name":"2021 International Conference on Graphics and Interaction (ICGI)","volume":"40 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":"133548239","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}
{"title":"I Am (Still) Here!","authors":"Inês Albano, D. Gonçalves","doi":"10.1109/icgi54032.2021.9655288","DOIUrl":"https://doi.org/10.1109/icgi54032.2021.9655288","url":null,"abstract":"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.","PeriodicalId":117837,"journal":{"name":"2021 International Conference on Graphics and Interaction (ICGI)","volume":"12 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":"125150424","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}
Oscar Ferraz, Paulo Menezes, Vitor R. G. Silva, G. Falcão
{"title":"Benchmarking Vulkan vs OpenGL Rendering on Low-Power Edge GPUs","authors":"Oscar Ferraz, Paulo Menezes, Vitor R. G. Silva, G. Falcão","doi":"10.1109/icgi54032.2021.9655285","DOIUrl":"https://doi.org/10.1109/icgi54032.2021.9655285","url":null,"abstract":"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.","PeriodicalId":117837,"journal":{"name":"2021 International Conference on Graphics and Interaction (ICGI)","volume":"3 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":"125388644","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}