114 research outputs found

    Code Shrew: Software platform for teaching programming through drawings and animations

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    In this paper, we present Code Shrew, a new software platform accompanied by an interactive programming course. Its aim is to teach the fundamentals of computer programming by enabling users to create their own drawings and animations. The programming language has a straightforward syntax based on Python, with additions that enable easy drawing and animating using object-oriented code. The editor reacts seamlessly and instantly, providing an engaging and interactive environment for experimenting and testing ideas. The programming course consists of lessons that cover essential programming principles, as well as challenges to test users' skills as they progress through the course. Both the lessons and challenges take advantage of the editor's instant feedback, allowing for a focus on learning-by-doing. We describe the software and the content, the motivation behind them, and their connection to constructionism.Comment: 7 page

    HairBrush for Immersive Data-Driven Hair Modeling

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    International audienceWhile hair is an essential component of virtual humans, it is also one of the most challenging digital assets to create. Existing automatic techniques lack the generality and flexibility to create rich hair variations, while manual authoring interfaces often require considerable artistic skills and efforts, especially for intricate 3D hair structures that can be difficult to navigate. We propose an interactive hair modeling system that can help create complex hairstyles in minutes or hours that would otherwise take much longer with existing tools. Modelers, including novice users, can focus on the overall hairstyles and local hair deformations, as our system intelligently suggests the desired hair parts. Our method combines the flexibility of manual authoring and the convenience of data-driven automation. Since hair contains intricate 3D structures such as buns, knots, and strands, they are inherently challenging to create using traditional 2D interfaces. Our system provides a new 3D hair author-ing interface for immersive interaction in virtual reality (VR). Users can draw high-level guide strips, from which our system predicts the most plausible hairstyles via a deep neural network trained from a professionally curated dataset. Each hairstyle in our dataset is composed of multiple variations, serving as blend-shapes to fit the user drawings via global blending and local deformation. The fitted hair models are visualized as interactive suggestions that the user can select, modify, or ignore. We conducted a user study to confirm that our system can significantly reduce manual labor while improve the output quality for modeling a variety of head and facial hairstyles that are challenging to create via existing techniques

    Auggie: Encouraging Effortful Communication through Handcrafted Digital Experiences

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    Digital communication is often brisk and automated. From auto-completed messages to "likes," research has shown that such lightweight interactions can affect perceptions of authenticity and closeness. On the other hand, effort in relationships can forge emotional bonds by conveying a sense of caring and is essential in building and maintaining relationships. To explore effortful communication, we designed and evaluated Auggie, an iOS app that encourages partners to create digitally handcrafted Augmented Reality (AR) experiences for each other. Auggie is centered around crafting a 3D character with photos, animated movements, drawings, and audio for someone else. We conducted a two-week-long field study with 30 participants (15 pairs), who used Auggie with their partners remotely. Our qualitative findings show that Auggie participants engaged in meaningful effort through the handcrafting process, and felt closer to their partners, although the tool may not be appropriate in all situations. We discuss design implications and future directions for systems that encourage effortful communication.Comment: To appear at the 25th ACM Conference On Computer-Supported Cooperative Work And Social Computing (CSCW '22). 25 page

    A framework for supporting knowledge representation – an ontological based approach

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    Dissertação para obtenção do Grau de Mestre em Engenharia Electrotécnica e de ComputadoresThe World Wide Web has had a tremendous impact on society and business in just a few years by making information instantly available. During this transition from physical to electronic means for information transport, the content and encoding of information has remained natural language and is only identified by its URL. Today, this is perhaps the most significant obstacle to streamlining business processes via the web. In order that processes may execute without human intervention, knowledge sources, such as documents, must become more machine understandable and must contain other information besides their main contents and URLs. The Semantic Web is a vision of a future web of machine-understandable data. On a machine understandable web, it will be possible for programs to easily determine what knowledge sources are about. This work introduces a conceptual framework and its implementation to support the classification and discovery of knowledge sources, supported by the above vision, where such sources’ information is structured and represented through a mathematical vector that semantically pinpoints the relevance of those knowledge sources within the domain of interest of each user. The presented work also addresses the enrichment of such knowledge representations, using the statistical relevance of keywords based on the classical vector space model concept, and extending it with ontological support, by using concepts and semantic relations, contained in a domain-specific ontology, to enrich knowledge sources’ semantic vectors. Semantic vectors are compared against each other, in order to obtain the similarity between them, and better support end users with knowledge source retrieval capabilities

    Energy efficiency in software: A case study on sustainability in personal health records

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    A personal health record is an eHealth technology in which users can observe their progress over time for a given condition. A research gap was identified in the literature concerning the study of the amount of energy that these systems need for their operation, and the energy efficiency that may be attained depending on their design. After the selection of five representative personal health records, a total of 20 tasks commonly done, and based on previous work, were performed with regard to two proposed scenarios, namely patient use and health personnel usage. The power consumption of the main components of a host machine was measured during the performance of the proposed duties. To that end, a hardware tool called the Energy Efficiency Tester was employed. The data collected were analyzed statistically, and significant differences were found in the respective consumption of the display (χ2 (4) = 23.782, p = 0.000), the processor (χ2 (4) = 29.018, p = 0.000) and the whole PC (χ2 (4) = 28.582, p = 0.000). For all of these components, NoMoreClipBoard was the personal health record that required the least energy (57.699 W for the display, 3.162 W for the processor and 181.113 W for the whole PC). A total of two strong correlations were found in the energy consumption between the hard disk and the graphics card (r = 0.791, p < 0.001), and the processor and the PC (r = 0.950, p < 0.001). Some features generated special amounts of power consumption, such as the news wall found on PatientsLikeMe, or the use of load icons that had an impact on most PC components. In addition, an in-depth analysis of the user interfaces was performed. A discussion was carried out on the design of the user interfaces, also taking into account recommendations drawn from the literature, checking for their implementation in the personal health records selected. With the aim of promoting sustainability among software developers, a best practice guideline on sustainable software design was proposed. Basic sustainability recommendations were collected for professionals to consider when developing a software system in general, and a personal health record in particular.Un registro de salud personal es una tecnología de salud electrónica en la que los usuarios pueden observar su progreso a lo largo del tiempo para una condición determinada. Se identificó un vacío de investigación en la literatura referente al estudio de la cantidad de energía que estos sistemas necesitan para su funcionamiento, y la eficiencia energética que se puede alcanzar dependiendo de su diseño. Después de la selección de cinco registros de salud personales representativos, se realizaron un total de 20 tareas comúnmente realizadas, y con base en trabajos previos, con respecto a dos escenarios propuestos, a saber, el uso del paciente y el uso del personal de salud. Se midió el consumo de energía de los principales componentes de una máquina host durante el desempeño de las tareas propuestas. Para ello, se empleó una herramienta de hardware denominada Energy Efficiency Tester. Los datos recopilados fueron analizados estadísticamente,2 (4) = 23.782, p = 0.000), el procesador (χ 2 (4) = 29.018, p = 0.000) y toda la PC (χ 2(4) = 28.582, p = 0.000). Para todos estos componentes, NoMoreClipBoard fue el registro de salud personal que requirió la menor cantidad de energía (57.699 W para la pantalla, 3.162 W para el procesador y 181.113 W para toda la PC). Se encontraron un total de dos fuertes correlaciones en el consumo de energía entre el disco duro y la tarjeta gráfica (r = 0.791, p < 0.001), y el procesador y la PC (r = 0.950, p < 0.001). Algunas características generaron cantidades especiales de consumo de energía, como el muro de noticias que se encuentra enpatientslikeme, o el uso de íconos de carga que tuvieron un impacto en la mayoría de los componentes de la PC. Además, se realizó un análisis en profundidad de las interfaces de usuario. Se realizó una discusión sobre el diseño de las interfaces de usuario, teniendo en cuenta también las recomendaciones extraídas de la literatura, comprobando su implantación en las historias clínicas personales seleccionadas. Con el objetivo de promover la sostenibilidad entre los desarrolladores de software, se propuso una guía de mejores prácticas sobre diseño de software sostenible. Se recopilaron recomendaciones básicas de sustentabilidad para que los profesionales las consideren al desarrollar un sistema de software en general y un registro de salud personal en particular
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