The paper presents a work executed in the virtual prototyping area. It is described as a procedure for the implementation of a CNC (Computerized Numeric Command) lathe prototype using software for virtual environment development. This procedures focus mainly on the interlocking system (functionality) and geometric model (physical design) of the lathe. Consequently, this work aims at checking the potential and limitations of this graphic interface tool, considering the complexity of the data required for product prototyping in manufacturing or assembly. Red de Universidades con Carreras en Informática (RedUNCI) Eje: Programación de imágenes
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Virtual Reality has become, once again, a popular and interesting topic, both as a research and commercial field. This trend has its origin in the use of mobile devices as computational core and displays for Virtual Reality. Android is one of the most used platform in this context and Unity3d is a suitable graphic engine for such platform. In order to improve the immersive experience, some electronic devices, Arduino especially, are used to gather information, such as the movement of the user's arms or legs. Although these three elements are often used in Virtual Reality, few studies use all of them in combination. Those who do, do not develop a reusable framework for their implementations. In this work we present AnArU, a framework for physical human interaction in Virtual Reality. The goal of AnArU is to allow an easy, efficient and extensible communication between electronic devices and the Virtual Reality system. XIII Workshop Computación Gráfica, Imágenes y Visualización (WCGIV) Red de Universidades con Carreras en Informática (RedUNCI)
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Despite the known health benefits of regular participation in physical activity people still refuse this practise. Nowadays, Virtual Reality (VR) is a very powerful and compelling computer tool by which humans can interface and interact with computer-generated environments. In this paper, we propose a virtual training system which can be customized for the physical activity level of the user. System provides real time visual action guide and a performance’s feedback of users through a Natural User Interface (NUI). We conduct a brief pilot study to evaluate our virtual trainers in which participants’ performance doing physical activities is evaluated via our NUI. Initial results indicate that virtual training through a NUI is motivating and entertaining for any kind of user, in particular for individuals with low level of physical activity. XV Workshop de Computación Gráfica, Imágenes y Visualización (WCGIV). Red de Universidades con Carreras en Informática (RedUNCI)
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The steady growth of technology has allowed to extend all forms of human-computer communication. Since the emergence of more sophisticated interaction devices, Human Computer Interaction (HCI) science has added the issue of Non-Verbal Communication (NVC). Nowadays, there are a lot of applications such as interactive entertainments and virtual reality requiring more natural and intuitive interfaces. Human gestures constitute a great space of actions expressed by the body, face, and/or hands. Hand Gesture is frequently used in people’s daily life, thus it is an alternative form to communicate with computers in an easy way. This paper introduces a real-time hand gesture recognition and tracking system to identify different and dinamic hand postures. In order to improve the user experience, a set of different system functions into a virtual world had been implemented so interaction can be performed by the user through a data glove device. XIV Workshop Computación Gráfica, Imágenes y Visualización (WCGIV). Red de Universidades con Carreras en Informática (RedUNCI)
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Since the start of the COVID-19 pandemic, the severity and prevalence of symptoms of psychological distress, fatigue, brain fog, and other conditions have increased considerably, including among people who have not been infected with SARS-CoV-2. Many studies summarize the effect of the pandemic on the availability of mental health services and how this has changed during the pandemic. Concerned that potential increases in mental health conditions, had already prompted 90% of countries surveyed to include mental health and psychosocial support in their post COVID-19 response plans, but major gaps and concerns remain. In this paper we developed a de-stress proposal through a digital zen garden by using an augmented reality sandbox. The system provides patients with flexible interaction and easy control of the scenario, while making real time data recording. An objective evaluation method is proposed to review the effectiveness of the therapy. According to the evaluation results of patients’ training, the system is a low cost entertainment tool that augments patients’ motivation, and helps to increase the effectiveness of therapy. XX Workshop Computación Gráfica, Imágenes y Visualización (WCGIV) Red de Universidades con Carreras en Informática
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Some time ago Virtual Reality and Augmented Reality were exclusively devoted to the gaming industry. Nowadays, both technologies are experiencing a deep interest from various spheres, including healthcare sector. The new infectious disease COVID-19 has had a catastrophic effect on the world’s demographics. Many patients with mild or severe COVID- 19 do not recover completely and present with a wide variety of chronic symptoms after infection, often of a neurological, cognitive or psychiatric nature. The most common signs of cognitive disorder can be summarized as mental fog, memory problems and concentration problems. The aim of this study was to analyze the opportunities for Virtual and Augmented Reality in the cognitive interventions related to mentioned disorders by searching for articles in scientific databases. We conclude that as these technologies and devices become cheaper and accessible worldwide, can at least be regarded as a rehabilitation therapy as effective as traditional training, and to some extent better than it. Workshop: WCGIV - Computación Gráfica, Imágenes y Visualización Red de Universidades con Carreras en Informática
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Visualization is the science of transforming data or information into images, engaging the human visual sensory apparatus, as well as the processing power of the human mind. The result is a simple and effective medium for communicating complex information. In other words is the science of representing data in a visual form in order to achieve communication or understanding. Together with the growing demand of visualizing big volumes of data is growing the trend of developing Distributed Environments of Visualization. Therefore arises the necessity to design an architecture that allows desktop visualization using distributed resources which could be combined to solve the problem in an efficient way. In this context we present a new approach, that combines the visualization pipeline, the UVM (Unified Visualization Model) and the Web Service Concept. Workshop de Computación Gráfica, Imágenes y Visualización (WCGIV) Red de Universidades con Carreras en Informática (RedUNCI)
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One of the main goals of Virtual Reality is to provide immersive environments that take participants away from the real life into a virtual one, this is how Cave Automated Virtual Environment (CAVE) came about many years ago. Nowadays there are many of this kind of room-sized systems providing a superior Virtual Reality experience and are used for research into a wide range of disciplines including archaeology, architecture, art, biology, engineering, geometry, geology, medicine and healthcare, meteorology and physics. Nevertheless, for a good Virtual Reality user experience, it is necessary to have a processing system optimized for visual computing (based on CAVE-related features, Interaction, Application, etc.). In this work we propose an evaluation methodology for our Cave-like multi-VRmedia System. The proposal is based on three generic criteria: Performance, Usability and Relevance. The strategy tries to prove how assertive a system is when it comes to solving a problem. Workshop: WCGIV – Computación Gráfica, Imágenes y Visualización Red de Universidades con Carreras en Informática
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With the increasing popularity of virtual reality, many video games and virtual experiences with high-visual quality have been developed recently. Virtual reality with a high-quality representation of scenes is still an experience linked to high-cost devices. There are currently low-cost virtual reality solutions by using mobile devices, but in those cases, the visual quality of the presented virtual environments must be simplified for running on mobile devices with limited hardware characteristics. In this work, we present a novel Image-Based Rendering technique for low-cost virtual reality. We have conducted a performance evaluation of three mobile devices with different hardware characteristics. Results show that our technique represents high-visual quality virtual environments with considerably better performance compared to traditional rendering solutions. Workshop: WCGIV – Computación Gráfica, Imágenes y Visualización Red de Universidades con Carreras en Informática
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Cryptocurrencies have emerged as a novel and dynamic asset class in the financial landscape, attracting significant attention from investors and researchers alike. As the popularity and diversity of cryptocurrencies continue to grow, there is an increasing need to analyze and understand the temporal dynamics and patterns within their data. Therefore, the treatment of such data involves the application of a wide range of tools for analysis and exploration, including different visualization techniques. In this paper, we present CryptoVisualizer, an integral visual analysis tool for temporal data associated with cryptocurrencies. Our proposal integrates different visualization methods and interactions to empower users in exploring and understanding temporal patterns, trends, and relationships in cryptocurrency markets. Red de Universidades con Carreras en Informática
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The paper presents a work executed in the virtual prototyping area. It is described as a procedure for the implementation of a CNC (Computerized Numeric Command) lathe prototype using software for virtual environment development. This procedures focus mainly on the interlocking system (functionality) and geometric model (physical design) of the lathe. Consequently, this work aims at checking the potential and limitations of this graphic interface tool, considering the complexity of the data required for product prototyping in manufacturing or assembly. Red de Universidades con Carreras en Informática (RedUNCI) Eje: Programación de imágenes
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Virtual Reality has become, once again, a popular and interesting topic, both as a research and commercial field. This trend has its origin in the use of mobile devices as computational core and displays for Virtual Reality. Android is one of the most used platform in this context and Unity3d is a suitable graphic engine for such platform. In order to improve the immersive experience, some electronic devices, Arduino especially, are used to gather information, such as the movement of the user's arms or legs. Although these three elements are often used in Virtual Reality, few studies use all of them in combination. Those who do, do not develop a reusable framework for their implementations. In this work we present AnArU, a framework for physical human interaction in Virtual Reality. The goal of AnArU is to allow an easy, efficient and extensible communication between electronic devices and the Virtual Reality system. XIII Workshop Computación Gráfica, Imágenes y Visualización (WCGIV) Red de Universidades con Carreras en Informática (RedUNCI)
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Despite the known health benefits of regular participation in physical activity people still refuse this practise. Nowadays, Virtual Reality (VR) is a very powerful and compelling computer tool by which humans can interface and interact with computer-generated environments. In this paper, we propose a virtual training system which can be customized for the physical activity level of the user. System provides real time visual action guide and a performance’s feedback of users through a Natural User Interface (NUI). We conduct a brief pilot study to evaluate our virtual trainers in which participants’ performance doing physical activities is evaluated via our NUI. Initial results indicate that virtual training through a NUI is motivating and entertaining for any kind of user, in particular for individuals with low level of physical activity. XV Workshop de Computación Gráfica, Imágenes y Visualización (WCGIV). Red de Universidades con Carreras en Informática (RedUNCI)
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The steady growth of technology has allowed to extend all forms of human-computer communication. Since the emergence of more sophisticated interaction devices, Human Computer Interaction (HCI) science has added the issue of Non-Verbal Communication (NVC). Nowadays, there are a lot of applications such as interactive entertainments and virtual reality requiring more natural and intuitive interfaces. Human gestures constitute a great space of actions expressed by the body, face, and/or hands. Hand Gesture is frequently used in people’s daily life, thus it is an alternative form to communicate with computers in an easy way. This paper introduces a real-time hand gesture recognition and tracking system to identify different and dinamic hand postures. In order to improve the user experience, a set of different system functions into a virtual world had been implemented so interaction can be performed by the user through a data glove device. XIV Workshop Computación Gráfica, Imágenes y Visualización (WCGIV). Red de Universidades con Carreras en Informática (RedUNCI)
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Since the start of the COVID-19 pandemic, the severity and prevalence of symptoms of psychological distress, fatigue, brain fog, and other conditions have increased considerably, including among people who have not been infected with SARS-CoV-2. Many studies summarize the effect of the pandemic on the availability of mental health services and how this has changed during the pandemic. Concerned that potential increases in mental health conditions, had already prompted 90% of countries surveyed to include mental health and psychosocial support in their post COVID-19 response plans, but major gaps and concerns remain. In this paper we developed a de-stress proposal through a digital zen garden by using an augmented reality sandbox. The system provides patients with flexible interaction and easy control of the scenario, while making real time data recording. An objective evaluation method is proposed to review the effectiveness of the therapy. According to the evaluation results of patients’ training, the system is a low cost entertainment tool that augments patients’ motivation, and helps to increase the effectiveness of therapy. XX Workshop Computación Gráfica, Imágenes y Visualización (WCGIV) Red de Universidades con Carreras en Informática
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Some time ago Virtual Reality and Augmented Reality were exclusively devoted to the gaming industry. Nowadays, both technologies are experiencing a deep interest from various spheres, including healthcare sector. The new infectious disease COVID-19 has had a catastrophic effect on the world’s demographics. Many patients with mild or severe COVID- 19 do not recover completely and present with a wide variety of chronic symptoms after infection, often of a neurological, cognitive or psychiatric nature. The most common signs of cognitive disorder can be summarized as mental fog, memory problems and concentration problems. The aim of this study was to analyze the opportunities for Virtual and Augmented Reality in the cognitive interventions related to mentioned disorders by searching for articles in scientific databases. We conclude that as these technologies and devices become cheaper and accessible worldwide, can at least be regarded as a rehabilitation therapy as effective as traditional training, and to some extent better than it. Workshop: WCGIV - Computación Gráfica, Imágenes y Visualización Red de Universidades con Carreras en Informática