Cookies Policy
The website need some cookies and similar means to function. If you permit us, we will use those means to collect data on your visits for aggregated statistics to improve our service. Find out More
Accept Reject
  • Menu
Facts & Numbers
000
Presentation

Human-Centered Computing and Information Science

HumanISE is an interdisciplinary centre focused on research at the forefront of human-centred computing (HCC) with broad and deep expertise in computer science (CS) and information science (IS).

At HumanISE, engineers, scientists and designers focus on research and development of software systems, methods, and tools, capable of leveraging human abilities and practices within their communities and environments, involving high technical and managerial complexity, due to large scale, high heterogeneity, high uncertainty, high integrity, strict compliance to standards and legal frameworks, or domain-specific organisational issues.

Our mission is to pursue high-quality research, innovation, consultancy, and technology transfer, impactful, in close cooperation with academic and industrial partners. We focus on five main research areas - Computer-Human Interaction, Computer Graphics and Interactive Digital Media, Information Management and Information Systems, Software Engineering, and Large Scale and Special Purpose Computing Systems, Languages and Tools - and four innovation areas - Personalised Health Research, Earth, Ocean and Space Science, Geospatial Information Systems Engineering, and Information Systems and Applied Computing.

Furthermore, at HumanISE, we are also strongly committed to training young researchers and professionals, with a significant track record in the supervision of master and PhD students.

Presently, our researchers originate from the University of Porto (UP), Polytechnic of Porto (IPP), University of Trás-os-Montes e Alto Douro (UTAD), Universidade Aberta (UAb) and University of Minho (UM).

Latest News
Computer Science and Engineering

An ecosystem of networks, Artificial Intelligence and OnLIFE education: there is a new project in Brazil featuring INESC TEC

How can collaboration between networks improve AI and immersive environments education? And how can this education model address the environmental, technological, and social changes we face today? How does society prepare to live, learn and work in these new realities? The project "Network Ecosystem in the OnLIFE Education Paradigm in the Age of Artificial Intelligences" focuses on addressing these questions, boosting networked research and leveraging training in contexts ecologically interconnected with Generative AI.

27th January 2025

Robotics

Portugal at the forefront with new technology for measuring radon gas and improving global climate projections

For the next four years, INESC TEC will lead an international consortium with a budget of €2.6M, aimed at using advanced techniques to measure environmental radioactivity. According to estimates, by 2028, new technological solutions will be available that can improve both climate research - particularly in estimating greenhouse gas emissions - and radiological protection for the population and the environment.

02nd October 2024

INESC TEC seeks to help companies embrace digital transformation at lower costs

Digital transition, innovation, business empowerment, financing, disruptive technologies; and a certainty: 2024 will be a year of opportunities for companies that are willing to take risks. Close to 100 participants gathered at Palácio do Freixo to get to know ATTRACT project, coordinated by INESC TEC. 

08th February 2024

INESC TEC researchers strive to improve realism and multisensory experiences in virtual environment training

The scientific work "Studying the Influence of Multisensory Stimuli on a Firefighting Training Virtual Environment" won the 13th edition of the Professor José Luís Encarnação award. It is the sixth time that a group of INESC TEC researchers won this annual award.

17th January 2024

INESC TEC technology to protect olive groves and potentially other crops

The InOlive project reached the end; the olive groves' smart monitoring solutions developed within the scope of the initiative are currently being used. INESC TEC has created a smart trap, a technology that could be optimised to other crops.  

10th October 2023

002

Featured Projects

AMIDA

Aquisição de um serviço de desenvolvimento de arquitetura do sistema AMIDA

2024-2024

PFAI4_5eD

Programa de Formação Avançada Industria 4 - 5a edição

2024-2024

Team
003

Laboratories

Information Systems Laboratory

Laboratory of Software Engineering

Laboratory of Computer Graphics and Virtual Environments

Publications

HumanISE Publications

View all Publications

2025

Histopoly: A serious game for teaching histology to 1st year veterinary students

Authors
Marcos, R; Gomes, A; Santos, M; Coelho, A;

Publication
ANATOMICAL SCIENCES EDUCATION

Abstract
Histology is a preclinical subject transversal in medical, dental, and veterinary curricula. Classical teaching approaches in histology are often undermined by lower motivation and engagement of students, which may be addressed by innovative learning environments. Herein, we developed a serious game approach and compared it with a classical teaching style. The students' feedback was evaluated by questionnaires, and their performance on quizzes and exam's scores were assessed. The serious game (Histopoly) consisted of a game-based web application for the teacher/game master, a digital gaming application used by the students as a controller, and a projected digital board game. The board featured rows for the four fundamental tissues (epithelial, connective, muscular, and nervous) paired with question tiles and additional tiles with more demanding activities (e.g., drawing, presenting slides, and making a syllabus). Participants included all veterinary students enrolled in the first year. Paired laboratory sessions were split with four sections (n = 94 students) playing Histopoly at the end of all sessions and two sections (n = 28 students) completing small evaluations every three weeks at the beginning of sessions. According to the questionnaires, students that played the serious game were more motivated, engaged, and more interconnected with classmates. The activity was considered fun, and students enjoyed the classes more. No differences in the final examination scores were found, but the percentage of correct answers provided throughout the serious game was significantly higher. Overall, these findings argue for the inclusion of serious games in modern histology teaching to promote student engagement in learning.

2025

Augmented Reality in Information Design

Authors
Fadel, LM; Coelho, A;

Publication
Springer Series in Design and Innovation

Abstract
The potential of Augmented Reality (AR) has been harnessed to create immersive game settings, present layers of relevant information in museums, streamline procedures in healthcare and industry, and captivate consumers through innovative marketing strategies. Certain artifacts lend themselves well to representation in AR, especially those requiring a seamless fusion of the information layer with physical space. This integration underscores the suitability of information design artifacts for AR implementation. This study aims to delineate the distinctive attributes of AR in remediating information design, effectively catering to the user’s informational needs. To this end, we analyzed the Google Translate app, examining it through the analytical lens of body schema and haptic engagement. The findings reveal that AR manifests as a performative, personalized, crafted image that fosters involvement through agency. The performative nature of the image directs attention, while individual images collectively form a collection. It is recommended that AR design be centered around achieving harmony among body, media, and space. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.

2025

Alloy Repair Hint Generation Based on Historical Data

Authors
Barros, A; Neto, H; Cunha, A; Macedo, N; Paiva, ACR;

Publication
FORMAL METHODS, PT II, FM 2024

Abstract
Platforms to support novices learning to program are often accompanied by automated next-step hints that guide them towards correct solutions. Many of those approaches are data-driven, building on historical data to generate higher quality hints. Formal specifications are increasingly relevant in software engineering activities, but very little support exists to help novices while learning. Alloy is a formal specification language often used in courses on formal software development methods, and a platform-Alloy4Fun-has been proposed to support autonomous learning. While non-data-driven specification repair techniques have been proposed for Alloy that could be leveraged to generate next-step hints, no data-driven hint generation approach has been proposed so far. This paper presents the first data-driven hint generation technique for Alloy and its implementation as an extension to Alloy4Fun, being based on the data collected by that platform. This historical data is processed into graphs that capture past students' progress while solving specification challenges. Hint generation can be customized with policies that take into consideration diverse factors, such as the popularity of paths in those graphs successfully traversed by previous students. Our evaluation shows that the performance of this new technique is competitive with non-data-driven repair techniques. To assess the quality of the hints, and help select the most appropriate hint generation policy, we conducted a survey with experienced Alloy instructors.

2025

Testing infrastructures to support mobile application testing: A systematic mapping study

Authors
Kuroishi, PH; Paiva, ACR; Maldonado, JC; Vincenzi, AMR;

Publication
INFORMATION AND SOFTWARE TECHNOLOGY

Abstract
Context: Testing activities are essential for the quality assurance of mobile applications under development. Despite its importance, some studies show that testing is not widely applied in mobile applications. Some characteristics of mobile devices and a varied market of mobile devices with different operating system versions lead to a highly fragmented mobile ecosystem. Thus, researchers put some effort into proposing different solutions to optimize mobile application testing. Objective: The main goal of this paper is to provide a categorization and classification of existing testing infrastructures to support mobile application testing. Methods: To this aim, the study provides a Systematic Mapping Study of 27 existing primary studies. Results: We present a new classification and categorization of existing types of testing infrastructure, the types of supported devices and operating systems, whether the testing infrastructure is available for usage or experimentation, and supported testing types and applications. Conclusion: Our findings show a need for mobile testing infrastructures that support multiple phases of the testing process. Moreover, we showed a need for testing infrastructure for context-aware applications and support for both emulators and real devices. Finally, we pinpoint the need to make the research available to the community whenever possible.

2025

GAMFLEW: serious game to teach white-box testing

Authors
Silva, M; Paiva, ACR; Mendes, A;

Publication
SOFTWARE QUALITY JOURNAL

Abstract
Software testing plays a fundamental role in software engineering, involving the systematic evaluation of software to identify defects, errors, and vulnerabilities from the early stages of the development process. Education in software testing is essential for students and professionals, as it promotes quality and favours the construction of reliable software solutions. However, motivating students to learn software testing may be a challenge. To overcome this, educators may incorporate some strategies into the teaching and learning process, such as real-world examples, interactive learning, and gamification. Gamification aims to make learning software testing more engaging for students by creating a more enjoyable experience. One approach that has proven effective is to use serious games. This paper presents a novel serious game to teach white-box testing test case design techniques, named GAMFLEW (GAMe For LEarning White-box testing). It describes the design, game mechanics, and its implementation. It also presents a preliminary evaluation experiment with students to assess the usability, learnability, and perceived problems, among other aspects. The results obtained are encouraging.