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Publications

Publications by HumanISE

2021

ENHANCING ENVIRONMENTAL SUSTAINABILITY AND E-COMMERCE DELIVERIES THROUGH THE USE OF EPP BOXES IN A DARKSTORE

Authors
Pintado E.; de Oliveira L.C.; Garcia J.E.;

Publication
Proceedings of the 16th International Symposium on Operational Research in Slovenia, SOR 2021

Abstract
An unprecedented outbreak pandemic caused disruption around the world. It had a strong impact on economic sector. Although, the pandemic accelerated the growth of e-commerce for specific categories as food retailer. As a result, several companies restructured their structures, in terms of IT and operations. During the first confinement, the operations and the website of SONAE MC were not prepared for the increase that existed due to the pandemic, COVID-19, causing disruption in the supply chain and long lead times. In this paper, it is explained how SONAE MC reduced its dependence on refrigerated vehicles, simplifying operations and reducing the costs of transporting products from online orders in vehicles with cargo space able to transport positive cold food and negative cold. It is also explained how innovation has ensured that products continue to be transported with quality and safety to all customers of the SONAE MC Darkstore. The result was the implementation of the proposed solution which may grow technologically once information and equipment are available.

2021

Positive Play

Authors
Cardoso, P; Peçaibes, V; Giesteira, B; Castro, LCd;

Publication
Advances in Medical Technologies and Clinical Practice - Handbook of Research on Solving Modern Healthcare Challenges With Gamification

Abstract
This chapter's first goal is to present the concept of Positive Play as an expression of play focused on social, psychological, and physical well-being and human potential. It presents some of its foundations in the form of eight maxims that emerged from an analysis on various games developed in the industry and in research settings. Afterwards, it demonstrates of how Positive Play can be integrated in different contexts of action, from diagnosis and intervention to contexts focused on prevention and promotion of awareness and knowledge in the scope of mental health, regarding treatment for Anorexia Nervosa, through a series of in-progress case studies in the form of game prototypes.

2021

Carnival Play

Authors
Giesteira, B; Silva, J; Sarmento, T; Abreu, P; Restivo, MT;

Publication
Advances in Medical Technologies and Clinical Practice - Handbook of Research on Solving Modern Healthcare Challenges With Gamification

Abstract
Developed within the scope of a SciTech research project, this chapter records in a procedural way the design centred on senior users for a set of three serious games for the eHealth field, designated by the authors as “Carnival.” The chapter, having as its leitmotif the project aforementioned, looking at its motivation, breaks down the systems augmented feedback interfaces—BodyGrip and SHaRe—to evaluate, rehabilitate, and monitor dexterity and manual strength. Topics related to empathy and well-being in the user experience design process, namely guidelines for empathy in different project phases, participatory design, inclusiveness, and amusement are identified. Withal listed the development phases of three games dynamics inherent to the “Carnival” set —“High Striker,” “Claw Machine,” “HotDog Sauce”—punctuating with the discussion and contributions to the e-health area describing its potential for Evaluate, rehabilitate, and monitor dexterity and manual strength.

2021

How Do I Feel When… A Card-Based Communication Game to Stimulate Empathy Among Family Members with Anorexia Nervosa

Authors
Peçaibes, V; Cardoso, P; Castro, L; Giesteira, B; Lopes, L; Junqueira, C;

Publication
Springer Series in Design and Innovation

Abstract
Today, games play active roles in diverse stages of the treatment of various mental illnesses. Despite this favourable context, their use as tools in the treatment of anorexia nervosa is still quite unexplored. We are developing playful and gamified tools that can be used as instruments in the prevention, treatment and monitoring of this complex disease. The objective of this paper is to present the initial process of design and development of a card-based game called How do I feel when… Its purpose consists of stimulating empathy among family members of patients with anorexia nervosa. Play sessions are to be mediated by health professionals and are supposed to occur in the context of support and therapeutic groups for family members of people suffering from eating disorders or in clinical consultations. Preliminary tests and expert reviews showed that the game is effective in establishing free association of subjects in players’ reasonings, and in inciting the externalisation and sharing of players’ feelings. It also demonstrated that, because players usually read the cards in accordance to their life experience, the game is able to circumscribe and personalise the subjects to be discussed. © 2021, The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG.

2021

Connection of Dynamic Temporal Continuities in Videogames

Authors
Ribeiro, JP; Carvalhais, M; Cardoso, P;

Publication
ADVANCES IN DESIGN, MUSIC AND ARTS, EIMAD 2020

Abstract
This research examines temporal continuities in videogames-the passing of time regardless of player action-and players' understanding of it, taking into account videogame and media theory. It presents a chronology of schools of thought and an analysis of the application of the theory to two case studies, to determine the motives behind players' actions over time. Subjects played two videogames of different genres, and an analysis of mixed nature revealed a lack of consensus about who is in control of the passing of time in the narrative of videogames. Results demonstrate the ambiguity in the awareness of the passing of time, showing that: (1) players distinguish narrative time and story time; (2) time can be studied through dynamic problems presented to players; (3) narrative cycles inform scene segmentation. The study corroborates previous hypotheses about the resolving of conflicts bringing an end to the narrative, thus also to the temporal continuity. Data shows evidence of the possibility of analysing time in videogames through some of the theories and frameworks tested.

2021

Preface

Authors
Reis, A; Lopes, JB; Barroso, J; Mikropoulos, T; Fan, CW;

Publication
Communications in Computer and Information Science

Abstract

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