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Publications

Publications by HumanISE

2018

Use of the physiological response to improve the gaming experience

Authors
Pinto, M; Melo, M; Bessa, M;

Publication
2018 1ST INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2018)

Abstract
New virtual reality technologies allow the user to gain a greater sense of presence in virtual environments. One of the areas where these technologies can have a major impact is the area of games that allow users to explore these environments and interact with them by receiving feedback from their actions in real time. The present study aimed to evaluate if the use of physiological signals to update the virtual environment in real-time could be used to increase the feeling of presence. To perform this study, an experimental study was designed based on a game that allowed the use of physiological data to calculate the participant's arousal in real-time and, based on that, modify certain elements of the virtual environment where the participants were asked to fulfill a task. With the analysis of the data obtained, it was possible to verify that the use of biofeedback did not reveal statistically significant differences for the variables tested, however, it can be concluded that the use of biofeedback improves some subscales of presence, being the users with more experience in games and more computer knowledge susceptible to such changes.

2018

The Scope of Multisensory Experiences in Cultural Heritage Sites

Authors
Marto, A; Goncalves, A; Bessa, M;

Publication
2018 1ST INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2018)

Abstract
The use of technology in cultural heritage sites, like virtual reconstructions, has become a common solution to improve the communication between these spaces and their visitors. The amount of virtual information is flexible and it depends on what it is intended to transmit. Since humans perceive the world with different senses and in real-time, it is being noticeable the emergence of several applications using multisensory elements. Despite the implementations and related evaluations being scarce, the more recent studies depicts that this technology prize and enhance users' experiences when more stimuli are exploited. This paper presents a survey related to the recent studies made in this context, in order to identify the actual scope of multisensory experiences in cultural heritage sites.

2018

Virtual Reality Games: a study about the level of interaction vs. narrative and the gender in presence and cybersickness.

Authors
Goncalves, G; Melo, M; Bessa, M;

Publication
2018 1ST INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2018)

Abstract
Virtual reality (VR) games have the potential to produce immersive experiences. To better explore the potential of VR games, it becomes necessary to understand what affects the player's presence in VR games. This work measures and compares the levels of presence and cybersickness in VR environments. Two games with different levels of interaction and narrative were compared. Presence and cybersickness were measured in a sample of 32 subjects using the IPQp questionnaire and a Portuguese version of the SSQ respectively. The results indicate that there were no differences in presence and cybersickness between the interaction and the narrative dimensions. To extend the study, the gender of participants was also considered an independent variable where we found significant differences in the metrics of presence and experienced realism, nausea and disorientation with female participants getting higher scores.

2018

A Brief Overview of Existing Tools for Testing the Internet-of-Things

Authors
Dias, JP; Couto, F; Paiva, ACR; Ferreira, HS;

Publication
2018 IEEE 11TH INTERNATIONAL CONFERENCE ON SOFTWARE TESTING, VERIFICATION AND VALIDATION WORKSHOPS (ICSTW)

Abstract
Systems are error-prone. Big systems have lots of errors. The Internet-of-Things poses us one of the biggest and widespread systems, where errors directly impact people's lives. Testing and validating is how one deals with errors; but testing and validating a planetary-scale, heterogeneous, and ever-growing ecosystem has its own challenges and idiosyncrasies. As of today, the solutions available for testing these systems are insufficient and fragmentary. In this paper we provide an overview on test approaches, tools and methodologies for the Internet-of-Things, its software and its devices. Our conclusion is that we are still lagging behind on the best practices and lessons learned from the Software Engineering community in the past decades.

2018

Dynamic Allocation of Serverless Functions in IoT Environments

Authors
Pinto, D; Dias, JP; Ferreira, HS;

Publication
2018 IEEE 16TH INTERNATIONAL CONFERENCE ON EMBEDDED AND UBIQUITOUS COMPUTING (EUC 2018)

Abstract
The IoT area has grown significantly in the last few years and is expected to reach a gigantic amount of 50 billion devices by 2020. The appearance of serverless architectures, specifically highlighting FaaS, raises the question of the suitability of using them in IoT environments. Combining IoT with a serverless architectural design can be effective when trying to make use of the local processing power that exists in a local network of IoT devices and creating a fog layer that leverages computational capabilities that are closer to the end-user. In this approach, which is placed between the device and the serverless function, when a device requests for the execution of a serverless function will decide based on previous metrics of execution if the serverless function should be executed locally, in the fog layer of a local network of IoT devices, or if it should be executed remotely, in one of the available cloud servers. Therefore, this approach allows dynamically allocating functions to the most suitable layer.

2018

A Blockchain-Based Scheme for Access Control in e-Health Scenarios

Authors
Dias, JP; Ferreira, HS; Martins, A;

Publication
Proceedings of the Tenth International Conference on Soft Computing and Pattern Recognition, SoCPaR 2018, Porto, Portugal, December 13-15, 2018

Abstract
Access control is a crucial part of a system’s security, restricting what actions users can perform on resources. Therefore, access control is a core component when dealing with e-Health data and resources, discriminating which is available for a certain party. We consider that current systems that attempt to assure the share of policies between facilities are mostly centralized, being prone to system’s and network’s faults and do not assure the integrity of policies lifecycle. Using a blockchain as store system for access policies we are able to ensure that the different entities have knowledge about the policies in place while maintaining a record of all permission requests, thus assuring integrity, auditability and authenticity. © 2020, Springer Nature Switzerland AG.

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