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Publications

Publications by HumanISE

2017

Engineering Software for the Cloud: Messaging Systems and Logging

Authors
Sousa, TB; Ferreira, HS; Correia, FF; Aguiar, A;

Publication
Proceedings of the 22nd European Conference on Pattern Languages of Programs, EuroPLoP 2017, Irsee, Germany, July 12-16, 2017

Abstract
Software business continues to expand globally, highly motivated by the reachability of the Internet and possibilities of Cloud Computing. While widely adopted, development for the cloud has some intrinsic properties to it, making it complex to any newcomer. This research is capturing those intricacies using a pattern catalog, with this paper contributing with three of those patterns: Messaging System, a message bus for abstracting service placement in a cluster and orchestrating messages between multiple services; Preemptive Logging, a design principle where services and servers continuously output relevant information to log files, making them available for later debugging failures; and Log Aggregation, a technique to aggregate logs from multiple services and servers in a centralized location, which indexes and provides them in a queryable, user friendly format. These patterns are useful for anyone designing software for the cloud, either to guide or validate their design decisions. © 2017 Copyright is held by the owner/author(s).

2017

An Incremental Approach to Testing AOP

Authors
Restivo, A; Aguiar, A; Moreira, A;

Publication
SOFTWARE TECHNOLOGIES

Abstract
Breaking down applications into smaller modules is a common way for software developers to cope with the increasing complexity of their projects. A common barrier to this endeavor is the presence of crosscutting concerns that prevent reusability and reduce comprehensibility. The promise of AOP (Aspect-Oriented Programming) is that, by using it, developers will be able to organize these crosscutting concerns into their own units of modularity. However, AOP does not tackle the problem of having tangled automatic tests. This paper presents a technique using incremental testing and invasive aspects to modify and adapt tests, enabling the development of unit tests that are free of crosscutting concerns and thus easier to reuse. Using a medium scale project, we will show that without using this technique, due to the presence of invasive aspects, some unit tests would have to be discarded or modified to accommodate the changes made by them.

2017

Applying an Extended Kernel Density 4-Step Floating Catchment Area Method to Identify Priority Districts to Promote New Publicly Financed Supply of Gastroenterology Exams

Authors
Polzin, P; Borges, J; Coelho, A;

Publication
Journal of Management and Sustainability

Abstract
In continental Portugal, the publicly financed supply of gastroenterology exams was limited since the end of the last century, restricted to a fixed set of private providers that was hired by the Portuguese state. This way of contracting created market entry barriers and is inefficient, since prices are administratively set. Besides, it produced access inequalities, because of the way that the supply was geographically distributed. This paper applies the Extended Kernel Density 4-Step Floating Catchment Area (EKD4SFCA) method to identify priority districts for the promotion of new supply by the state, in order to choose the appropriate way of contracting new private supply, as determined by current law, and to reduce access inequalities. The applied method enables the identification of the Portuguese regions with strong competition between health care providers and where patients’ access to publicly financed gastroenterology exams is relatively low. In these regions, the state should promote public bids to stimulate new supply, exploring thereby the potential for setting lower prices and reducing access inequalities.

2017

Adaptivity and Safety in Location-Based Games

Authors
Jacob, J; Nobrega, R; Coelho, A; Rodrigues, R;

Publication
2017 9TH INTERNATIONAL CONFERENCE ON VIRTUAL WORLDS AND GAMES FOR SERIOUS APPLICATIONS (VS-GAMES)

Abstract
Location-based games require, among other things, physical activity and real-world context. Additionally, ensuring that the players are assigned challenges that are adequate and safe for the current context (both physical and spatial) is also important, as it can improve both the gaming experience and the outcomes of the exercise. However, the impact adaptivity has in the specific case of location-based exergames still has not been researched in depth. In this paper, we present a location-based exergame capable of adapting its mechanics to the current context.

2017

The Integration of Augmented Reality and the Concept of Sticker Album Collection for Informal Learning in Museums

Authors
Coelho, A; Costa, LM;

Publication
Immersive Learning Research Network - Third International Conference, iLRN 2017, Coimbra, Portugal, June 26-29, 2017, Proceedings

Abstract
Informal learning can have an important role in today’s Education but, to be effective, it should be contextualized individually for each learner, and situated to enhance experience. Museums have invaluable collections of assets that are in display and curators use their knowledge to engage the audience. Museums are places where informal learning can be fostered to engage the students and provide opportunities for situated learning. Pervasive systems, that take into account context, from both the learner and the location, have a good potential to promote this effectiveness in a gamified process that transforms the regular museum exploration into an engaging experience that provides learning opportunities at the appropriate time and place. In this paper, we propose a gamified approach based on the concept of sticker album collection and its integration in an Augmented Reality (AR) mobile application. The concept of sticker album collection is quite familiar to most people, mainly from their youth, and is the main dynamic of the gamification design, engaging the learner to collect more stickers and progress in the exploration of the museum. As a pervasive solution, we do not use physical support, but instead, a mobile application to provide the learning experiences by uncovering the stickers using AR over the museum collection, in order to enhance the knowledge transfer and rewarding. We present a prototype developed for a boat museum where, digital stickers are obtained by overcoming challenges in the context of the exploration of the boats in the museum. Furthermore, we provide two evaluations fromexperts: a preliminary evaluation of user experienceand a gamification evaluation using the Octalsysframework. © Springer International Publishing AG 2017.

2017

Enhancing Museums' Experiences Through Games and Stories for Young Audiences

Authors
Cesario, V; Coelho, A; Nisi, V;

Publication
INTERACTIVE STORYTELLING, ICIDS 2017

Abstract
Museums promote cultural experiences through the exhibits and the stories behind them. Nevertheless, museums are not always designed to engage and interest young audiences, particularly teenagers. This Ph.D. proposal in Digital Media explores how digital technologies can facilitate Natural History and Science Museums in fostering and creating immersive museum experiences for teenagers. Especially by using digital storytelling along with location-based gaming. The overall objectives of the work are to establish guidelines, design, develop and study interactive storytelling and gamification experiences in those type of museums focusing in particular on delivering pleasurable and engaging experiences for teens of 15-17 years old.

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