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Publications

Publications by HumanISE

2017

MyCarMobile: A Travel Assistance Emergency Mobile App for Deaf People

Authors
Rocha, T; Paredes, H; Soares, D; Fonseca, B; Barroso, J;

Publication
HUMAN-COMPUTER INTERACTION - INTERACT 2017, PT I

Abstract
Deaf people face serious communication problems. The use of smartphones has been explored as a solution for breaking communication barriers and enhancing their communication, by providing access to basic services. This paper explores the usage of iconographic interfaces in smartphones as a means for contributing to further autonomy for deaf people. We applied the model for asynchronous and non-verbal communication through iconographic and interactive flows to develop the MyCarMobile application, a travel assistance android mobile application for deaf people. Our research explores a solution which enables travel assistance services without involving audio, using an iconographic interface to report road accidents. A user centered design approach was applied in the development of the prototype and usability tests were performed with eleven deaf users, in order to validate the mobile application. The results revealed a good performance and user satisfaction when interacting with the application.

2017

Integration scenarios of virtual worlds in learning management systems using the MULTIS approach

Authors
Morgado, L; Paredes, H; Fonseca, B; Martins, P; Almeida, A; Vilela, A; Pires, B; Cardoso, M; Peixinho, F; Santos, A;

Publication
PERSONAL AND UBIQUITOUS COMPUTING

Abstract
This work further clarifies how the MULTIS architecture can be used for integration of virtual worlds in learning management system (LMS) for organizational management of e-learning activities, as an extension to a previous work published in the proceedings of VEAI 2016. Current LMSs provide minimal support for educational use in an organizational context, and other integration efforts assume that educators are inside the virtual world, accessing the LMS as an external service. Our approach enables educators to set up and manage virtual world activities from within the traditional LMS Web interface as an integral part of the overall educational activities of a course. The MULTIS architecture foresees several alternative communication channels between LMS and virtual worlds, including the spooling of automated clients or "bots" and the flexibility to inject code if necessary and possible. In this work, we detail the application of this architecture and its approach in several sample scenarios, based on previous analysis of integration requirements. It is the result of a joint effort by academic and corporate teams, implemented and tested in the Formare LMS for OpenSimulator and Second Life Grid virtual world platforms.

2017

Paranoid operative system methodology for anonymous & secure web browsing, doctoral project

Authors
Coelho, N; Universidade Trás-os-Montes e Alto Douro, Portugal,; Fonseca, B; Castro, A; Universidade Trás-os-Montes e Alto Douro, Portugal,; Instituto Superior de Engenharia do Porto, Portugal,;

Publication
Atas da Conferencia da Associacao Portuguesa de Sistemas de Informacao

Abstract
Recently the world knew by the media, that its leading nations follow closely their citizens, disregarding any moral and technological threshold, that internal and external security agencies in the USA and Europe closely follow telephone conversations, e-mail, web traffic of their counterparts, using powerful monitoring and surveillance programs. In other corners of the globe nations in turmoil or wrapped in the cloak of censorship persecute and deny uncontrolled web access without harmful repercussions to their citizens. This work is a research-in-progress project and consists in showing the research done so far to develop a methodology. This consists in the construction of an operative system with an academic scientific source that permits a secure and anonymous use of the web. For such methodology, first is required to comprehend and get acquaintance with the technologies that controls usage of web consumers, solutions that enable and grant some anonymity and security in web traffic.

2017

Context-aware HDR video distribution for mobile devices

Authors
Melo, M; Barbosa, L; Bessa, M; Debattista, K; Chalmers, A;

Publication
MULTIMEDIA TOOLS AND APPLICATIONS

Abstract
HDR video on mobile devices is in its infancy and there are no solutions yet that can achieve full HDR video reproduction due to computational power limitations. In this paper we present a novel and versatile solution that allows the delivery of HDR video on mobile devices by taking into account contextual information and retro-compatibility for devices that do not have the computational power to decode HDR video. The proposed solution also enables the remote transmission of HDR video to mobile devices in real-time. This context-aware HDR video distribution solution for mobile devices is evaluated and discussed by considering the impact of HDR videos over conventional low dynamic range videos on mobile devices as well as the challenge of playing HDR videos directly locally or remotely.

2017

Evaluation of Virtual Reality Navigation Interfaces using the Steering Law

Authors
Monteiro, P; Carvalho, D; Melo, M; Branco, F; Bessa, M;

Publication
2017 24 ENCONTRO PORTUGUES DE COMPUTACAO GRAFICA E INTERACAO (EPCGI)

Abstract
Navigation in virtual environments is important because it allows the exploration of the virtual worlds. This paper presents an objective performance evaluation (based on the Steering Law) of two types of navigation: natural (real walking) vs. not natural (gamepad). Steering Law was the objective performance metric chosen since it captures the relationship between the time to travel a path and the difficulty of that path. In addition to the performance, subjective metrics were also considered, namely the feeling of presence, cybersickness and user satisfaction. The participants had to complete a series of paths with different difficulty indices and the time that a participant took to go through each one was measured. Overall results show that navigation through real walking had better performance, presence, cybersickness, and satisfaction than the gamepad interface.

2017

Impact of different display devices and types of virtual environments on emotions and feeling of presence

Authors
Bessa, M; Coelho, H; Melo, M; Pinto, M;

Publication
2017 24 ENCONTRO PORTUGUES DE COMPUTACAO GRAFICA E INTERACAO (EPCGI)

Abstract
Virtual Reality offers the possibility of creating the most diverse types of videogames, being possible to have different types of videogames such as calm, eventful or even terrifying. The present study aimed to verify whether different types of videogames have impact on player's emotional responses as wecc as on the self-reported sense of presence. In addition, two distinct display interfaces were considered: conventional computer display and head-mounted display. To carry out this study, an experimental study was designed based on three videogames with distinct natures (exploration, puzzle and horror), where the participants had to fulfill certain tasks within a predetermined period. The data analysis revealed that there no significant emotional changes between the different videogames used. The results also revealed that the use of head-mounted displays increases the sense of presence in scenarios where the field of view is wide.

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