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
Publications

Publications by HumanISE

2016

Software Engineering Management Education through Game Design Patterns

Authors
Flores, NH; Paiva, ACR; Letra, P;

Publication
2ND INTERNATIONAL CONFERENCE ON HIGHER EDUCATION ADVANCES,HEAD'16

Abstract
Software engineering (SE) is an area with a wide range of concepts and knowledge. Such diversity of topics, requires the application of different teaching and learning techniques for an effective education. Serious Games is one of such techniques, yet its design tends to be complex, currently lacking a map of game design standards that comply with SE education requirements. This paper presents a process to identify the game design patterns that can be effective for teaching software engineering, specifically the software project management topic. Firstly, it begins by identifying the relationship between game design patterns and teaching and learning functions based on literature review. Secondly, it filters which of those teaching and learning functions is most relevant to software project management education, according to SE education specialists. Finally, it validates the relationship between game design patterns and software project management education through an empirical study conducted with master students. The results can be used as a basis for designing and developing serious games for teaching software project management. (C) 2016 The Authors. Published by Elsevier Ltd.

2016

GeoSpatial Platform for Port Management Processes

Authors
Oliveira, L; Santos, J; Dias, L;

Publication
2016 11TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI)

Abstract
Port authorities have the need to manage diverse information within the port area under its responsibility regarding their land and sea infrastructures. Through this innovation, which adds value to the port and its activity, it is made an interconnection of strategic areas, with the provision and sharing of structured data in a georeferenced environment. This work presents an innovative platform, based on various modules and allows effective control and efficient management of operations, processes and requirements associated with any sea port. The developed modules are designed to support the activities of business processes in the following areas of the port administration: Heritage, Hydrography, Port Traffic, Dominial, Studies and Works, Safety and Environment. Most of these modules were pioneers in the integration with business process management of portuguese ports of Leixoes and Viana do Castelo.

2016

Does 3D 360 video enhance user's VR experience?: An Evaluation Study

Authors
Bessa, Maximino; Melo, Miguel; Narciso, David; Barbosa, Luis; Raposo, JoseVasconcelos;

Publication
Proceedings of the XVII International Conference on Human Computer Interaction, Interacción 2016, Salamanca, Spain, September 13 - 16, 2016

Abstract
Technology for virtual reality has evolved at a fast pace and so is its affordability. Equipment such as head-mounted displays are now available for the average consumer at reasonable prices and this potentiates the use of contents such as video 360 in a more natural way. The purpose of this study was to measure the sense of presence and cybersickness comparing subjects by gender while experiencing a virtual reality application composed by type of VIDEO (360 video and 3D 360 video) using an head-mounted display. A Portuguese version of the Igroup Presence Questionnaire (IPQ) was used together with the Simulator Sickness Questionnaire (SSQ). The results have revealed that there are no significant differences across 2D and 3D videos in the sense of presence or cybersickness. © 2016 ACM.

2016

HDR video on mobile devices Unlocker of new opportunities for digital business

Authors
Melo, M; Barbosa, L; Meira, C; Branco, F; Bessa, M;

Publication
2016 11TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI)

Abstract
Prior to having available the High Dynamic Range (HDR) techniques, certain levels of luminance could only by captured by the human eye. Currently, HDR technology overcomes the limitations of conventional imaging technology (also referred as Low Dynamic Range or LDR) and allows the capture and delivery of contents that can match the dynamic range of the real world. However, the state of the art of HDR video focus mainly on conventional sized displays typical of TVs or PCs. As the usage of mobile devices for multimedia consumption is increasing considerably, there is a need for studying the impact of the viewing of HDR video on such devices. This will allow to take full advantage of HDR technology, creating a set of opportunities for the digital business as it allows, among others, the presentation of products in a much more efficient and captivating way. On this paper it is presented a study that evaluates the impact of the HDR video delivery on mobile devices and compares it with the impact of Low Dynamic Range (LDR) content. Results show that the delivery of HDR video on mobiles is possible without requiring much more resources when comparing the delivery of LDR video.

2016

Immersive Virtual Environments of Simulation for Exposure Therapy Impact of Multi-sensory Stimulation in the Sense of Presence in an Acrophobic Context

Authors
Bessa, J; Barreira, J; Faria, N; Martins, J; Barbosa, L; Bessa, M;

Publication
2016 11TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI)

Abstract
In the last three decades with the Information Technologies advent and the growth of the concept of Virtual Environments, a set of new ways to perform tasks have emerged, in the most diversified areas of society. The main focus of this work was to verify if it was possible to increase the sense of presence through multi-sensory stimulation, creating a virtual environment of simulation that causes stress in exposure therapy, in this case in people who have a fear of heights. The evaluation of the sense of presence was made using the Portuguese version of a previously validated IPQ (Igroup Presence Questionnaire) and also through direct observation of the movements caused by oculomotor reflexes. Although the achievement results that were not very significant between the two tested groups, the multisensory simulation environment obtained better results in terms of involvement in relation to space and realism, which increased concentration in the experience. The obtained results seem to indicate that the alone addition of further stimuli does not lead to an increased feeling of presence, therefore existing the need to understand which are the critical stimuli for each assessment situation.

2016

Objective and subjective evaluation of High Dynamic Range video compression

Authors
Mukherjee, R; Debattista, K; Bashford Rogers, T; Vangorp, P; Mantiuk, R; Bessa, M; Waterfield, B; Chalmers, A;

Publication
SIGNAL PROCESSING-IMAGE COMMUNICATION

Abstract
A number of High Dynamic Range (HDR) video compression algorithms proposed to date have either been developed in isolation or only-partially compared with each other. Previous evaluations were conducted using quality assessment error metrics, which for the most part were developed for qualitative assessment of Low Dynamic Range (LDR) videos. This paper presents a comprehensive objective and subjective evaluation conducted with six published HDR video compression algorithms. The objective evaluation was undertaken on a large set of 39 HDR video sequences using seven numerical error metrics namely: PSNR, logPSNR, puPSNR, puSSIM, Weber MSE, HDR-VDP and HDR-VQM. The subjective evaluation involved six short-listed sequences and two ranking-based subjective experiments with hidden reference at two different output bitrates with 32 participants each, who were tasked to rank distorted HDR video footage compared to an uncompressed version of the same footage. Results suggest a strong correlation between the objective and subjective evaluation. Also, non-backward compatible compression algorithms appear to perform better at lower output bit rates than backward compatible algorithms across the settings used in this evaluation.

  • 316
  • 589