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Publications

Publications by HumanISE

2024

Does Technological Innovativeness Influence Users' Experiences With Virtual Reality Tourism?

Authors
Sousa, N; Jorge, F; Teixeira, MS; Losada, N; Alen, E; Guttentag, D;

Publication
INTERNATIONAL JOURNAL OF TOURISM RESEARCH

Abstract
Immersive experiences offered by virtual reality (VR) have the power to impact tourists' decision-making and on-site experiences. However, prior research has focused on explaining VR's acceptance by tourists as a function of technological capacity, rather than user characteristics, such as innovativeness. This research intends to fill the existing knowledge gap regarding the role of technological innovativeness on VR experiences. To do so, this study examines whether individuals' technological innovativeness influences their perceptions of a VR tourism experience and, in turn, their intention to recommend the experience. The study provides a VR experience to 405 tourists at a winery. The results reveal that the tourists' technological innovativeness influences their perception of enjoyment, experience quality, and satisfaction. These findings suggest that, when developing or distributing VR content, the technological innovativeness of the audience is important to consider. The findings have theoretical and practical value, with direct implications for tourism professionals and policymakers.

2024

Labadain-30k+: A Monolingual Tetun Document-Level Audited Dataset

Authors
De Jesus, G; Nunes, S;

Publication
3rd Annual Meeting of the ELRA-ISCA Special Interest Group on Under-Resourced Languages, SIGUL 2024 at LREC-COLING 2024 - Workshop Proceedings

Abstract
This paper introduces Labadain-30k+, a monolingual dataset comprising 33.6k documents in Tetun, a low-resource language spoken in Timor-Leste. The dataset was acquired through web crawling and augmented with Wikipedia documents released by Wikimedia. Both sets of documents underwent thorough manual audits at the document level by native Tetun speakers, resulting in the construction of a Tetun text dataset well-suited for a variety of natural language processing and information retrieval tasks. This dataset was employed to conduct a comprehensive content analysis aimed at providing a nuanced understanding of document composition and the evolution of Tetun documents on the web. The analysis revealed that news articles constitute the predominant documents within the dataset, accounting for 89.87% of the total, followed by Wikipedia documents at 4.34%, and legal and governmental documents at 3.65%, among others. Notably, there was a substantial increase in the number of documents in 2020, indicating 11.75 percentage points rise in document quantity, compared to an average of 4.76 percentage points per year from 2001 to 2023. Moreover, the year 2017, marked by the increased popularity of online news in Tetun, served as a threshold for analyzing the evolution of document writing on the web pre- and post-2017, specifically regarding vocabulary usage. Surprisingly, this analysis showed a significant increase of 6.12 percentage points in the Tetun written adhering to the Tetun official standard. Additionally, the persistence of Portuguese loanwords in that trajectory remained evident, reflecting an increase of 5.09 percentage points. © 2024 ELRA Language Resource Association.

2024

Supportive Technologies and Videogames for Pediatric Hospital Patients: A scoping review

Authors
Alves, J; Crespo, C; Rodrigues, NF; Oliveira, E;

Publication
2024 IEEE 12TH INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH, SEGAH 2024

Abstract
Hospitalization has been identified as stress-inducing event that potentially contributes to depression and anxiety among children, particularly when the duration of hospital stay is prolonged. This scoping review seeks to identify the role of videogames and other interactive technology in reducing stress and promoting well-being, exploring the specific considerations for developing videogames for in- patient children and focusing on understanding various outcomes with different types of interactive technologies. The databases used in this research were ACM, PubMed, Wiley Library, yielding a total of 90 articles. Following the application of exclusion criteria 7 articles were selected for analysis. It is noteworthy that many of the included articles exhibit limitations, such as restricted study durations and a small number of participants. Addressing these limitations is crucial for establishing the long-term efficacy of interactive technology and videogames in promoting the well-being of in-patient children.

2024

A Machine Learning as a Service (MLaaS) Approach to Improve Marketing Success

Authors
Pereira, I; Madureira, A; Bettencourt, N; Coelho, D; Rebelo, MA; Araújo, C; de Oliveira, DA;

Publication
INFORMATICS-BASEL

Abstract
The exponential growth of data in the digital age has led to a significant demand for innovative approaches to assess data in a manner that is both effective and efficient. Machine Learning as a Service (MLaaS) is a category of services that offers considerable potential for organisations to extract valuable insights from their data while reducing the requirement for heavy technical expertise. This article explores the use of MLaaS within the realm of marketing applications. In this study, we provide a comprehensive analysis of MLaaS implementations and their benefits within the domain of marketing. Furthermore, we present a platform that possesses the capability to be customised and expanded to address marketing's unique requirements. Three modules are introduced: Churn Prediction, One-2-One Product Recommendation, and Send Frequency Prediction. When applied to marketing, the proposed MLaaS system exhibits considerable promise for use in applications such as automated detection of client churn prior to its occurrence, individualised product recommendations, and send time optimisation. Our study revealed that AI-driven campaigns can improve both the Open Rate and Click Rate. This approach has the potential to enhance customer engagement and retention for businesses while enabling well-informed decisions by leveraging insights derived from consumer data. This work contributes to the existing body of research on MLaaS in marketing and offers practical insights for businesses seeking to utilise this approach to enhance their competitive edge in the contemporary data-oriented marketplace.

2024

Analysis of Constructive Heuristics with Cuckoo Search Algorithm, Firefly Algorithm and Simulated Annealing in Scheduling Problems

Authors
Moreira, C; Costa, C; Santos, S; Madureira, M; Barbosa, M;

Publication
Lecture Notes in Mechanical Engineering

Abstract
Nowadays, decision making is one of the most important and influential aspects of everyday life, and the application of metaheuristics and heuristics facilitates the process. Thus, this paper presents a performance analysis of the combination of constructive heuristics used to generate initial solutions for metaheuristics applied to scheduling problems. Namely, Nawaz, Enscore, and Ham Heuristic (NEH), Palmer Heuristic and Campbell, Dudek, and Smith Heuristic (CDS) with Cuckoo Search, Firefly Algorithm and Simulated Annealing. The aim is to compare the performance of these combinations to analyse the efficiency, effectiveness and robustness of each. All combinations were analysed in an in-depth computational study and then subjected to a statistical study to support an accurate analysis of the results. The results of the analysis show that the Firefly Algorithm associated with NEH, despite having a high runtime, performs better than the other combinations. However, the best effectiveness-efficiency ratio corresponds to SA-Palmer and SA-CDS. © 2024, The Author(s), under exclusive license to Springer Nature Switzerland AG.

2024

A Systematic Review on Responsible Multimodal Sentiment Analysis in Marketing Applications

Authors
César, I; Pereira, I; Rodrigues, F; Miguéis, VL; Nicola, S; Madureira, A; Reis, JL; Dos Santos, JPM; De Oliveira, DA;

Publication
IEEE ACCESS

Abstract
The intrinsic challenges of contemporary marketing encourage discovering new approaches to engage and retain customers effectively. As the main channels of interactions between customers and brands pivot between the physical and the digital world, analyzing the outcome behavioral patterns must be achieved dynamically with the stimulus performed in both poles. This systematic review investigates the collaborative impact of adopting multidisciplinary fields of Affective Computing to evaluate current marketing strategies, upholding the process of using multimodal information from consumers to perform and integrate Sentiment Analysis tasks. The adjusted representation of modalities such as textual, visual, audio, or even psychological indicators enables prospecting a more precise assessment of the advantages and disadvantages of the proposed technique, glimpsing future applications of Multimodal Artificial Intelligence in Marketing. Embracing the Preferred Reporting Items for Systematic Reviews and Meta-Analysis as the research method to be applied, this article warrants a rigorous and sequential identification and interpretation of the synergies between the latest studies about affective computing and marketing. Furthermore, the robustness of the procedure is deepened in knowledge-gathering concerning the current state of Affective Computing in the Marketing area, their technical practices, ethical and legal considerations, and the potential upcoming applications, anticipating insights for the ongoing work of marketers and researchers.

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