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Publications

Publications by HumanISE

2014

Making places: visualization, interaction and experience in urban space

Authors
Smyth, M; Cunha, PT; Helgason, I; Coelho, A; Gallacher, S; Burrows, A; Wunderlich, F; Penha, R;

Publication
Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational, Helsinki, Finland, October 26-30, 2014

Abstract
The increase in information gathered and processed by large-scale urban sensors networks has generated a corresponding rise in interest in information visualization and interaction design. Creative initiatives in urban space explore how to translate complex data streams into engaging and meaningful outputs for experiencing and interacting with information. This oneday workshop will bring together practitioners and researchers who are interested in the organisation of human activities in urban space, and how these can be supported by technology in a positive way. This event is intended to share and stimulate an interdisciplinary discussion on the topic, with a view to contributing towards more consistent and creative forms of experiencing urban information. Copyright is held by the owner/author(s).

2014

Improvements to Efficient Retrieval of Very Large Temporal Datasets with the TravelLight Method

Authors
de Carvalho, AV; Oliveira, MA; Rocha, A;

Publication
PROCEEDINGS OF THE 2014 9TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2014)

Abstract
A considerable number of domains deal with large and complex volumes of temporal data. The management of these volumes, from capture, storage, search, transfer, analysis and visualization, still provides interesting challenges. One critical task is the efficient retrieval of data (raw data or intermediate results from analytic tools). Previous work proposed the TravelLight method which reduced the turnaround time and improved interactive retrieval of data from large temporal datasets by exploring the temporal consistency of records in a database. In this work we propose improvements to the method by adopting a new paradigm focused in the management of time intervals instead of solely in data items. A major advantage of this paradigm shift is to enable the separation of the method implementation from any particular temporal data source, as it is autonomous and efficient in the management of retrieved data. Our work demonstrates that the overheads introduced by the new paradigm are smaller than prior overall overheads, further reducing the turnaround time. Reported results concern experiments with a temporally linear navigation across two datasets of one million items. With the obtained results it is possible to conclude that the improvements presented in this work further reduce turnaround time thus enhancing the response of interactive tasks over very large temporal datasets.

2014

Proceedings of the 5th International Conference on Software Development for Enhancing Accessibility and Fighting Info-exclusion, DSAI 2013, University of Vigo, Spain, November 13-15, 2013

Authors
Cota, MP; Barroso, J; Ferreira, SBL; Fonseca, B; Mikropoulos, TA; Paredes, H;

Publication
DSAI

Abstract

2014

BIZZY - A Social Game for Entrepreneurship Education

Authors
Fonseca, B; Goncalves, R; Nunes, RR; Teixeira, MS; Paredes, H; Morgado, L; Martins, P;

Publication
LEARNING AND COLLABORATION TECHNOLOGIES: TECHNOLOGY-RICH ENVIRONMENTS FOR LEARNING AND COLLABORATION, PT II

Abstract
Entrepreneurship education is increasingly being promoted, driven by a wide consensus in modern societies concerning its benefits in fostering the development of several professional and personal attitudes and skills, such as business expertise, creativity, risk assessment or responsibility. In this context, several authorities have been actively developing policies and activities to empower entrepreneurship culture in young people. Serious Games are recognized as having an important role and potential in education and social networks emerged in the last decade as the platform preferred by many people to socialize, play games or conduct professional activities. This paper presents a proposal for BIZZY, a serious game to be developed and implemented as a Facebook application, to enable young people in the range 12-18 years old to learn entrepreneurial skills progressively, by guiding them to develop a business project from the early idea to the business plan.

2014

Can Presence Improve Collaboration in 3D Virtual Worlds?

Authors
Cruz, A; Paredes, H; Fonseca, B; Morgado, L; Martins, P;

Publication
Procedia Technology

Abstract

2014

Developing iconographic driven applications for nonverbal communication: A roadside assistance app for the deaf

Authors
Paredes, H; Fonseca, B; Barroso, J;

Publication
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Abstract
Touchscreens allow interaction with icons and buttons for executing applications or selecting information. This can be used for non-verbal communication, enabling the deaf to communicate without the need for sign language translation and with a richer context than just using text. This paper explores the development process of iconographic driven applications for nonverbal communication following a user centered design approach. MyCarMobile, a mobile application intended to facilitate the communication of the deaf with roadside assistance services, is introduced as a case study. The application follows the iconographic driven interaction model allowing users to describe an occurrence, through the interaction with icons and buttons in a touchscreen device. Based on the implementation of the case study application and previous work a set of guidelines for implementing iconographic driven applications is proposed. © 2014 Springer International Publishing.

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