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Publications

Publications by HumanISE

2012

Modeling and Programming with Roles: Introducing JavaStage

Authors
Barbosa, FS; Aguiar, A;

Publication
NEW TRENDS IN SOFTWARE METHODOLOGIES, TOOLS AND TECHNIQUES

Abstract
Roles are not a new concept, but they have been used in two different ways: as modeling concepts in a static view and as instance extensions in a dynamic view. For these views only the dynamic offers supporting languages. The static view, although proving the utility of roles in modeling, does not offer a programming language that allows developers to use roles all the way from modeling to programming. We try to overcome this by presenting our role language JavaStage, based on the Java language. We do this by designing and implementing a simple framework and then compare the results with its OO equivalent. Our results show that static roles are in fact useful when used in code and that JavaStage features expand role reuse.

2012

Cloud computing: Return on investment: The Portuguese higher education case study

Authors
Sousa, J; Assis, P; Leitao, M;

Publication
CLOSER 2012 - Proceedings of the 2nd International Conference on Cloud Computing and Services Science

Abstract
This work is about return on investment (ROI) estimation based on a set of scenarios related with Cloud services adoption by Portuguese higher education (HE) institutions. The adopted methodology required the development of a survey and its distribution among institutions. The collected data allowed us to evaluate a set of indicators and metrics in order to design ROI models. With such models it was possible to estimate the cost benefit of Cloud Computing paradigm in the context of Portuguese HE infrastructures and services.

2012

Assessing driver's mental representation of Adaptive Cruise Control (ACC) and its possible effects on behavioural adaptations

Authors
Piccinini, GF; Simoes, A; Rodrigues, CM; Leitao, M;

Publication
WORK-A JOURNAL OF PREVENTION ASSESSMENT & REHABILITATION

Abstract
The introduction of Adaptive Cruise Control (ACC) could be very helpful for making the longitudinal driving task more comfortable for the drivers and, as a consequence, it could have a global beneficial effect on road safety. However, before or during the usage of the device, due to several reasons, drivers might generate in their mind incomplete or flawed mental representations about the fundamental operation principles of ACC; hence, the resulting usage of the device might be improper, negatively affecting the human-machine interaction and cooperation and, in some cases, leading to negative behavioural adaptations to the system that might neutralise the desirable positive effects on road safety. Within this context, this paper will introduce the methodology which has been developed in order to analyse in detail the topic and foresee, in the future, adequate actions for the recovery of inaccurate mental representations of the system.

2012

A method to investigate drivers' acceptance of Blind Spot Detection System (R)

Authors
Piccinini, GF; Simoes, A; Rodrigues, CM; Leitao, M;

Publication
WORK-A JOURNAL OF PREVENTION ASSESSMENT & REHABILITATION

Abstract
Lately, with the goal of improving road safety, car makers developed and commercialised some Advanced Driver Assistance Systems (ADAS) which, through the detection of blind spot areas on the vehicle's sides, could help the drivers during the overtaking and the change lane task. Despite the possible benefits to reduce lateral crashes, the overall impact on road safety of such systems have not been deeply studied yet; notably, despite some researches have been carried out, there is a lack of studies regarding the long-term usage and drivers' acceptance of those systems. In order to fill the research gap, a methodology, based on the combination of focus groups interviews, questionnaires and a small-scale field operational test (FOT), has been designed in this study; such a methodology aims at evaluating drivers' acceptance of Blind Spot Information System (R) and at proposing some ideas to improve the usability and user-friendliness of this (or similar) device in their future development.

2012

TOWARDS A SERIOUS GAMES EVACUATION SIMULATOR

Authors
Ribeiro, J; Almeida, JE; Rossetti, RJF; Coelho, A; Coelho, AL;

Publication
PROCEEDINGS 26TH EUROPEAN CONFERENCE ON MODELLING AND SIMULATION ECMS 2012

Abstract
The evacuation of complex buildings is a challenge under any circumstances. Fire drills are a way of training and validating evacuation plans. However, sometimes these plans are not taken seriously by their participants. It is also difficult to have the financial and time resources required. In this scenario, serious games can be used as a tool for training, planning and evaluating emergency plans. In this paper a prototype of a serious games evacuation simulator is presented. To make the environment as realistic as possible, 3D models were made using Blender and loaded onto Unity3D, a popular game engine. This framework provided us with the appropriate simulation environment. Some experiences were made and results show that this tool has potential for practitioners and planners to use it for training building occupants.

2012

Using Serious Games to Train Evacuation Behaviour

Authors
Ribeiro, J; Almeida, JE; Rossetti, RJF; Coelho, A; Coelho, AL;

Publication
SISTEMAS Y TECNOLOGIAS DE INFORMACION, VOLS 1 AND 2

Abstract
Emergency evacuation plans and evacuation drills are mandatory in public buildings in many countries. Their importance is considerable when it comes to guarantee safety and protection during a crisis. However, sometimes discrepancies arise between the goals of the plan and its outcomes, because people find it hard to take them very seriously, or due to the financial and time resources required. Serious games are a possible solution to tackle this problem. They have been successfully applied in different areas such as health care and education, since they can simulate an environment/task quite accurately, making them a practical alternative to real-life simulations. This paper presents a serious game developed using Unity3D to recreate a virtual fire evacuation training tool. The prototype application was deployed which allowed the validation by user testing. A sample of 30 individuals tested the evacuating scenario, having to leave the building during a fire in the shortest time possible. Results have shown that users effectively end up learning some evacuation procedures from the activity, even if only to look for emergency signs indicating the best evacuation paths. It was also evidenced that users with higher video game experience had a significantly better performance.

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