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Publications

Publications by Maximino Bessa

2010

Contextualized Ubiquity: A new opportunity for rendering business information and services

Authors
Cunha, CR; Peres, E; Morais, R; Bessa, M; Reis, MC;

Publication
J. Theor. Appl. Electron. Commer. Res.

Abstract
Stating that information and services are ubiquitous, means that they are available anywhere, anytime. The development of mobile-devices with wireless network-access capabilities, together with the decrease in network-traffic costs and the proliferation of free wireless hotspots, makes the use of mobile-devices, as Internet access tools, increasingly common and attractive. With novel forms of presenting information and to provide new ways to interact with consumers, new business strategies can be boosted, in Customer Relationship Management (CRM) and m-commerce. This paper describes a different approach to the relationship between customers and business-providers, based on contextualization mechanisms located in commercial products, which in turn acts as a gateway to static tag-embedded information as well as web-based information and services. A wine integrated management system, called SIGPV, is presented as a proof-of-concept, enumerating some of possible major business and CRM benefits. © 2010 Universidad de Talca - Chile.

2011

Foundations for a Mobile Context-Aware Advertising System

Authors
Alexandre, G; Adao, T; Goncalves, M; Magalhaes, L; Bessa, M; Peres, E; Varajao, J;

Publication
ENTERPRISE INFORMATION SYSTEMS, PT 2

Abstract
Advertisers struggle to reach effectively and efficiently to their customers, continuously seeking to influence them and simultaneously reduce the overall publicity costs. Business areas like the mobile devices industry, together with wireless technologies and interactive environments, bring an huge opportunity for marketing purposes. supporting the chance to turn advertising into a convenient and easily accessible source of information by letting marketers communicate with costumers in a more direct, personal and contextualized way. This paper presents some foundations for the development of a system that will allow context-aware personalized profile-based advertising delivery, by using Bluetooth technology to identify and communicate with customers in a given geographic area, through their mobile devices.

2011

Framework for Collaborative 3D Urban Environments

Authors
Melo, M; Bessa, M; Rocha, T; Sousa, J; Peres, E; Varajao, J; Magalhaes, L;

Publication
ENTERPRISE INFORMATION SYSTEMS, PT 2

Abstract
With Virtual Reality (VR) systems it is possible to visualize three-dimensional environments with a high level of detail and visual fidelity. The users can manipulate and interact with those virtual environments in an intuitive way, close to reality. The VR systems enable the access to digital services that can promote, amongst others, collaborative work, data sharing or e-commerce. In this paper, we present a multidisciplinary solution that can offer added value to users through a collaborative environment with an intuitive interface. This environment will use geo-referenced databases to replicate urban environments and represent real world problems in a virtual way, making possible a better and more flexible approach in order to solve them. It is also proposed an architecture and some digital services are illustrated to show its potential.

2012

A survey on HDR visualization on mobile devices

Authors
Magalhaes, L; Bessa, M; Urbano, C; Melo, M; Peres, E; Chalmers, A;

Publication
OPTICS, PHOTONICS, AND DIGITAL TECHNOLOGIES FOR MULTIMEDIA APPLICATIONS II

Abstract
There is a vast body of literature concerning the capture, storing, transmission and display of High Dynamic Range (HDR) imaging. Nevertheless, there are few works that try to address the problem of getting HDR on mobile devices. Their hardware limitations, such as processing power, storage space, graphics capabilities and screen characteristics, transform that problem in a big challenge. However, since more and more HDR content is being produced and given that in a few years it can become a standard, it is necessary to provide the means to visualize HDR images and video on mobile devices. The main goal of this paper is to present a survey on HDR visualization approaches and techniques developed specifically for mobile devices. To understand what are the main challenges that need to be addressed in order to visualize HDR on mobile devices, an overview of their main characteristics is given. The very low dynamic range of most of mobile devices' displays implies that a tone mapping operator (TMO) must be applied in order to visualize the HDR content. The current status of the research on TMO will be presented and analyzed, a special attention will be given to the ones that were developed taking in account the limited characteristics of the mobile devices' displays. Another important issue is visualization quality assessment, meaning visualize HDR content without losing the main characteristics of the original HDR content. Thus, evaluation studies of HDR content visualization on mobile devices will be presented and their results analyzed.

2012

Developing a multi-touch Serious Game to fight the digital divide

Authors
Carvalho, D; Bessa, M; Peres, E; Magalhaes, L; Guedes, C; Oliveira, L;

Publication
7TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2012)

Abstract
The use of Information and Communication Technologies (ICTs) has grown substantially over the past few years. However, a portion of the world's society has not been able to keep up with these technological advances. For this purpose, we present a serious game with a multi-touch interface envisioned to encourage and teach digitally excluded people on how to use the Portuguese Automated Teller Machine (ATM): a commodity much needed by society, but still avoided by some, mainly due to their fear of the digital world. An exploratory study was conducted to investigate if a serious game based on a new interaction paradigm can have a positive influence in the struggle against the Portuguese digital divide. We believe that the findings of our pilot case study can be useful to determine if a multi-touch serious game, due to its intuitiveness and ease of use, can stimulate the digitally excluded people to handle the ATM on a regular basis. The results that were obtained suggest that this approach may indeed produce a positive impact in the attempt to bridge the Portuguese digital divide.

2012

Proposal of an Information System for a Semi-automatic Virtual Reconstruction of Archeological Sites

Authors
Adao, T; Magalhaes, L; Bessa, M; Barreira, J; Melo, M; Goncalves, M; Sousa, J; Peres, E;

Publication
4TH CONFERENCE OF ENTERPRISE INFORMATION SYSTEMS - ALIGNING TECHNOLOGY, ORGANIZATIONS AND PEOPLE (CENTERIS 2012)

Abstract
In some business areas there is the need to use representations of places or buildings in order to provide visual informations. These representations are, mainly, reconstructions of scaled real models or virtual representations produced in a Computer-Aided Design (CAD) tool. Recently, procedural modeling has been applied to generate buildings and cities in a short time and with a minimum user intervention. This methodology reveals to be a promising solution for a cost-effective alternative in models construction. One of the areas that can benefit from this kind of approach is archeology, for example to test archeological hypothesis. However, the existing solutions are not flexible enough to provide high detailed models containing building interiors and exteriors. This paper aims to present the global architecture and specification of an information system that supports the procedural modeling process, producing enhanced virtual representations of ancient places, including building facades and interiors, using the information available. (C) 2012 Published by Elsevier Ltd. Selection and/or peer review under responsibility of CENTERIS/SCIKA - Association for Promotion and Dissemination of Scientific Knowledge

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