2016
Authors
Reis, A; Reis, C; Morgado, L; Borges, J; Tavares, F; Goncalves, R; Guedes, M; Cruz, JB;
Publication
2016 11TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI)
Abstract
This paper presents the evolution of the process for management of surgery waiting lists in the Portuguese public hospital network. We use the perspective of the software development and deployment by UTAD, as a partner of the Ministry of Health, to create an information system to manage list recovery programs. We describe the early status and work, when data harvesting was the core challenge, up to the current automated situation. This paper bridges the PERLE, PPMA, PECLEC and SIGIC programmes, and concludes with lessons learned and suggestions for evolution of the process.
2017
Authors
Paredes, H; Barroso, J; Morgado, L; Pereira, R; Leal, A; De Carvalho, F; Ribeiro, V; Braun, A; Casati, F; Gaillard, R;
Publication
2017 IEEE 21ST INTERNATIONAL CONFERENCE ON COMPUTER SUPPORTED COOPERATIVE WORK IN DESIGN (CSCWD)
Abstract
Disability from musculoskeletal diseases and co-morbidities may lead to the worsening of social and economic well-being through a multitude of paths. Moreover since in European Union (EU) Member States it is projected that those aged 65 and over will become a much larger share (rising from 17% to 30% of the population), and those aged 80 and over (rising from 5% to 12%) will almost become as numerous as the young population in 2060, there is a great potential for Information and Communication Technologies (ICT) solutions for addressing the present and future living arrangements in older people. The UPPERCARE system is meant to affect positively both the intergenerational and partners care since it contributes to decrease usability barriers and promote collaborative environments for informal and self-care. UPPERCARE is a new approach for integrated care supported by ICT systems and services, focusing on post-operative rehabilitation of musculoskeletal pathologies, having as a case study the knee post-operative scenarios of prosthetic care. This paper presents the UPPERCARE system, that provides an integrated care solution, supported ICT, for empowering self-care and adherence to rehabilitation plans through natural interfaces, gamification and cross-modal paths for community care collaboration. The system addresses current barriers from technological, clinical, social and organisational perspectives in a multidisciplinary environment. Special attention is given to the patients' needs and behaviours entailing the participation of a wide care community, including clinical and non-clinical people, associations, institutions and authorities) through an user driven interaction within the system.
2015
Authors
Martins, M; Cunha, A; Oliveira, I; Morgado, L;
Publication
UNIVERSAL ACCESS IN THE INFORMATION SOCIETY
Abstract
The use of keyboard and mouse combinations to navigate 3D environments of virtual worlds requires the coordination of both hands in order for the 2D degrees of motion of the mouse to transform into the variety of motions available in a 3D space. Such coordination may pose a challenge to people with motor disabilities. 3D controllers known as "3D mice" are presented by manufacturers as significant interface alternatives. To establish the feasibility of such claims, the authors conducted a usability test of two 3D mice marketed by 3Dconnexion, in parallel with a keyboard + mouse test. The 10 participants had motor disabilities due to medullary lesions on vertebrae C5-D11 and performed 13 different tasks in the Second Life virtual world: 5 participants used 3D mice and 5 used keyboard + mouse. The main conclusion is that 2-3 of the 5 most challenging tasks in the keyboard + mouse combination become less challenging using 3D mice. Participants' feedback was more positive regarding 3D mice, but with significant differences between mice. Contrary to initial expectations of the authors, the least stable mouse, Space Navigator, produced the best feedback.
2017
Authors
Cassola, F; Iria, J; Paredes, H; Morgado, L; Coelho, A; Soares, F;
Publication
GAMES AND LEARNING ALLIANCE, GALA 2017
Abstract
Building automation systems contribute to reduce electricity costs by managing distributed energy resources in an efficient way. However, a large share of consumption cannot be optimized through automation alone, since it mainly depends on human interactions. Gamification can be used as one form of changing users’ behaviours [1], but its implementation does require assumptions on the behaviour patterns that need to
be identified, encouraged, or discouraged. To tackle this problem, we propose a framework that joins building automation solutions with gamification techniques to enable behavioural demand response.
2014
Authors
Silva, E; Silva, N; Morgado, L;
Publication
Virtual, Augmented and Mixed Reality. Applications of Virtual and Augmented Reality - 6th International Conference, VAMR 2014, Held as Part of HCI International 2014, Heraklion, Crete, Greece, June 22-27, 2014, Proceedings, Part II
Abstract
In this paper we present an approach that makes possible the staging of choreographies for education and training purposes in potentially any virtual world platform. A choreography is seen here as the description of a set of actions that must or may be executed by a group of participants, including the goals to be achieved and any restrictions that may exist. We present a system-architecture and the formalization of a set of processes that are able to transform a choreography from a platform-independent representation into a specific virtual world platform's representation. We adopt an ontology-based approach with distinct levels of abstraction for capturing and representing multi-actors and multi-domain choreographies to be staged in virtual world platforms with distinct characteristics. Ontologies are characterized according to two complementary dimensions - choreography's domain (independent and dependent) and virtual world platform (independent and dependent) - giving rise to four ontologies. Ontology mappings between these ontologies enable the automatic generation of a choreography for virtually any target virtual world platform, thus reducing the time and effort of the choreography development. © 2014 Springer International Publishing.
2013
Authors
Morgado, L;
Publication
2013 5TH INTERNATIONAL CONFERENCE ON GAMES AND VIRTUAL WORLDS FOR SERIOUS APPLICATIONS (VS-GAMES)
Abstract
Research on virtual world use in education and training has focused on the current state of these technologies. In this paper, an overview of the current technological challenges that are faced in this context is provided, along with research directions towards the development of more advanced systems which can render virtual world use more widespread in education and training contexts.
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