2018
Autores
Brito, PQ; Stoyanova, J; Coelho, A;
Publicação
MULTIMEDIA TOOLS AND APPLICATIONS
Abstract
The moment immediately before the "add to cart" decision is very critical in online shopping. Drawing on theories of transfer, spreading activation and human-computer interaction, the superiority of markerless Augmented Reality (AR) and Marker-based augmented reality (M) over Conventional Interactive (CI) is hypothesized. Although those multimedia tools are not part of the product/brand motivating the consumer interest they interfere in the interactive performance of the ecommerce. 150 consumers in a lab experiment showed higher emotional response, interactive response and brand evaluation in M and AR than CI. Contrary to what was expected the usability results were the inverse. That is, usability of CI outperforms M and AR. Considering only AR and M interfaces their effect on psychological variables was not statistically significant. A sophisticated or a simple interface had no impact on intention to buy the target brand, but the brand recommendation improved from M to AR. The differing effect of those three interface systems was mediated by brand familiarity, perceived risk, opinion leadership and positive emotional traits.
2015
Autores
Campos, C; Leitão, JM; Coelho, AF;
Publicação
International Journal of Creative Interfaces and Computer Graphics
Abstract
2017
Autores
Govindaraj, S; Letier, P; Chintamani, K; Gancet, J; Jimenez, MN; Esbrí, MÁ; Musialik, P; Bedkowski, J; Badiola, I; Gonçalves, R; Coelho, A; Serrano, D; Tosa, M; Pfister, T; Sanchez, JM;
Publicação
Search and Rescue Robotics - From Theory to Practice
Abstract
2017
Autores
Barbosa, A; Iria, J; Cassola, F; Coelho, A; Portela, J; Kucuk, U; Madureira, AG; Zehir, MA; Ozdemir, A; Soares, FJ;
Publicação
2017 10TH INTERNATIONAL CONFERENCE ON ELECTRICAL AND ELECTRONICS ENGINEERING (ELECO)
Abstract
The GReSBAS project (2016-2019) aims to enable the active participation of buildings in DR programs through gamified competition between building owners. In case of large buildings, gamified competition can be established within the building for its occupants, for instance having different floors of the building competing between them. This approach will allow building owners to reduce electricity costs and increase energy efficiency by motivating/rewarding building occupants for participating in DR programs. The concepts and tools developed under GReSBAS will be tested in two demonstration sites: a corporate building in Portugal and a residential building in Turkey. This paper presents the Portuguese demonstration site and describes how the energy consumption, temperature and building occupancy data will be collected, processed and used by the tools developed in GReSBAS.
2016
Autores
Vaz de Carvalho, C; Escudeiro, P; Coelho, A;
Publicação
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST
Abstract
2016
Autores
de Carvalho, CV; Escudeiro, P; Coelho, A;
Publicação
SGAMES
Abstract
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