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Publicações

Publicações por CSE

2023

Using Heart Rate Variability for Comparing the Effectiveness of Virtual vs Real Training Environments for Firefighters

Autores
Narciso, D; Melo, M; Rodrigues, S; Cunha, JP; Vasconcelos-Raposo, J; Bessa, M;

Publicação
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS

Abstract
The use of Virtual Reality (VR) technology to train professionals has increased over the years due to its advantages over traditional training. This paper presents a study comparing the effectiveness of a Virtual Environment (VE) and a Real Environment (RE) designed to train firefighters. To measure the effectiveness of the environments, a new method based on participants' Heart Rate Variability (HRV) was used. This method was complemented with self-reports, in the form of questionnaires, of fatigue, stress, sense of presence, and cybersickness. An additional questionnaire was used to measure and compare knowledge transfer enabled by the environments. The results from HRV analysis indicated that participants were under physiological stress in both environments, albeit with less intensity on the VE. Regarding reported fatigue and stress, the results showed that none of the environments increased such variables. The results of knowledge transfer showed that the VE obtained a significant increase while the RE obtained a positive but non-significant increase (median values, VE: before - 4 after - 7, p = .003; RE: before - 4 after - 5, p = .375). Lastly, the results of presence and cybersickness suggested that participants experienced high overall presence and no cybersickness. Considering all results, the authors conclude that the VE provided effective training but that its effectiveness was lower than that of the RE.

2023

Desiring Machines and Affective Virtual Environments

Autores
Forero, J; Bernardes, G; Mendes, M;

Publicação
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST

Abstract
Language is closely related to how we perceive ourselves and signify our reality. In this scope, we created Desiring Machines, an interactive media art project that allows the experience of affective virtual environments adopting speech emotion recognition as the leading input source. Participants can share their emotions by speaking, singing, reciting poetry, or making any vocal sounds to generate virtual environments on the run. Our contribution combines two machine learning models. We propose a long-short term memory and a convolutional neural network to predict four main emotional categories from high-level semantic and low-level paralinguistic acoustic features. Predicted emotions are mapped to audiovisual representations by an end-to-end process encoding emotion in virtual environments. We use a generative model of chord progressions to transfer speech emotion into music based on the tonal interval space. Also, we implement a generative adversarial network to synthesize an image from the transcribed speech-to-text. The generated visuals are used as the style image in the style-transfer process onto an equirectangular projection of a spherical panorama selected for each emotional category. The result is an immersive virtual space encapsulating emotions in spheres disposed into a 3D environment. Users can create new affective representations or interact with other previously encoded instances (This ArtsIT publication is an extended version of the earlier abstract presented at the ACM MM22 [1]). © 2023, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.

2023

Temporal variability of gamma radiation and aerosol concentration over the North Atlantic ocean

Autores
Dias, N; Amaral, G; Almeida, C; Ferreira, A; Camilo, A; Silva, E; Barbosa, S;

Publicação

Abstract
<p>Gamma radiation measured over the ocean is mainly due to airborne radionuclides, as gamma emission by radon degassing from the ocean is negligible. Airborne gamma-emitting elements include radon progeny (Pb-2114, Bi-214, Pb-210) and cosmogenic radionuclides such as Be-7. Radon progeny attaches readily to aerosols, thus the fate of gamma-emitting radon progeny, after its formation by radioactive decay from radon, is expected to be closely linked to that of aerosols.</p> <p>Gamma radiation measurements over the Atlantic Ocean were made on board the ship-rigged sailing ship NRP Sagres in the framework of project SAIL (Space-Atmosphere-Ocean Interactions in the marine boundary Layer). The measurements were performed continuously with a NaI(Tl) scintillator counting all gamma rays from 475 keV to 3 MeV.  </p> <p>The counts from the sensor were recorded every 1 second into a computer system which had his time reference corrected by a GNSS pulse per second (PPS) signal. The GNSS was also used to precisely position the ship. The measurements were performed over the Atlantic ocean from January to May 2020, along the ship’s round trip from Lisboa - Cape Verde – Rio de Janeiro – Buenos Aires – Cape Town – Cape Verde - Lisboa.</p> <p>The results show that the gamma radiation time series displays considerable higher counts and larger variability in January compared to the remaining period. Reanalysis data also indicate higher aerosol concentration. This work investigates in detail the association between the temporal evolution of the gamma radiation measurements obtained from the SAIL campaign over the Atlantic Ocean and co-located total aerosol concentration at 550 nm obtained every 3 hours from EAC4(ECMWF Atmospheric Composition Reanalysis 4) data.</p>

2023

How Much Presence is Enough? Qualitative Scales for Interpreting the Igroup Presence Questionnaire Score

Autores
Melo, M; Gontalves, G; Vasconcelos-Raposo, J; Bessa, M;

Publicação
IEEE ACCESS

Abstract
Presence is often used to evaluate Virtual Reality (VR) applications. However, the raw scores are hard to interpret and need to be compared to other data to be meaningful. This paper leverages a database of 1909 responses to the Igroup Presence Questionnaire (IPQ) in different contexts to put forward a scale that qualitatively interprets raw Presence scores for VR experiences. The qualitative grading encompasses the acceptability dimension and analogous academic grading scales ranging from A to F and the adjective of such scores in a scale from Excellent to Unacceptable. Furthermore, the qualitative grading system encompasses Presence and its subscales Spatial Presence, Involvement, and Experienced Realism as defined by the IPQ. Adopting this grading system, supported by a robust dataset of Presence scores, enables practitioners to evaluate and interpret individual IPQ scores, allowing them to gain insights regarding the evaluated applications' effectiveness.

2023

AGE: Automatic Performance Evaluation of API Gateways

Autores
Moreira, P; Ribeiro, A; Silva, JMC;

Publicação
IEEE Symposium on Computers and Communications, ISCC 2023, Gammarth, Tunisia, July 9-12, 2023

Abstract
The increasing use of microservices architectures has been accompanied by the profusion of tools for their design and operation. One relevant tool is API Gateways, which work as a proxy for microservices, hiding their internal APIs, providing load balancing, and multiple encoding support. Particularly in cloud environments, where the inherent flexibility allows on-demand resource deployment, API Gateways play a key role in seeking quality of service. Although multiple solutions are currently available, a comparative performance assessment under real workloads to support selecting the more suitable one for a specific service is time-consuming. In this way, the present work introduces AGE, a service capable of automatically deploying multiple API Gateways scenarios and providing a simple comparative performance indicator for a defined workload and infrastructure. The designed proof of concept shows that AGE can speed up API Gateway deployment and testing in multiple environments. © 2023 IEEE.

2023

HCI-E2-2023: Second IFIP WG 2.7/13.4 Workshop on HCI Engineering Education

Autores
Campos, JC; Nigay, L; Dix, A; Dittmar, A; Barbosa, SDJ; Spano, LD;

Publicação
HUMAN-COMPUTER INTERACTION - INTERACT 2023, PT IV

Abstract
This second workshop on HCI Engineering Education aims at carrying forward work on identifying, examining, structuring, and sharing educational resources and approaches to support the process of teaching/learning Human-Computer Interaction (HCI) Engineering. The widening range of available interaction technologies and their applications in increasingly varied contexts (private or professional) underlines the importance of teaching HCI Engineering but also the difficulty of taking into account changes and developments in this field in often static university curricula. Besides, as these technologies are taught in diverse curricula (ranging from Human Factors and Psychology to hardcore Computer Science), we are interested in what the best approaches and best practices are to integrate HCI Engineering topics in the curricula of programs in Software Engineering, Computer Science, Human-computer Interaction, Psychology, Design, etc. The workshop is proposed on behalf of the IFIP Working Group 2.7/13.4 on User Interface Engineering.

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