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Publicações

Publicações por HumanISE

2019

Speculative Design for Development of Serious Games: A Case Study in the Context of Anorexia Nervosa

Autores
Peçaibes, V; Cardoso, P; Giesteira, B;

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

Abstract
This article presents preliminary findings on the application of both Speculative Design and Game Design towards the conception of two prototypes of serious games with focus on anorexia. The first prototype focuses on psychoeducation of school-age youth, and the second aims to support research and sharing of knowledge about the disease, able to be used in focus groups and interviews. Anorexia is a complex and often fatal disease that has no cure, and by conceiving and playing these first prototypes we were able get a glimpse of the its context, making us more ready for this research’s next stages. © 2019, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.

2019

VISUAL SCIENCE COMMUNICATION: A CASE STUDY ON PUBLISHED GRAPHICAL ABSTRACTS

Autores
Costa, A; Giesteira, B; Costa, E;

Publicação
DIGICOM 2019 - 3RD INTERNATIONAL CONFERENCE ON DESIGN AND DIGITAL COMMUNICATION

Abstract
Scientists spend huge efforts ensuring the highest standards of their research but fail in efforts to spread their achievements. They face time and effort constraints as they have to accomplish a myriad of tasks in their daily routines. If researchers on different disciplines have trouble communicating with each other around a specific topic of mutual interest, then cross-field collaborations will be problematic. Graphical Abstracts (GAs) are a specific type of infographics that summarize in one image what a research paper is about. Such visual communication tools convey facts, ideas and relationships more clearly and faster than written language. The usage and quality of GAs being produced for research papers, as well as the perception of their impact as a communication tool, is a growing topic of debate. We used i3S - one of the biggest biomedical research institutes in Europe - as a case study to build knowledge on that. A total of 994 scientific articles were analyzed, and 19% of the publications contain GAs while 26% neglected their use. With regard to graphic design principles, misuse of color is often encountered, as well as basic errors in space arrangement of the constituent elements of the graphic composition. Interestingly, it was observed that articles that use GAs have highest impact in terms of citations and readers but not in terms of tweets. In conclusion, the use of GAs falls short of their maximum potential as an inclusive and effective tool for communication between scientists.

2019

EMOTIONS AND BRANDING: THE EMOTIONAL DIMENSION OF BRANDS IN THE DIGITAL CONTEXT

Autores
Verissimo, A; Giesteira, B;

Publicação
DIGICOM 2019 - 3RD INTERNATIONAL CONFERENCE ON DESIGN AND DIGITAL COMMUNICATION

Abstract
The presence of brands in digital is a challenge and at the same time an opportunity. It is important to realize the extent to which emotion is a determining factor in digital, to create meaningful and memorable experiences. Assuming that adaptation to change is a basic factor for the survival of any brand, so branding must adapt to new realities. In this article, we reflects on how fleeting and momentary can be what thrills and binds us to a brand. Different authors emphasize the importance of emotions in the experience provided by the image of a brand, as well as the connections that are established with people. This study begins by making a state of the art about the role of emotions in the area of branding, subjecting a set of individuals to the visualization of a sample of visual identities, through qualitative methods, with the objective of collecting data, establishing comparisons and to analyze correlations between the emotional perception of individuals and the strategic vision of the brand and associated branding. This article arises in the context of a master's dissertation, still under investigation, and therefore it is not possible to present final statements, only partial considerations of the work developed so far. The results of this study, being in development, ends the purpose of being applied in the branding of a newly created brand.

2019

Editorial

Autores
Rangel, A; Carvalhais, M; Ribas, L; Verdicchio, M;

Publicação
JOURNAL OF SCIENCE AND TECHNOLOGY OF THE ARTS

Abstract

2019

Playful design, empathy and the nonhuman turn

Autores
Fava, F; Soares, CM; Carvalhais, M;

Publicação
TECHNOETIC ARTS

Abstract
In the context of interspecies play involving humans, we find limitations when it comes to understanding most species. One reason for this may be the fact that we tend to anthropomorphize the other to be able to empathize with it. In light of this, how can we infer communication signs of other species so we are able to connect with the nonhuman world? We look for answers to this question by adopting a phenomenological approach that allows us to decentre from the anthropocentric perspective. We highlight animal studies, especially those that extend to them the notion of play, and the studies on interspecies playful interaction conducted in the context of animal- computer interaction. In addition, we propose considering empathy as an interspecies dialogical bridge with nonhumans. Finally, we argue about an expansion of the field of interaction design as an approach to the connection with the nonhuman world.

2019

Communication modes to control an unmanned vehicle using ESP8266

Autores
Safadinho, D; Ramos, J; Ribeiro, R; Reis, A; Rabadão, C; Pereira, A;

Publicação
Advances in Intelligent Systems and Computing

Abstract
The Wi-Fi networks are more and more omnipresent in our quotidian. It is a cheap technology that is available in many places, public or private (e.g.: schools, hospitals, public transports). The vulgarization of this technology is related to the impact that the concept of Internet of Things (IoT) has been having during the last years, revolutionizing the way to interact with “things”. The use of Unmanned Vehicles (UV) tends to increase, for ludic or professional ends. These vehicles allow to assist and minimize the human intervention in many situations, but one of the associated problems settles in their communication architecture that needs the use of an ad-hoc remote controller that restricts the control area. This work intends to explore the ESP8266 microcontroller to control a UV over a Wi-Fi connection. Three architectures that support the interaction with the vehicle are presented and specified. The real test scenario validated all the described architectures to control the vehicles. © Springer Nature Switzerland AG 2019.

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