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Publicações

Publicações por HumanISE

2018

Agile Processes in Software Engineering and Extreme Programming - 19th International Conference, XP 2018, Porto, Portugal, May 21-25, 2018, Proceedings

Autores
Garbajosa, J; Wang, X; Aguiar, A;

Publicação
XP

Abstract

2018

Preface

Autores
Garbajosa, J; Wang, X; Aguiar, A;

Publicação
Lecture Notes in Business Information Processing

Abstract

2018

Preface

Autores
Aguiar, A; Wagner, S; Hoda, R;

Publicação
ACM International Conference Proceeding Series

Abstract

2018

Player Adaptivity and Safety in Location-Based Games

Autores
Jacob, J; Lopes, A; Nobrega, R; Rodrigues, R; Coelho, A;

Publicação
ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY, ACE 2017

Abstract
Location-based games require, among other things, obtaining or computing information regarding the players’ physical activity and real-world context. Additionally, ensuring that the players are assigned challenges that are adequate and safe for the current context (both physical and spatial) is also important, as it can improve both the gaming experience and the outcomes of the exercise. However, the impact adaptivity has in the specific case of location-based exergames still has not been researched in depth. In this paper, we present a location-based exergame and compare different play-through sessions when playing both the context sensitive and the regular versions of the game. Results show that the adaptive version provided a significantly safer gameplay experience. These results showcase the impact in player health and safety that player adaptivity achieves in location-based exergames. © Springer International Publishing AG, part of Springer Nature 2018.

2018

Augmented reality versus conventional interface: Is there any difference in effectiveness?

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.

2018

Towards Player Adaptivity in Mobile Exergames

Autores
Jacob, J; Lopes, A; Nobrega, R; Rodrigues, R; Coelho, A;

Publicação
ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY, ACE 2017

Abstract
Exergames require obtaining or computing information regarding the players’ physical activity and context. Additionally, ensuring that the players are assigned challenges that are adequate to their physical ability, safe and adapted for the current context (both physical and spatial) is also important, as it can improve both the gaming experience and the outcomes of the exercise. However, the impact adaptivity has in the specific case of virtual reality exergames still has not been researched in depth. In this paper, we present a virtual reality exergame and an experimental design aiming to compare the players’ experience when playing both adaptive and regular versions of the game. © Springer International Publishing AG, part of Springer Nature 2018.

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