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Publicações

Publicações por HumanISE

2018

Building Virtual Driving Environments From Computer-Made Projects

Autores
Campos, CJ; Pinto, HF; Leitão, JM; Pereira, JP; Coelho, AF; Rodrigues, CM;

Publicação
Advances in Multimedia and Interactive Technologies - Interface Support for Creativity, Productivity, and Expression in Computer Graphics

Abstract

2018

Leveraging Pervasive Games for Tourism: An Augmented Reality Perspective

Autores
Nóbrega, R; Jacob, J; Coelho, A; Ribeiro, J; Weber, J; Ferreira, S;

Publicação
IJCICG

Abstract

2018

Risk-Taking Propensity and Entrepreneurship: The Role of Power Distance

Autores
Antoncic, JA; Antoncic, B; Gantar, M; Hisrich, RD; Marks, LJ; Bachkirov, AA; Li, ZY; Polzin, P; Borges, JL; Coelho, A; Kakkonen, ML;

Publicação
JOURNAL OF ENTERPRISING CULTURE

Abstract
The personal characteristics of entrepreneurs can be importantly related to entrepreneurial startup intentions and behaviors. A country-moderated hypothesis including the relationship between an individual's risk-taking propensity and entrepreneurship (behaviors or intentions of the person) was conceptually developed and empirically tested in this study. The data collection was performed through a structured questionnaire. Multinominal logistic regression was used for analyzing data obtained from 1,414 students in six countries. The crucial contribution of this research is the clarification of the character of risk-taking propensity in entrepreneurship and the indication that the risk-taking propensity-entrepreneurship relationship can be moderated contingent on power distance.

2018

Cultural heritage professionals developing digital experiences targeted at teenagers in museum settings: Lessons learned

Autores
Cesário, V; Coelho, A; Nisi, V;

Publicação
Proceedings of the 32nd International BCS Human Computer Interaction Conference, HCI 2018

Abstract
Teenagers have been identified as an audience group that is often excluded from museum curatorial strategies. One strategy to counteract this problem is to involve cultural heritage professionals (CHPs) in the design process of museum based digital experiences targeted at teens. In this paper, 12 CHPs from a local natural history museum took part in a co-design activity over 20 hours, aiming to create and deploy digital tours for teenagers aged between 16-19. We present the three prototypes that derived from these design sessions. These were then tested by both 12 CHPs and 12 teenagers separately, and we report on lessons learned from the evaluation of these prototypes by both groups. © Dupré et al. Published by BCS Learning and Development Ltd. Proceedings of British HCI 2018. Belfast, UK

2018

Design Patterns to Enhance Teens’ Museum Experiences

Autores
Cesário, V; Coelho, A; Nisi, V;

Publicação
HCI 2018

Abstract

2018

Co-designing Gaming Experiences for Museums with Teenagers

Autores
Cesário, V; Coelho, A; Nisi, V;

Publicação
Interactivity, Game Creation, Design, Learning, and Innovation - 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24-26, 2018, Proceedings

Abstract
Museums promote cultural experiences through exhibits and the stories behind them. Nevertheless, museums are not always designed to engage and interest young audiences, especially teenagers. Throughout this paper, we discuss teenagers as an important group to be considered within the Children-Computer Interaction field, and we report some techniques on designing with teens, in particular, arguing that participatory design methods can involve teenagers in the design process of technology for museums. For this purpose, we conceptualized, designed and deployed a co-design activity for teenagers (aged 15–17), where teenagers together with a researcher jointly created and designed a medium fidelity prototype. For this case study, participants were divided into groups and invited to think and create games and story plots for a selected museum. All the prototypes were made by the participants with the support and guidance of the researcher and the Aurasma software, an augmented reality tool. © 2019, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.

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