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Publicações

Publicações por HumanISE

2025

Human–Artificial Intelligence (AI) Interaction: Latest Advances and Prospects

Autores
António Correia; Daniel Schneider; Benjamim Fonseca; Tommi Kärkkäinen;

Publicação
Applied Sciences

Abstract
In recent years, artificial intelligence (AI) has been embedded in everyday life contexts and has empowered systems with the capacity to learn, adapt, and make decisions autonomously [...]

2025

Can ChatGPT Suggest Patterns? An Exploratory Study About Answers Given by AI-Assisted Tools to Design Problems

Autores
Maranhao, JJ Jr; Correia, FF; Guerra, EM;

Publicação
AGILE PROCESSES IN SOFTWARE ENGINEERING AND EXTREME PROGRAMMING-WORKSHOPS, XP 2024 WORKSHOPS

Abstract
General-purpose AI-assisted tools, such as ChatGPT, have recently gained much attention from the media and the general public. That raised questions about in which tasks we can apply such a tool. A good code design is essential for agile software development to keep it ready for change. In this context, identifying which design pattern can be appropriate for a given scenario can be considered an advanced skill that requires a high degree of abstraction and a good knowledge of object orientation. This paper aims to perform an exploratory study investigating the effectiveness of an AI-assisted tool in assisting developers in choosing a design pattern to solve design scenarios. To reach this goal, we gathered 56 existing questions used by teachers and public tenders that provide a concrete context and ask which design pattern would be suitable. We submitted these questions to ChatGPT and analyzed the answers. We found that 93% of the questions were answered correctly with a good level of detail, demonstrating the potential of such a tool as a valuable resource to help developers to apply design patterns and make design decisions.

2025

A Pattern Language for Engineering Software for the Cloud

Autores
Sousa, TB; Ferreira, HS; Correia, FF;

Publicação
Transactions on Pattern Languages of Programming V

Abstract
Software businesses are continuously increasing their presence in the cloud. While cloud computing is not a new research topic, designing software for the cloud is still challenging, requiring engineers to invest in research to become proficient at working with it. Design patterns can be used to facilitate cloud adoption, as they provide valuable design knowledge and implementation guidelines for recurrent engineering problems. This work introduces a pattern language for designing software for the cloud. We believe developers can significantly reduce their R&D time by adopting these patterns to bootstrap their cloud architecture. The language comprises 10 patterns, organized into four categories: Automated Infrastructure Management, Orchestration and Supervision, Monitoring, and Discovery and Communication. © The Author(s), under exclusive license to Springer-Verlag GmbH, DE, part of Springer Nature 2025.

2025

Unified concepts: a review and proposal for virtual reality terminology

Autores
Gonçalves, G; Peixoto, B; Miguel, M; Bessa, M;

Publicação
VIRTUAL REALITY

Abstract
Throughout the Virtual Reality (VR) literature, we find different terms to define the same concepts as well as the same terms addressing different concepts. This issue can easily cause misinterpretations and difficulty in the analysis of papers from different authors. This work addresses this terminology confusion through a detailed analysis of current key concepts, how they have been employed, comparing them to other concepts, and proposing adaptations to their definitions to reduce conceptual overlap while preserving the original terms. In this work, we reviewed widely used terms in VR: Fidelity, Realism, Immersion, Presence, and Coherence. We also identified and discussed derivative terms, such as Place Illusion, Plausibility Illusion, Sensorimotor Contingencies, Multisensory, Virtual Content, Objective and Subjective Realism, and Objective and Subjective Internal Coherence. We proposed how these distinct concepts can be separated, merged, and linked, providing a clearer terminology for future use and discussing the implications of this terminology.

2025

Layer-based management of collaborative interior design in extended reality

Autores
Pintani, D; Caputo, A; Mendes, D; Giachetti, A;

Publicação
BEHAVIOUR & INFORMATION TECHNOLOGY

Abstract
We present CIDER, a novel framework for the collaborative editing of 3D augmented scenes. The framework allows multiple users to manipulate the virtual elements added to the real environment independently and without unexpected changes, comparing the different editing proposals and finalising a collaborative result. CIDER leverages the use of 'layers' encapsulating the state of the environment. Private layers can be edited independently by the different subjects, and a global one can be collaboratively updated with 'commit' operations. In this paper, we describe in detail the system architecture and the implementation as a prototype for the HoloLens 2 headsets, as well as the motivations behind the interaction design. The system has been validated with a user study on a realistic interior design task. The study not only evaluated the general usability but also compared two different approaches for the management of the atomic commit: forced (single-phase) and voting (requiring consensus), analyzing the effects of this choice on collaborative behaviour. According to the users' comments, we performed improvements to the interface and further tested their effectiveness.

2025

Advancing XR Education: Towards a Multimodal Human-Machine Interaction Course for Doctoral Students in Computer Science

Autores
Silva, S; Marques, B; Mendes, D; Rodrigues, R;

Publicação
EUROPEAN ASSOCIATION FOR COMPUTER GRAPHICS 46TH ANNUAL CONFERENCE, EUROGRAPHICS 2025, EDUCATION PAPERS

Abstract
Nowadays, eXtended Reality (XR) has matured to the point where it seamlessly integrates various input and output modalities, enhancing the way users interact with digital environments. From traditional controllers and hand tracking to voice commands, eye tracking, and even biometric sensors, XR systems now offer more natural interactions. Similarly, output modalities have expanded beyond visual displays to include haptic feedback, spatial audio, and others, enriching the overall user experience. In this vein, as the field of XR becomes increasingly multimodal, the education process must also evolve to reflect these advancements. There is a growing need to incorporate additional modalities into the curriculum, helping students understand their relevance and practical applications. By exposing students to a diverse range of interaction techniques, they can better assess which modalities are most suitable for different contexts, enabling them to design more effective and human-centered solutions. This work describes an Advanced Human-Machine Interaction (HMI) course aimed at Doctoral Students in Computer Science. The primary objective is to provide students with the necessary knowledge in HMI by enabling them to articulate the fundamental concepts of the field, recognize and analyze the role of human factors, identify modern interaction methods and technologies, apply HCD principles to interactive system design and development, and implement appropriate methods for assessing interaction experiences across advanced HMI topics. In this vein, the course structure, the range of topics covered, assessment strategies, as well as the hardware and infrastructure employed are presented. Additionally, it highlights mini-projects, including flexibility for students to integrate their projects, fostering personalized and project-driven learning. The discussion reflects on the challenges inherent in keeping pace with this rapidly evolving field and emphasizes the importance of adapting to emerging trends. Finally, the paper outlines future directions and potential enhancements for the course.

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