Cookies
O website necessita de alguns cookies e outros recursos semelhantes para funcionar. Caso o permita, o INESC TEC irá utilizar cookies para recolher dados sobre as suas visitas, contribuindo, assim, para estatísticas agregadas que permitem melhorar o nosso serviço. Ver mais
Aceitar Rejeitar
  • Menu
Publicações

Publicações por HumanISE

2023

Exploring the Intersection of Storytelling, Localisation, and Immersion in Video Games - A Case Study of the Witcher III: Wild Hunt

Autores
Cesário, V; Ribeiro, M; Coelho, A;

Publicação
HCI International 2023 Posters - 25th International Conference on Human-Computer Interaction, HCII 2023, Copenhagen, Denmark, July 23-28, 2023, Proceedings, Part I

Abstract

2023

Measuring users' emotional responses in multisensory virtual reality: a systematic literature review

Autores
Magalhaes, M; Coelho, A; Melo, M; Bessa, M;

Publicação
MULTIMEDIA TOOLS AND APPLICATIONS

Abstract
Virtual reality and emotions have become inseparable concepts over the past few years, supported by the increasing number of studies relating them. However, these studies' methodologies are often poorly justified or dependent on the authors' subjective definition of emotion and its classification. Moreover, frequently, these studies only consider two stimuli, specifically audiovisual, despite being known the relevance of including a greater variety of sensory channels to improve the relationship between the individual and the virtual environment. So, to address these gaps, and considering the importance of multisensory stimulation, this paper aims to review the methods and instruments found in the literature regarding the analysis of the users' emotions in virtual reality. Also, we provide an overview of the main limitations of such studies. Little information can be found in the literature regarding the connection between the input stimulus and the users' emotional responses. This corroborates the difficulty in creating and evaluating immersive virtual experiences when stimulating more than two human senses, typically audiovisual. Nevertheless, we address some clues on the impact of visual, auditory, haptic, smell, and taste elements to trigger specific emotions. Also, we address the association between the research area and the method used. Finally, the main gaps and challenges are discussed. We expect that the combination of these results acts as guidelines for designing richer multisensory virtual experiences. Moreover, we intend to contribute to future research on emotions-based immersive virtual reality by providing a review of the most suitable methodologies and instruments for specific contexts.

2023

INTERDISCIPLINARY CO-CREATION OF A MULTIPLAYER GAMIFIED MOBILE APP TO ADDRESS HERITAGE PRESERVATION CONSCIOUSNESS AMONG MUSEUM VISITORS: THE CASE OF THE MILITARY MUSEUM OF PORTO

Autores
Andrez, B; van Zeller, M; Coelho, A; Homem, PM; Pinto, MM;

Publicação
ICERI2023 Proceedings - ICERI Proceedings

Abstract

2023

Design Recommendations for Improving Immersion in Role-Playing Video Games: A Focus on Storytelling and Localisation

Autores
Cesário V.; Ribeiro M.; Coelho A.;

Publicação
Interaction Design and Architecture(s)

Abstract
This article investigates the role of storytelling in video game localisation and its impact on players’ immersion and overall gaming experience. While these topics have been extensively studied and developed within the research community, there is still a lack of information combining them in a practical study specific to a particular genre or video game. Using grounded theory, we conducted a study using The Witcher III: Wild Hunt as a case study (role-playing game). We had 41 participants play the video game in two localised versions (English and Brazilian-Portuguese), complete questionnaires, and be interviewed about their gameplay experience after each version. The results provided design recommendations to enhance video game immersion (language and voice-acting) and highlight certain aspects that game designers should consider to further intensify players’ immersion during gameplay.

2023

BEYOND FRONT AND BACK OFFICE: VISUALIZATIONS, REPRESENTATIONS AND ACCESS THROUGH POSTCOLONIAL LENSES BETWEEN A RESEARCH PLATFORM AND AN ARTS EDUCATION ARCHIVE

Autores
Assis, T; Martins, C; Valle, A; Santos, A; Castro, J; Osório, L; Silva, P;

Publicação
ICERI2023 Proceedings - ICERI Proceedings

Abstract

2023

A Comparison of Point Set Registration Algorithms for Quantification of Change in Spatiotemporal Data

Autores
Gomes M.; De Carvalho A.V.; Oliveira M.A.; Carneiro E.;

Publicação
Iberian Conference on Information Systems and Technologies, CISTI

Abstract
Point Set Registration (PSR) algorithms have very different underlying theoretical models to define a process that calculates the alignment solution between two point clouds. The selection of a particular PSR algorithm can be based on the efficiency (time to compute the alignment) and accuracy (a measure of error using the estimated alignment). In our specific context, previous work used a CPD algorithm to detect and quantify change in spatiotemporal datasets composed of moving and shape-changing objects represented by a sequence of time stamped 2D polygon boundaries. Though the results were promising, we question if the selection of a particular PSR algorithm influences the results of detection and quantification of change. In this work we review and compare several PSR algorithms, characterize test datasets and used metrics, and perform tests for the selected datasets. The results show pyCPD and cyCPD implementations of CPD to be good alternatives and that BCPD can have potential to be yet another alternative. The results also show that detection and quantification accuracy change for some of the tested PSR implementations.

  • 27
  • 598