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Publicações

Publicações por HumanISE

2017

Shifting from the Children to the Teens' Usability: Adapting a Gamified Experience of a Museum Tour

Autores
Cesario, V; Radeta, M; Coelho, A; Nisi, V;

Publicação
HUMAN-COMPUTER INTERACTION - INTERACT 2017, PT IV

Abstract
In this poster, we are addressing the topic of "system's evaluation" from the point of view of assessing the usability of a gamified experience with 20 teenagers aged 15-17 years. The currently tested experience was ideally designed for children 9-10 years. In order to adapt the application to teenagers, we tested it with 20 targeted users. In this poster, we share the results and encourage a discussion among the researchers about how to adapt the gamified experience designed for children to a teenage audience.

2017

Mobile Location-Based Augmented Reality Applications for Urban Tourism Storytelling

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

Publicação
2017 24 ENCONTRO PORTUGUES DE COMPUTACAO GRAFICA E INTERACAO (EPCGI)

Abstract
Creating a mobile urban tourism storytelling application presents several interactivity challenges on how to convey an engaging multimedia experience on-site. This article describes a methodology for fast prototyping of a multimedia mobile applications dedicated to urban tourism storytelling. The application can be a game that takes advantage of several locationbased technologies, freely available geo-referenced media, and augmented reality for immersive gameplay. The goal is to create serious games for tourism that follow a main narrative but where the story can automatically adapt itself to the current location of the player, assimilate possible detours and allow posterior out-of-location playback. Adaptable stories can use dynamic information from map sources such as points of interest (POI), elevation or virtual buildings. The main focus is for these locationbased storytelling games to create more engagement between the tourists and the urban environment. To explore this concept, an application was designed for the city of Porto: Unlocking Porto. This location-based game with a central, yet adaptable, story engages the player into the main sights following an augmented reality path while playing small games. The article discusses and presents solutions for media acquisition, interactive storytelling, game-design interface and multi-disciplinary coordination for mobile app development.

2017

Serious Games, Interaction and Simulation - 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers

Autores
de Carvalho, CV; Escudeiro, P; Coelho, A;

Publicação
SGAMES

Abstract

2017

Audio Guides and Human Tour Guides: Measuring Children's Engagement & Learning at a Museum Setting

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

Publicação
Proceedings of the Doctoral Consortium, Posters and Demos at CHItaly 2017 co-located with 12th Biannual Conference of the Italian SIGCHI Chapter (CHItaly 2017), Cagliari, Italy, September 18-20, 2017.

Abstract

2017

Screening and Evaluation Platform for Depression and Suicidality in Primary Healthcare

Autores
Cassola, F; Costa, A; Henriques, R; Rocha, A; Sousa, M; Gomes, P; Ferreira, T; Cunha, C; Salgado, J;

Publicação
PROCEEDINGS OF THE 3RD INTERNATIONAL CONFERENCE ON INFORMATION AND COMMUNICATION TECHNOLOGIES FOR AGEING WELL AND E-HEALTH (ICT4AWE), VOL 1

Abstract
This work presents a screening and evaluation platform for depression and suicidality that has been tested in the scope of primary healthcare. The main objective is to improve the efficiency and effectiveness of screening processes. A web-based, decision support platform was provided for qualified healthcare professionals. The platform provides several assessment tools for patient evaluation and monitoring of their treatment, along with follow up appointment management. A preliminary evaluation process was carried out to understand the health professional's satisfaction. This revealed there was general satisfaction with its integrated functions and all the provided methods of assessment. In conclusion, the project sustains the goal of improving the treatment outcomes for clinical depression by refining the screening methods and consequently increase the screening effectiveness and efficiency.

2017

ULTEMAT: A mobile framework for smart ecological momentary assessments and interventions

Autores
van de Ven, P; O'Brien, H; Henriques, R; Klein, M; Msetfi, R; Nelson, J; Rocha, A; Ruwaard, J; O'Sullivan, D; Riper, H;

Publicação
INTERNET INTERVENTIONS-THE APPLICATION OF INFORMATION TECHNOLOGY IN MENTAL AND BEHAVIOURAL HEALTH

Abstract
In this paper we introduce a new Android library, called ULTEMAT, for the delivery of ecological momentary assessments (EMAs) on mobile devices and we present its use in the MoodBuster app developed in the H2020 E-COMPARED project. We discuss context-aware, or event-based, triggers for the presentation of EMAs and discuss the potential they have to improve the effectiveness of mobile provision of mental health interventions as they allow for the delivery of assessments to the patients when and where these are most appropriate. Following this, we present the abilities of ULTEMAT to use such context-aware triggers to schedule EMAs and we discuss how a similar approach can be used for Ecological Momentary Interventions (EMIs).

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