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Publicações

Publicações por HumanISE

2016

The Impact of Body Position on the Usability of Multisensory Virtual Environments: Case study of a virtual bicycle

Autores
Melo, Miguel; Rocha, Tania; Barbosa, Luis; Bessa, Maximino;

Publicação
Proceedings of the 7th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion, DSAI 2016, Vila Real, Portugal, December 1-3, 2016

Abstract
There is a trend towards the use of Virtual Reality (VR) environments and its evolution has promoted new interaction approaches so there is a need for studying a number of factors that can have impact on its usability. This paper studies the impact of the body position on the usability of VR environments. For the effect, a case study was undertaken based on a bicycle ride that considers two body positions: riding the bicycle seated with the feet on the pedals and hands in the handlebar; and standing with the feet on the ground and the hands on the handlebar. On both cases they had control over the bicycle (steer and brakes). These two body positions were considered as they will allow studying in detail the impact of the different body positions: the first condition mimics the real body position of the depicted scenario while the second condition tests an alternate body position. Results regarding the system's effectiveness have shown an 100% success rate as all participants concluded the task successfully and there were no dropouts. The efficiency results have revealed that the more the participants used the VE the less the number of errors they made and that the completion time differences between the tested conditions were insignificant (> 0.5 seconds). As for satisfaction, participants reported a preference towards the standing position. Furthermore, results reveal that body position has impact on the users' performance but it does not necessarily affect their satisfaction over the virtual experience. © 2016 ACM.

2016

The impact of different exposure times to 360 degrees video experience on the sense of presence

Autores
Melo, M; Sampaio, S; Barbosa, L; Vasconcelos Raposo, J; Bessa, M;

Publicação
2016 23RD PORTUGUESE MEETING ON COMPUTER GRAPHICS AND INTERACTION (EPCGI)

Abstract
Equipment such as head-mounted displays are now available for the average consumer at affordable prices. This promotes the usage of this equipment for content consumption and demonstrations, thus it becomes important to establish the best practices for using this technology, namely guidelines in what concerns the recommended exposure time. Therefore, the purpose of this work is to study the impact of the exposure time on the feeling of presence while watching 360 degrees video using an head-mounted display. The independent variables of the study are the exposure time to the stimuli and gender of participants. There were tested four different exposure times: 1 minute, 3 minutes, 5 minutes and 7 minutes. For measuring presence, it was a Portuguese version of the Igroup Presence Questionnaire (IPQ) which considers also 3 presence subscales: spatial presence, realism and involvement. The results have revealed that there are few statistically significant differences for the given exposure times at the level of the sense of presence, apart from spatial presence and realism subscales, which consistently increased with exposure time for male participants and slightly decreased for female ones. Men always needed longer exposure times (> 1 minute) to report the highest scores, while women had the opposite behaviour, frequently reporting maximum scores for the shortest experiences.

2016

Age group differences in performance using diverse input modalities: insertion task evaluation

Autores
Carvalho, Diana; Bessa, Maximino; Magalhães, Luis; Carrapatoso, Eurico;

Publicação
Proceedings of the XVII International Conference on Human Computer Interaction, Interacción 2016, Salamanca, Spain, September 13 - 16, 2016

Abstract
Novel input modalities such as touch, tangibles or gestures try to exploit human's innate skills rather than imposing new learning processes. However, no work has been reported that systematically evaluates how these interfaces influence users' performance, that is, assesses if one interface can be more or less appropriate for interaction regarding: (1) different age groups; and (2) different basic tasks, as content insertion or manipulation. This work presents itself as an exploratory evaluation about whether or not the users' efficiency is indeed influenced by different input modalities and age. We conducted a usability evaluation with 60 subjects to understand how different interfaces may influence the speed and accuracy of three specific age groups (children, young adults and older-adults) when dealing with a basic content insertion task. Four input modalities were considered to perform the task (keyboard, touch, tangibles and gestures) and the methodology was based on usability testing (speed, accuracy and user preference). Overall, results show that there is a statistically significant difference in speed of task completion between the age groups, and there may be indications that the type of interface that is used can indeed influence efficiency in insertion tasks, and not so much other factors like age. Also, the study raises new issues regarding the "old" mouse input versus the "new" input modalities. © 2016 ACM.

2016

Prefácio

Autores
Gonçalves, D; Bessa, M;

Publicação
2016 23 Encontro Portugues de Computacao Grafica e Interacao, EPCGI 2016

Abstract

2016

HDR video on small screen devices

Autores
Melo, M; Bessa, M; Debattista, K; Chalmers, A;

Publicação
High Dynamic Range Video: Concepts, Technologies and Applications

Abstract
Mobile devices are now widespread and multimedia consumption on these devices has increased significantly in recent years. More and more high dynamic range (HDR) content is being produced and its imminent adoption by the broadcast community means that there will soon be a demand to visualize HDR content on mobile devices. Mobile devices, however, have certain differences compared to traditional viewing devices. In particular, they are usually used on-the-go, making the context variables such as ambient lighting levels, or reflections important variables that need to be considered. Furthermore, despite their evolution so far, mobile devices usually have additional hardware limitations such as power supply, display features, or local storage availability. This chapter provides an overview of the work that has been conducted so far in addressing HDR video for mobile devices in order to ensure an optimal experience.

2016

Hash-Chain-Based Authentication for IoT

Autores
Pinto, A; Costa, R;

Publicação
ADCAIJ-ADVANCES IN DISTRIBUTED COMPUTING AND ARTIFICIAL INTELLIGENCE JOURNAL

Abstract
The number of everyday interconnected devices continues to increase and constitute the Internet of Things (IoT). Things are small computers equipped with sensors and wireless communications capabilities that are driven by energy constraints, since they use batteries and may be required to operate over long periods of time. The majority of these devices perform data collection. The collected data is stored on-line using web-services that, sometimes, operate without any special considerations regarding security and privacy. The current work proposes a modified hash-chain authentication mechanism that, with the help of a smartphone, can authenticate each interaction of the devices with a REST web-service using One Time Passwords (OTP) while using open wireless networks. Moreover, the proposed authentication mechanism adheres to the stateless, HTTP-like behavior expected of REST web-services, even allowing the caching of server authentication replies within a predefined time window. No other known web-service authentication mechanism operates in such manner

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