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Publicações

Publicações por HumanISE

2013

GIS2R-Augmented Reality and 360 degrees Panoramas Framework for Geomarketing

Autores
Dias, L; Coelho, A; Rodrigues, A; Rebelo, C; Cardoso, A;

Publicação
PROCEEDINGS OF THE 2013 8TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2013)

Abstract
Recent developments in the areas of augmented reality, 360 degrees panoramas, social networks and geographical information systems enable the development of new solutions, which can contribute to several areas. This paper presents a new, Unity3D [8] based framework for the development of immersive augmented reality solutions and 360 degrees panoramas. This solution allows the aggregation of spatial information from disparate and heterogeneous sources, comprising the visualization of points of interest (POIs), image overlays (photographs), 3D objects and navigation between panoramas. This framework also features a strong multiplatform (web and mobile) component, and the possibility of developing new functional modules that can be easily plugged in. A prototype based on this solution, for geomarketing, is also presented.

2013

Mobile Advertising for the Catering Industry

Autores
Dias, L; Coelho, A;

Publicação
PROCEEDINGS OF THE 2013 8TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2013)

Abstract
This paper present the creation of a platform, highly scalable and modular, providing new services to the advertising and marketing for the catering industry, taking advantage of the spatial context and user preferences, benefiting from the advantages of Mobile Advertising and Mobile Augmented Reality.

2013

Real-time Augmented Reality Demo Platform for Exploring Consumer Emotional Responses with Shopping Applications

Autores
Stoyanova, J; Gonçalves, R; Brito, PQ; Coelho, A;

Publicação
Int. J. Online Biomed. Eng.

Abstract
The present-day revival of Augmented reality (AR) technology has led to its vast expansion in various applications. In marketing, the hunt for more inventive and intriguing approaches for immersive consumer experiences has endorsed the implementation of AR in multiple brand advertising campaigns, specifically for improved product display. The engaging potential of this technology is established in the fusion between computer-generated data and the physical world as seen by the user, where 3D registration and real time interaction are inseparable parts of this system. Alternatively, impressions from user experiences serve as a principal instrument in the evaluation process of the effectiveness of interactive systems. In order to get deeper insight into consumers' reflections from a real-time AR shopping experience, we present a demo platform for the purchase of sneakers, focusing on users' behavior and more precisely on their perceptions, emotions, personal preferences before, during and after use of the platform. To fully evaluate and compare consumer experiences with the main AR platform, two other shopping systems were designed: a marker-based and a static one. Consecutively, we aim at defining a system of metrics for measuring shopping experiences with AR, as well as at establishing a ground base for subsequent marketing research in the field. Motivated by the large application of the technology and aiming at understanding the impact of AR on consumer psychology, the application will assist in exploring the antecedents of consumer purchase intentions.

2013

Real-time Augmented Reality shopping platform for studying consumer cognitive experiences

Autores
Stoyanova, J; Goncalves, R; Coelho, A; Brito, P;

Publicação
2013 2ND EXPERIMENT@ INTERNATIONAL CONFERENCE (EXP.AT'13)

Abstract
Augmented Reality (AR) is a technology which produces a synthesis between a computer-generated data and the physical world of a viewer while establishing 3D registration and real time interaction. Among the wide range of application of AR, its use in advertising shopping experiences has recently been embraced by advertisers due to its novelty and engaging potential. Part of a wider research aiming at understanding the impact of AR on consumer psychology, this paper presents a demo platform application developed for a real-time shopping experience for shoes and attempts to define a ground base for posterior marketing research in the field. In order to fully evaluate consumer experiences and compare with the main AR platform two other shopping applications were designed: a marker-based and a static one. The platform will assist in exploring the antecedents of consumer purchase intention and in defining metrics for measuring shopping experiences with AR.

2013

The ICARUS Project - Command, Control and Intelligence (C2I)

Autores
Govindaraj, S; Chintamani, K; Gancet, J; Letier, P; van Lierde, B; Nevatia, Y; De Cubber, G; Serrano, D; Palomares, ME; Bedkowski, J; Armbrust, C; Sanchez, J; Coelho, A; Orbe, I;

Publicação
2013 IEEE INTERNATIONAL SYMPOSIUM ON SAFETY, SECURITY, AND RESCUE ROBOTICS (SSRR)

Abstract
This paper describes the features and concepts behind the Command, Control and Intelligence (C2I) system under development in the ICARUS project, which aims at improving crisis management with the use of unmanned search and rescue robotic appliances embedded and integrated into existing infrastructures. A beneficial C2I system should assist the search and rescue process by enhancing first responder situational awareness, decision making and crisis handling by designing intuitive user interfaces that convey detailed and extensive information about the crisis and its evolution. The different components of C2I, their architectural and functional aspects are described along with the robot platform used for development and field testing.

2013

METHODOLOGY FOR CREATING A COMPETENCES CERTIFICATION CORRELATION MATRIX

Autores
Baptista, R; Goncalves, R; Coelho, A; de Carvalho, CV;

Publicação
6TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION (ICERI 2013)

Abstract
Serious Games are games where the entertainment aspect is not the most relevant purpose. Beyond the motivation as key for the success, Serious Games have challenging goals; they are fun to play and/or engaging; they incorporate some concepts of scoring; and they impart skills, knowledge and attitudes that can be applied in the real world. The growing interest on this type of game results from several factors such as: the theoretical grounding in different learning theories, the development of high-quality gaming experiences, the increased offer of collaboration and competition in multiplayer modes and the opportunity for integrated assessment. This technology can be applied to aid players developing professional skills, but how do we certify the acquired knowledge and skills? This paper proposes a new approach based on serious game for competencies certification using in-game validation. A new correlation matrix is defined associating the game mechanics of serious games and an array of competences, identifying the most suitable game mechanics for each specific competence. This generic matrix represents the results of the analysis about what the student should learn, understand and be able to do after they complete the learning process for a specific task or job position (competencies) and the most adequate game mechanics. Lominger's set of sixty seven competences becomes a universal common denominator as most of these competencies lead to task success which allowed its author, in collaboration with Microsoft, to create a similar approach, but this one focused solely on education and learning: The Educational Competency Wheel. This new approach is based on a set of success factors which can be mapped into required attributes, behaviors, areas of knowledge, skills and abilities for successful performance. With this paper we describe the strategy used to build the generic correlation. The applicability of this generic matrix will be done in four steps. Firstly it is necessary to identify which specific situations can take advantage from a game learning approach. The second step is the definition of the learning target group competencies profiles. In this step, the Education Competences serves as a reference to identify which one or combination of competencies must be used to obtain the performance success of each situation. The third step is obtaining the correlation matrix from the generic matrix, identifying the required game mechanics and the quantification of minimum uses of each mechanic. The fourth and final step is the game development that includes an assessment competency model to evaluate the learning progression and training competencies, guaranteeing the successful performing of each situation.

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