2023
Autores
Morgado, L; Coelho, A; Beck, D; Gutl, C; Cassola, F; Baptista, R; van Zeller, M; Pedrosa, D; Cruzeiro, T; Cota, D; Grilo, R; Schlemmer, E;
Publicação
SUSTAINABILITY
Abstract
The objective of this work was to support the sustainable deployment of immersive learning environments, which face varied obstacles, including the lack of support infrastructures for active learning pedagogies. Sustainability from the perspective of the integration of these environments in educational practice entails situational awareness, workload, and the informed assessment ability of participants, which must be supported for such activities to be employed in a widespread manner. We have approached this wicked problem using the Design Science Research paradigm and produced the Inven!RA software architecture. This novel result constitutes a solution for developing software platforms to enable the sustainable deployment of immersive learning environments. The Inven!RA architecture is presented alongside four demonstration scenarios employed in its evaluation, providing a means for the situational awareness of immersive learning activities in support of pedagogic decision making.
2023
Autores
Rodrigues, N; Sousa, A; Reis, LP; Coelho, A;
Publicação
ROBOT2022: FIFTH IBERIAN ROBOTICS CONFERENCE: ADVANCES IN ROBOTICS, VOL 2
Abstract
Intelligent wheelchairs aim to improve mobility limitations by providing ingenious mechanisms to control and move the chair. This paper aims to enhance the autonomy level of intelligent wheelchair navigation by applying reinforcement learning algorithms to move the chair to the desired location. Also, as a second objective, add one more chair and move both chairs in pairs to promote group social activities. The experimental setup is based on a simulated environment using gazebo and ROS where a leader chair moves towards a goal, and the follower chair should navigate near the leader chair. The collected metrics (time to complete the task and the trajectories of the chairs) demonstrated that Deep Q-Network (DQN) achieved better results than the Q-Learning algorithm by being the unique algorithm to accomplish the pair navigation behaviour between two chairs.
2023
Autores
Gomes, L; Coelho, A; Vale, Z;
Publicação
ENERGIES
Abstract
The adoption of smart grids is becoming a common reality worldwide. This new reality is starting to impact energy customers as they face a dynamic grid in which they can actively participate. However, if energy customers are not prepared to participate actively, they can have their energy costs increased. This paper provides a review of acceptance models and customer surveys around the world made to assess the customers' perception and willingness to participate in smart grids. Contributing to this assessment, this paper presents a survey undertaken in Portugal. The survey results demonstrate a willingness, from the customer's end, to actively participate in smart grid initiatives. It was found that 92.9% of participants are willing to plan their energy usage to face hourly energy prices and that 95.0% of participants are willing to accept an external control of at least one appliance, enabling direct load control demand response programs. Also, the results identified two cognitive tendencies, negativity bias, and loss aversion, which can impact how customers participate in smart grids. These cognitive tendencies and the literature acceptance models demonstrate the importance of conducting social science studies targeting smart grids to fully achieve the efficient participation of end customers.
2023
Autores
Oliveira, E; Pacheco, P; Santos, F; Coimbra, J; Stamper, J; Coelho, A; Paredes, H; Alves, J; Rodrigues, NF;
Publicação
2023 IEEE 11TH INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH, SEGAH
Abstract
Introduction: Emergency department visits have increased substantially, leading to a significant rise in waiting time for patients. Several kiosk-based solutions have been introduced to reduce waiting times in healthcare facilities and to increase efficacy and user satisfaction. Purpose of the Study: This systematic review aims to identify the most effective self-service kiosk features for collecting patients' health information and to evaluate their acceptability among elderly and less educated populations, despite not being the focus, there is pontencial in the development of the system interface to facilitate the perception and understanding of those with less digital literacy. Methods: We conducted a systematic review of studies on diagnosis, replacement of face-to-face consultation, and triage kiosks published between January 2009 and March 2023 in the databases PubMed, IEEE Xplore, Web of Science, Cochrane Library, ScienceDirect, and Scopus. Results: The eight analyzed studies included 2,298 participants in total, with participants aged between 16 and 94 years. Most studies provided kiosk assistance. Elderly patients demonstrated the capability and willingness to participate in technological interventions. Conclusion: User interface elements were the most critical features in health kiosk design, followed by clear communication and patients' understanding of the benefits associated with kiosk use. The high levels of kiosk acceptance and satisfaction observed indicate a significant opportunity for the introduction of self-service kiosks in various healthcare contexts.
2023
Autores
Ferreira, G; Oliveira, E; Stamper, J; Coelho, A; Paredes, H; Rodrigues, NF;
Publicação
2023 IEEE 11TH INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH, SEGAH
Abstract
Clinical decision support systems have been increasingly utilized in the healthcare industry to improve patient outcomes and enhance clinical decision-making, taking advantage of the growing digital medical data. Despite their potential, there are still obstacles in an extensive adoption of these systems, such as low usability and human factors. In this systematic review, several articles describing clinical decision support systems with clinical validation are used to address some of the gaps, as well as to map the current academic landscape for the given context. The selected articles are observed through a Human-Computer Interaction perspective, aiming to identify the state-of-the-art, as well as barriers to the application of these principles. From an initial database search resulting in 121 articles, 16 articles were selected that fulfilled the chosen criteria: (1) article must be available and written in English, (2) article must report experimental work, (3) the reported system must be clinically validated. The research strategy followed the PRISMA framework. We highlight the need for clinical validation, a standardized clinical decision support taxonomy and the evaluation of these tools across multiple variables. Based on the found results, a list of recommendations can be formed to aid the development of future CDSS, or the improvement of current ones.
2023
Autores
Cesário, V; Ribeiro, M; Coelho, A;
Publicação
Communications in Computer and Information Science
Abstract
Video games have become an increasingly popular and influential form of entertainment in recent years, with a growing market and diverse range of players. As a result, there is a need to better understand and improve various aspects of the video game industry, including storytelling, localisation, and immersion. Storytelling in video games refers to the use of narrative elements, such as character development, plot, and dialogue, to create a compelling and engaging experience. Localisation involves adapting a game for different cultural and linguistic audiences, which can be a complex process that requires careful consideration of the original content and the target audience. This can include translation, voice acting, and other modifications to ensure a seamless and enjoyable experience for players. Immersion refers to the extent to which the player feels fully absorbed and engaged in the game world and its gameplay. By understanding and addressing these three areas, game developers can create more engaging and successful games for players around the world. This study focuses on the interrelated areas of storytelling, localisation, and immersion within the context of role-playing games, using The Witcher III: Wild Hunt as a case study. The study used 41 participants who played the game in both English and Brazilian-Portuguese localised versions and completed questionnaires and interviews about their perceptions of these three areas. The results of the study offer recommendations for improving graphic design in video games and suggest the need to explore whether the impact of localisation on story and immersion is dependent only on language or influenced by other factors. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.
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