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Publicações

Publicações por HumanISE

2022

Improving Documentation Agility in Safety-Critical Software Systems Development For Aerospace

Autores
Rodrigues, JMSC; Ribeiro, JEF; Aguiar, A;

Publicação
2022 IEEE INTERNATIONAL SYMPOSIUM ON SOFTWARE RELIABILITY ENGINEERING WORKSHOPS (ISSREW 2022)

Abstract
Despite documentation being considered the primary challenge to agile methods in safety-critical software systems development [1], agile would be of particular interest to improve changeability while providing efficiency and effectiveness to all the phases of software development. In this work, we created mechanisms for automating document processing and management to improve the efficiency and effectiveness of documentation activities of safety-critical software systems development, most concretely in the aerospace domain. The implemented tools were co-designed and validated iteratively in the concrete industrial context of Critical Software (CSW) projects, within a wider research work towards continuous certification [3]. We interviewed Critical Software professionals to validate our solution, collected feedback on the implemented tools and got insights for future work. The tools were also the target of synthetic tests that allowed us to conclude that document automation is possible in the critical-safety software development industry and carries several benefits. The developed tools are not yet qualified in compliance with the DO-330 standard (Tools Qualification).

2022

Proceedings of the 6th International Conference on the Art, Science, and Engineering of Programming, Programming 2022, Porto, Portugal, March 21-25, 2022

Autores
Aguiar, A; Guerra, E; Chiba, S; Boix, EG;

Publicação
Programming

Abstract

2022

Visitors come to experience science: towards a non-obtrusive evaluation method based on immersive virtual reality

Autores
Morais, C; Moreira, L; Teixeira, A; Aguiar, T; Coelho, A; Pereira, V; Jacinto, A; Varzim, M; Paiva, JC; Rosa, M;

Publicação
JCOM-JOURNAL OF SCIENCE COMMUNICATION

Abstract
This paper focuses on developing and assessing a non-obtrusive and transformative method, based on virtual reality, to evaluate science communication projects in science centres. The method was tested using deep-sea cutting-edge scientific content. We applied a mixed design, with 72 adult participants randomly assigned to experimental conditions (with/without exhibition exposure). Results showed that the exhibition promoted a better understanding of science. The non-obtrusive measures on awareness and engagement were positively related with questions posed via questionnaire and interview. The study adds theoretical and empirical support to the design and implementation of non-obtrusive and transformative evaluation experiences in science exhibitions in science centres and museums.

2022

Game-Based Learning, Gamification in Education and Serious Games

Autores
de Carvalho, CV; Coelho, A;

Publicação
COMPUTERS

Abstract
Video games have become one of the predominant forms of entertainment in our society, but they have also impacted many other of its social and cultural aspects [...]

2022

Design and Evaluation of a Choreography-Based Virtual Reality Authoring Tool for Experiential Learning in Industrial Training

Autores
Cassola, F; Mendes, D; Pinto, M; Morgado, L; Costa, S; Anjos, L; Marques, D; Rosa, F; Maia, A; Tavares, H; Coelho, A; Paredes, H;

Publicação
IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES

Abstract
The use of virtual reality (VR) for industrial training helps minimize risks and costs by allowing more frequent and varied use of experiential learning activities, leading to active and improved learning. However, creating VR training experiences is costly and time-consuming, requiring software development experts. Additionally, current authoring tools lack integration with existing data and are desktop-oriented, which detach the pedagogic process of creating the immersive experience from experiencing it in a situated context. In this article, we present a novel interactive approach for immersive authoring of VR-based experiential training by the trainers themselves, from inside the virtual environment and without the support of development experts. The design includes identifying interactable elements, such as 3-D models, equipment, tools, settings, and environment. The trainer also specifies by demonstration the actions to be performed by trainees, as a virtual choreography. During course execution, trainees' activities are also registered as virtual choreographies and matched to those specified by the trainer. Thus, trainer and trainee are culturally situated within their area semantics and social discourse, rather than adopting concepts of the VR system for the learning content. We conducted a usability case study with professionals from an international wind energy company, using detailed models of wind turbines and real-world procedures. Trainers set up a training course using the immersive authoring tool, and trainees executed the course. The learning experience and usability were analyzed, and the training was certified by comparing real-world task completion between a user who had undergone virtual training and a user who did not.

2022

Using Virtual Choreographies to Identify Office Users' Behaviors to Target Behavior Change Based on Their Potential to Impact Energy Consumption

Autores
Cassola, F; Morgado, L; Coelho, A; Paredes, H; Barbosa, A; Tavares, H; Soares, F;

Publicação
ENERGIES

Abstract
Reducing office buildings' energy consumption can contribute significantly towards carbon reduction commitments since it represents similar to 40% of total energy consumption. Major components of this are lighting, electrical equipment, heating, and central cooling systems. Solid evidence demonstrates that individual occupants' behaviors impact these energy consumption components. In this work, we propose the methodology of using virtual choreographies to identify and prioritize behavior-change interventions for office users based on the potential impact of specific behaviors on energy consumption. We studied the energy-related office behaviors of individuals by combining three sources of data: direct observations, electricity meters, and computer logs. Data show that there are behaviors with significant consumption impact but with little potential for behavioral change, while other behaviors have substantial potential for lowering energy consumption via behavioral change.

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