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Publicações

Publicações por João Barroso

2020

Usage of Mobile Technologies for Diseases Inference: A Literature Review

Autores
Khanal, SR; Reis, A; Paulino, D; Bhandari, D; Paredes, H; Barroso, J;

Publicação
DSAI 2020: 9th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion, Virtual Event, Portugal, December 2-4, 2020.

Abstract
The fields of artificial intelligence, knowledge inference, data science, etc. have been deeply studied over time and many theoretical approaches have been developed, including its application to health and diseases inference. The creation of prototype and consumer systems has been restrained by the technology limitations on data acquisition and processing, which has been greatly overcome with the new sensors and mobile devices technologies. So, in this work we go through a literature review of the current state of the art on record to the usage of mobile technologies for diseases inference. The review methodology is based on the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) framework. The criteria were based on journal articles, prior to 2008, and using the defined keywords. A total of 14 selected articles were analyzed. A general conclusion was attained regarding the current state of maturity of the field, leading to fully functional consumer and professional market products.

2020

Assessment of wizards for eliciting users' accessibility preferences

Autores
Paulino, D; Pinheiro, P; Rocha, J; Martins, P; Rocha, T; Barroso, J; Paredes, H;

Publicação
DSAI 2020: 9th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion, Virtual Event, Portugal, December 2-4, 2020.

Abstract
Tailoring of the user experience to each individuals needs and preferences can lead to more accessible solutions. Adaptation has a key role on matching the systems characteristics with the user needs. This can be achieved with personalization (system-driven adaptation) or customization (user-driven adaptation). Personalization have good results on matching the user needs but raises concerns about privacy and how the information is retrieved. Customizations require that the user manually choose the preferences configuration. This article proposed two versions of a web wizard to elicit the accessibility preferences. One version was based on a quiz and the other one presented small interactive activities. The activities version was proposed to help reduce the burden of configuration by implicitly eliciting the user preferences through interactive small activities. The preliminary results with healthy participants suggest that both versions obtained a positive evaluation. However, there was no major difference between each wizard. The causes of these findings are discussed.

2020

How Accessibility Is For Everyone - A Deaf User Perspective

Autores
Pinheiro, R; Barroso, J; Rocha, T;

Publicação
DSAI 2020: 9th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion, Virtual Event, Portugal, December 2-4, 2020.

Abstract

2021

PLAY for LEARNING: Serious Games to Assist Learning of Basic Didactic Concepts: A Pilot Study

Autores
Rocha, T; Barroso, J;

Publicação
HCI in Games: Serious and Immersive Games - Third International Conference, HCI-Games 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24-29, 2021, Proceedings, Part II

Abstract
In this paper, the study of the design and implementation of a gamebased application for learning new basic concepts and/or re-learning these concepts within a cognitive rehabilitation perspective, is presented. Specifically, in this first version, the topics considered were: colours, animals, objects, and vehicles. The solution was developed to be usable and accessible to two user groups, children with special education needs and seniors in need of cognitive training and/or rehabilitation. The two main goals are: (1) to develop a game-based interface for the two specific user groups – children with special educational needs and seniors; (2) and, assess user engagement and acceptance. To achieve the first goal a universal design methodology was followed. For the later, we performed a preliminary usability assessment. Specifically, a Cognitive Walkthrough reinforced with a post-test semi-structured interviews was conducted. Overall results showed a good user engagement and acceptance. The gamebased solution seemed to facilitated children’ apprenticeship of basic contents and the helped in the cognitive rehabilitation by the seniors. The preliminary results indicated the solution could be used as an assistive tool, in a special education or in rehabilitation contexts, with tutors, teachers or clinicians; but also, in a more without obstruction and autonomous interaction, at home. © Springer Nature Switzerland AG 2021.

2021

SAR.IoT: Secured Augmented Reality for IoT Devices Management

Autores
Fuentes, D; Correia, L; Costa, N; Reis, A; Barroso, J; Pereira, A;

Publicação
SENSORS

Abstract
Currently, solutions based on the Internet of Things (IoT) concept are increasingly being adopted in several fields, namely, industry, agriculture, and home automation. The costs associated with this type of equipment is reasonably small, as IoT devices usually do not have output peripherals to display information about their status (e.g., a screen or a printer), although they may have informative LEDs, which is sometimes insufficient. For most IoT devices, the price of a minimalist display, to output and display the device's running status (i.e., what the device is doing), might cost much more than the actual IoT device. Occasionally, it might become necessary to visualize the IoT device output, making it necessary to find solutions to show the hardware output information in real time, without requiring extra equipment, only what the administrator usually has with them. In order to solve the above, a technological solution that allows for the visualization of IoT device information in actual time, using augmented reality and a simple smartphone, was developed and analyzed. In addition, the system created integrates a security layer, at the level of AR, to secure the shown data from unwanted eyes. The results of the tests carried out allowed us to validate the operation of the solution when accessing the information of the IoT devices, verify the operation of the security layer in AR, analyze the interaction between smartphones, the platform, and the devices, and check which AR markers are most optimized for this use case. This work results in a secure augmented reality solution, which can be used with a simple smartphone, to monitor/manage IoT devices in industrial, laboratory or research environments.

2021

Usability of Smartbands by the Elderly Population in the Context of Ambient Assisted Living Applications

Autores
Correia, L; Fuentes, D; Ribeiro, J; Costa, N; Reis, A; Rabadao, C; Barroso, J; Pereira, A;

Publicação
ELECTRONICS

Abstract
Nowadays, the Portuguese population is aging at a fast pace. The situation is more severe in the interior regions of the country, where the rural areas have few people and have been constantly losing population; these are mostly elderly who, in some cases, live socially isolated. They are also often deprived of some types of social, health and technological services. One of the current challenges with respect to the elderly is that of improving the quality of life for those who still have some autonomy and live in their own residences so that they may continue living autonomously, while receiving the assistance of some exterior monitoring and supporting services. The Internet of Things (IoT) paradigm demonstrates great potential for creating technological solutions in this area as it aims to seamlessly integrate information technology with the daily lives of people. In this context, it is necessary to develop services that monitor the activity and health of the elderly in real time and alert caregivers or other family members in the case of an unusual event or behaviour. It is crucial that the technological system is able to collect data in a nonintrusive manner and without requiring much interaction with the elderly. Smartband devices are very good candidates for this purpose and, therefore, this work proposes assessing the level of acceptance of the usage of a smartbands by senior users in their daily activities. By using the definition of an architecture and the development of a prototype, it was possible to test the level of acceptance of smartbands by a sample of the elderly population-with surprising results from both the elderly and the caregivers-which constitutes an important contribution to the research field of Ambient Assisted Living (AAL). The evaluation showed that most users did not feel that the smartband was intrusive to their daily tasks and even considered using it in the future, while caregivers considered that the platform was very intuitive.

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