Cookies
O website necessita de alguns cookies e outros recursos semelhantes para funcionar. Caso o permita, o INESC TEC irá utilizar cookies para recolher dados sobre as suas visitas, contribuindo, assim, para estatísticas agregadas que permitem melhorar o nosso serviço. Ver mais
Aceitar Rejeitar
  • Menu
Publicações

Publicações por Paula Viana

2013

Immersive media experiences (immersiveme 2013 workshop at ACM multimedia)

Autores
Chambel, T; Bove, VM; Strover, S; Viana, P; Thomas, G;

Publicação
MM 2013 - Proceedings of the 2013 ACM Multimedia Conference

Abstract
Immersive media has the potential for strong impact on users' emotions and their sense of presence and engagement. The main objective of this workshop is to bring together researchers, students, media producers, service providers and industry players in the area of emergent immersive media. The workshop will provide a platform for a deep discussion on ongoing work, recent achievements and experiences. It is expected not only to consolidate experiences but also to identify aspects where strong collaboration among all the interested players is needed and to point towards future working directions. Copyright © 2013 ACM.

2015

ImmersiveME'15:3rd ACM international workshop on immersive media experiences workshop chairs' welcome

Autores
Chambel, T; Viana, P; Bove, VM; Strover, S; Thomas, G;

Publicação
ImmersiveME 2015 - Proceedings of the 3rd International Workshop on Immersive Media Experiences, co-located with MM 2015

Abstract

2016

Guest Editorial: Immersive Media Experiences

Autores
Viana, P; Chambel, T; Bove, VM; Strover, S; Thomas, G;

Publicação
MULTIMEDIA TOOLS AND APPLICATIONS

Abstract
Multimedia content has the potential for significant impact on users’ emotions, their sense of presence and engagement experiencing the service, application or information being provided, in immersive environments. The evolution of technology, user expectations and results from research activities have led to an enormous increase in the amount of content delivered in different formats, via a number of heterogeneous communication networks, to a range of devices, many of them portable and offering tremendous opportunities for immersion, user participation and personalization. New paradigms for media production, distribution and consumption have been emerging, introducing different sensory modalities and audio-visual surround effects, for an increased sense of presence, and also enabling participation and social interaction in the media chain, thus increasing the sense of belonging and contributing to the success of the services being provided

2013

Immersive Media Experiences 2013 Workshop chairs' welcome

Autores
Chambel, T; Bove, VM; Strover, S; Viana, P; Thomas, G;

Publicação
ImmersiveMe 2013 - Proceedings of the 2nd International Workshop on Immersive Media Experiences, Co-located with ACM Multimedia 2013

Abstract

2018

GymApp: a Real Time Physical Activity Trainner on Wearable Devices

Autores
Viana, P; Ferreira, T; Castro, L; Soares, M; Pinto, JP; Andrade, T; Carvalho, P;

Publicação
2018 11TH INTERNATIONAL CONFERENCE ON HUMAN SYSTEM INTERACTION (HSI)

Abstract
Technological advances are pushing into the mass market innovative wearable devices featuring increasing processing and sensing capacity, non-intrusiveness and ubiquitous use. Sensors built-in those devices, enable acquiring different types of data and by taking advantage of the available processing power, it is possible to run intelligent applications that process the sensed data to offer added -value to the user in multiple domains. Although not new to the modern society, it is unquestionable that the present exercise boom is rapidly spreading across all age groups. However, in a great majority of cases, people perform their physical activity on their own, either due to time or budget constraints and may easily get discouraged if they do not see results or perform exercises inadequately. This paper presents an application, running on a wearable device, aiming at operating as a personal trainer that validates a set of proposed exercises in a sports' session. The developed solution uses inertial sensors of an Android Wear smartwatch and, based on a set of pattern recognition algorithms, detects the rate of success in the execution of a planned workout. The fact that all processing can be executed on the device is a differentiator factor to other existing solutions.

2018

Audiovisual Annotation in the Study of Physics

Autores
Marçal, J; Borges, MM; Carvalho, P; Viana, P;

Publicação
SIXTH INTERNATIONAL CONFERENCE ON TECHNOLOGICAL ECOSYSTEMS FOR ENHANCING MULTICULTURALITY (TEEM'18)

Abstract
The support of video in the learning environment is nowadays used to many ends, either for demonstration, research or share. It is intended to reinforce the space before and after class and introduce a new dynamic and interaction in the classroom itself. Pedagogical innovation may be achieved by different approaches to motivate students and obtain better results. This paper presents a revision of the literature about the potential of using video annotation in the education context, specifically in the domain of Physics, using an open source annotation tool. The creation of audiovisual references, either for quick access to parts of organized video annotated content by the teacher, knowledge building or revision by and for other students is analyzed. This study is complemented with a testbed, showing the potential of using audiovisual annotated content, within a k-12 context. Students were invited to select video content, annotate, organize and publish the annotations, which could support the learning process in the domain of Physics. Results show that most of the aspects under analysis received a positive evaluation. The only exception relates to the capacity of the approach to motivated students to the study of Physics, as most of the students did not see this methodology as a motivating means.

  • 3
  • 10