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Publicações

Publicações por CSE

2021

Evaluating Transitions for Streaming Big Data

Autores
Castanheira, F; Moreira, J; Mendes, D; Gonçalves, D;

Publicação
International Conference on Graphics and Interaction, ICGI 2021, Porto, Portugal, November 4-5, 2021

Abstract
Visualizations for Streaming Big Data convey high volumes of information in real-time, making it challenging for people to grasp significant data changes. One solution could be having visualizations that change themselves according to the incoming data. However, these changes would need to be effectively conveyed. In this work, we propose a set of transitions between different pairs of visual idioms, aiming to aid users in keeping track of the information in real-time and notice relevant changes. We target transitions between Line charts, Heat maps, and Stream graphs. We conceived seven transitions that modify different properties of the visual elements for each pair of visual idioms, following a novel taxonomy for their conceptualization. To assess the performance of the transitions, we conducted an online user study with 100 participants. Results suggest that animations are indeed better to change between different visualization idioms than abrupt transitions. We also suggest transition techniques for each visualization pair, between those proposed, according to participants' preferences. Lastly, we identify which concepts of our taxonomy were more present in our suggested transitions.

2021

A Neural Network Approach towards Generalized Resistive Switching Modelling

Autores
Carvalho, G; Pereira, M; Kiazadeh, A; Tavares, VG;

Publicação
MICROMACHINES

Abstract
Resistive switching behaviour has been demonstrated to be a common characteristic to many materials. In this regard, research teams to date have produced a plethora of different devices exhibiting diverse behaviour, but when system design is considered, finding a 'one-model-fits-all' solution can be quite difficult, or even impossible. However, it is in the interest of the community to achieve more general modelling tools for design that allows a quick model update as devices evolve. Laying the grounds with such a principle, this paper presents an artificial neural network learning approach to resistive switching modelling. The efficacy of the method is demonstrated firstly with two simulated devices and secondly with a 4 mu m(2) amorphous IGZO device. For the amorphous IGZO device, a normalized root-mean-squared error (NRMSE) of 5.66 x 10(-3) is achieved with a [2, 50,50 ,1] network structure, representing a good balance between model complexity and accuracy. A brief study on the number of hidden layers and neurons and its effect on network performance is also conducted with the best NRMSE reported at 4.63 x 10(-3). The low error rate achieved in both simulated and real-world devices is a good indicator that the presented approach is flexible and can suit multiple device types.

2021

Immersive Adventure Games Development using 360-degree video

Autores
Pinho, F; Nóbrega, R; Rodrigues, R;

Publicação
International Conference on Graphics and Interaction, ICGI 2021, Porto, Portugal, November 4-5, 2021

Abstract
Immersive Interactive 360° videos, experienced through Head-Mounted Displays (HMD), constitute a particular case of VR applications for which it is relatively easy to record content nowadays, and that can be explored as a game format. We therefore explore the idea of using live action 360° videos as the basis for immersive adventure games. In particular, we explore possible interactions in immersive adventure games based on 360° videos, in terms of game elements and mechanics, and the player's interface with those. To support this, we developed a browser-based framework for creating such games, and conducted a user study with a game created specifically for that purpose. The results obtained indicate a high level of satisfaction with the chosen control schemes and game mechanics, and suggest that the framework can be used to create this kind of experience.

2021

Assessing presence in virtual environments: adaptation of the psychometric properties of the Presence Questionnaire to the Portuguese populations

Autores
Vasconcelos Raposo, J; Melo, M; Barbosa, L; Teixeira, C; Cabral, L; Bessa, M;

Publicação
BEHAVIOUR & INFORMATION TECHNOLOGY

Abstract
Virtual Reality applications have the goal of transporting their users to a given virtual environment (VE). Thus, Presence is a consensual metric for evaluating the VEs' effectiveness. The present study adapts the Presence Questionnaire (PQ) for the Portuguese-speaking population, maintaining the validity of the contents and concepts, to ascertain the psychometric properties of the instrument.The adaptation to Portuguese was achieved through the standard adaptation process of translation and back-translation process. The sample consisted of 451 individuals (268 males and 183 females). Factor reliability ranged from 0.63 to 0.86. Confirmatory factor analysis produced a theoretical model of 21 items distributed among seven factors, where the covariance between some residual item errors was established. The fit indices obtained were , GFI , CFI , RMSEA , P [RMSEA ], MECVI . Results obtained allowed us to consider that the adapted Portuguese version of the PQ, with 21 items, forms a robust and valid questionnaire whose use is recommended to evaluate Presence in virtual reality research programmes, provided that they use samples of the Portuguese language (Europe).

2021

Impact of Different Role Types and Gender on Presence and Cybersickness in Immersive Virtual Reality Setups

Autores
Melo, M; Gonçalves, G; Narciso, D; Bessa, M;

Publicação
International Conference on Graphics and Interaction, ICGI 2021, Porto, Portugal, November 4-5, 2021

Abstract
Several factors have been identified to contribute to the sense of presence and cybersickness, including the preponderance users have in the virtual environments (VE) and their gender. This work focuses on studying the Role Type and gender in a VE and their impact on the sense of presence and cybersickness when immersive Virtual Reality (VR) setups are used. For this, a set of psychophysical experiments were conducted to evaluate a VR scenario with three Role Types: Viewer, Explorer, and Searcher. Results revealed statistically significant differences in Spatial Presence, Cybersickness, Nausea, Oculomotor Discomfort, and Disorientation for Role Type. In the evaluated scenario, it was observed that a more dominant Role Type on the VE leads to a higher reported spatial presence (sense of physically being present in the VE) and higher cybersickness scores. We conclude that a higher relevance of the Role Type makes the users more sensitive to the stimuli present in the VE regarding the coherency of the interaction/simulation and, consequently, more prone to develop cybersickness symptoms. No differences were found between the genders.

2021

An experience of using Kahoot! while going online

Autores
Cruz, S; Urbano, D; Coelho, A; Pego, JP;

Publicação
2021 4TH INTERNATIONAL CONFERENCE OF THE PORTUGUESE SOCIETY FOR ENGINEERING EDUCATION (CISPEE)

Abstract
This report describes a preliminary study that took place during the second semester of the school year 2019-2020, where suddenly classes had to be held online due to COVID 19 pandemic. Kahoot! a gamified application was used in some of the problem-solving classes of an undergraduate physics course of the integrated masters of the Electrical and Computers Engineering program. The quizzes applied covered rigid body dynamics and thermodynamics, both contents included in the syllabus of the course. The study was planned prior to the pandemic and the necessary adjustments of teaching online altered the goals. A simple analysis of the data obtained with the Kahoot! quizzes is performed and the results are discussed in the context of the positive and negative effects of going online.

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