HumanISE - Indexed Articles in Conferences
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Item3D Simulators in Professional Training Learning complex tasks overcoming material, economic, and human constraints( 2013) Bernardino Lopes,JB ; André Dias ; Cravino,JP ; Maia,AM ; Leonel Morgado ; Paulo Martins ; Gonçalo Conde Matos ; Fernandes,PThis paper is about the development of 3D simulators for supplementary instruction in professional training with complex learning tasks and material, human and economic constraints. We present a theoretical framework describing and explaining how a simulator can support the fundamental interaction dynamics in learning settings (interaction with reality, with others and with the learner himself. We describe the development of an actual 3D simulator (for installing the engine in an F-16 fighter aircraft) and present its next phases. We discuss how our theoretical framework fits and explains the development phases of a 3D simulator to meet the intended learning outcomes and how it can help in the development of simulators with similar purposes.
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Item3DWikiU - 3D Wiki For Urban Environments( 2011) António Coelho ; Pedro Brandão Silva ; Luís Gonzaga Magalhães ; Augusto Sousa ; José Cruz ; Fernando Ferreira ; Artur Rocha ; João Moura ; Maximino Bessa ; Miguel Correia Melo
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ItemAbordagens para a pesquisa por palavras-chave em base de dados estruturada( 2011) André Santos ; Sérgio Nunes
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ItemAccessibility and Usability on the Internet for people with intellectual disabilities( 2009) Luís Gonzaga Magalhães ; Tânia Rocha ; Martinho Gonçalves ; Maximino Bessa ; Francisco Godinho
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ItemAccessibility in Software Engineering: Pursuing the Mainstream from a Classroom( 2018) Silva,J ; Branco,F ; Pereira,A ; José Luís Martins ; Ramiro Gonçalves ; 5754 ; 6516
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ItemAccessible options for Deaf people in e-Learning platforms: technology solutions for Sign Language translation( 2015) Paulo Martins ; Rodrigues,H ; Tânia Vilela Rocha ; Francisco,M ; Leonel MorgadoThis paper presents a study on potential technology solutions for enhancing the communication process for deaf people on e-learning platforms through translation of Sign Language (SL). Considering SL in its global scope as a spatial-visual language not limited to gestures or hand/forearm movement, but also to other non-dexterity markers such as facial expressions, it is necessary to ascertain whether the existing technology solutions can be effective options for the SL integration on e-learning platforms. Thus, we aim to present a list of potential technology options for the recognition, translation and presentation of SL (and potential problems) through the analysis of assistive technologies, methods and techniques, and ultimately to contribute for the development of the state of the art and ensure digital inclusion of the deaf people in e-learning platforms. The analysis show that some interesting technology solutions are under research and development to be available for digital platforms in general, but yet some critical challenges must solved and an effective integration of these technologies in e-learning platforms in particular is still missing. (C) 2015 The Authors. Published by Elsevier B.V.
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ItemAdapting traditional web applications to new user interfaces provided by rich internet applications( 2009) Nelson Bilber Rodrigues ; Lino Oliveira ; António Coelho
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ItemAdaptivity and safety in location-based games( 2017) João Tiago Jacob ; Rui Silva Nóbrega ; António Coelho ; Rui Pedro RodriguesLocation-based games require, among other things, obtaining or computing information regarding the players' physical activity and real-world context. Additionally, ensuring that the players are assigned challenges that are adequate and safe for the current context (both physical and spatial) is also important, as it can improve both the gaming experience and the outcomes of the exercise. However, the impact adaptivity has in the specific case of location-based exergames still has not been researched in depth. In this paper, we present a location-based exergame capable of adapting its mechanics to the current context. © 2017 IEEE.
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ItemAge and level of education impact on expectancy and perceived similarity between virtual and real touristic environments( 2019) Magalhaes,M ; Maximino Bessa ; António Coelho ; Miguel Correia Melo ; 5095 ; 3132 ; 5408This paper focuses on the combination of 360-degree video and virtual reality for improving the touristic experience. Three scenarios were considered in this study: two 360-degree video visualizations, each one related to different touristic places, both presented in an immersive way, followed by an actual visit to those places. By comparing these situations, it was intended to determine the degree of perceived similarity between the virtual and the corresponding real sites, and to analyze if the users' expectancy was fulfilled. This research comprised a qualitative analysis using data collection based on questionnaires, which were applied to a sample consisted of 45 participants. The independent variables of the study were the participants' age and level of education. The results show no statistically significant impact between the two independent variables (users'age and level of education) and perceived similarity and users' expectancy. Our findings suggest that virtual tourism can act as an efficient promotion tool, considering that users' perceived destination image is not compromised regarding their age or level of education. © 2019 IEEE.
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ItemAge group differences in performance using distinct input modalities: A target acquisition performance evaluation( 2017) Carvalho,D ; Maximino Bessa ; Magalhaes,L ; Miguel Correia Melo ; Carrapatoso,E
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ItemAge group differences in performance using diverse input modalities: insertion task evaluation( 2016) Carvalho,Diana ; Maximino Bessa ; Magalhães,Luis ; Carrapatoso,EuricoNovel input modalities such as touch, tangibles or gestures try to exploit human's innate skills rather than imposing new learning processes. However, no work has been reported that systematically evaluates how these interfaces influence users' performance, that is, assesses if one interface can be more or less appropriate for interaction regarding: (1) different age groups; and (2) different basic tasks, as content insertion or manipulation. This work presents itself as an exploratory evaluation about whether or not the users' efficiency is indeed influenced by different input modalities and age. We conducted a usability evaluation with 60 subjects to understand how different interfaces may influence the speed and accuracy of three specific age groups (children, young adults and older-adults) when dealing with a basic content insertion task. Four input modalities were considered to perform the task (keyboard, touch, tangibles and gestures) and the methodology was based on usability testing (speed, accuracy and user preference). Overall, results show that there is a statistically significant difference in speed of task completion between the age groups, and there may be indications that the type of interface that is used can indeed influence efficiency in insertion tasks, and not so much other factors like age. Also, the study raises new issues regarding the "old" mouse input versus the "new" input modalities. © 2016 ACM.
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ItemThe ANTAREX approach to autotuning and adaptivity for energy efficient HPC systems( 2016) Silvano,C ; Agosta,G ; Cherubin,S ; Gadioli,D ; Palermo,G ; Bartolini,A ; Benini,L ; Martinovic,J ; Palkovic,M ; Slaninová,K ; João Bispo ; João Paiva Cardoso ; Rui Maranhão ; Pinto,P ; Cavazzoni,C ; Sanna,N ; Beccari,AR ; Cmar,R ; Rohou,EThe ANTAREX 1 project aims at expressing the application selfadaptivity through a Domain Specific Language (DSL) and to runtime manage and autotune applications for green and heterogeneous High Performance Computing (HPC) systems up to Exascale. The DSL approach allows the definition of energy-efficiency, performance, and adaptivity strategies as well as their enforcement at runtime through application autotuning and resource and power management. We show through a mini-App extracted from one of the project application use cases some initial exploration of application precision tuning by means enabled by the DSL. © 2016 Copyright held by the owner/author(s).
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ItemAn Approach for Automated Scenario-based Testing of Distributed and Heterogeneous Systems( 2015) Bruno Carvalhido Lima ; João Pascoal FariaThe growing dependence of our society on increasingly complex software systems, makes software testing ever more important and challenging. In many domains, such as healthcare and transportation, several independent systems, forming a heterogeneous and distributed system of systems, are involved in the provisioning of endto- end services to users. However, existing testing techniques, namely in the model-based testing field, provide little tool support for properly testing such systems. Hence, in this paper, we propose an approach and a toolset architecture for automating the testing of end-to-end services in distributed and heterogeneous systems. The tester interacts with a visual modeling frontend to describe key behavioral scenarios, invoke test generation and execution, and visualize test results and coverage information back in the model. The visual modeling notation is converted to a formal notation amenable for runtime interpretation in the backend. A distributed test monitoring and control infrastructure is responsible for interacting with the components of the system under test, as test driver, monitor and stub. At the core of the toolset, a test execution engine coordinates test execution and checks the conformance of the observed execution trace with the expectations derived from the visual model. A real world example from the Ambient Assisted Living domain is presented to illustrate the approach.
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ItemAn Approach to Relevancy Detection: contributions to the automatic detection of relevance in social networks( 2016) Álvaro Figueira ; Miguel Oliveira Sandim ; Paula Teixeira FortunaIn this paper we analyze the information propagated through three social networks. Previous research has shown that most of the messages posted on Twitter are truthful, but the service is also used to spread misinformation and false rumors. In this paper we focus on the search for automatic methods for assessing the relevance of a given set of posts. We first retrieved from social networks, posts related to trending topics. Then, we categorize them as being news or as being conversational messages, and assessed their credibility. From the gained insights we used features to automatically assess whether a post is news or chat, and to level its credibility. Based on these two experiments we built an automatic classifier. The results from assessing our classifier, which categorizes posts as being relevant or not, lead to a high balanced accuracy, with the potential to be further enhanced.
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ItemAppVox: An Application to Assist People with Speech Impairments in Their Speech Therapy Sessions( 2017) Gonçalves,Cirano ; Rocha,Tania ; Arsénio Reis ; João BarrosoIn this study an application to assist people with speech impairments in their speech therapy sessions is presented. AppVox simulates a vocalizer (audio stimulus feature) that can be used to train speech by repeating different words. In this paper, we aim at presenting the application as an assistive technology option and assess if this is a usable option for digital interaction for children with speech impairment. To assess the application we present a case study in which the participants were asked to perform tasks using the AppVox application. The results showed that this group of participants attained a good performance when interacting with the application. © Springer International Publishing AG 2017.
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ItemArchitecture for Transparent Binary Acceleration of Loops with Memory Accesses( 2013) Paulino,N ; João Canas Ferreira ; João Paiva CardosoThis paper presents an extension to a hardware/software system architecture in which repetitive instruction traces, called Megablocks, are accelerated by a Reconfigurable Processing Unit (RPU). This scheme is supported by a custom toolchain able to automatically generate a RPU tailored for the execution of one or more Megablocks detected offline. Switching between hardware and software execution is done transparently, without modifications to source code or executable binaries. Our approach has been evaluated using an architecture with a MicroBlaze General Purpose Processor (GPP) softcore. By using a memory sharing mechanism, the RPU can access the GPP's data memory, allowing the acceleration of Megablocks with load/store operations. For a set of 21 embedded benchmarks, an average speedup of 1.43x is achieved, and a potential speedup of 2.09x is predicted for an implementation using a low overhead interface for communication between GPP and RPU.
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ItemAs redes sociais e mundos virtuais para ligação à comunidade e concretização das aprendizagens( 2012) Leonel MorgadoA partilha de contexto, não apenas de factos estritamente profissionais, mas de aspetos da vida e da exis-tência pessoal, pode gerar empatia entre professor e alunos, entre pessoas em geral, mas também gerarantipatia ou desagrado. Do ponto de vista técnico, as plataformas sociais atuais são confrontadas com insuficiências de funcionalidades na gestão dos fluxos informativos gerados, partilhados e consumidos, o que exige a sua transformação e novas formas de atuação por parte de todos quantos as usam. Apresenta-se neste texto uma reflexão sobre estes temas, apoiada num teste de esforço.
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ItemAssessment of Microsoft Kinect in the Monitoring and Rehabilitation of Stroke Patients( 2017) Abreu,Joao ; Rebelo,Sergio ; Hugo Paredes ; João Barroso ; Paulo Martins ; Arsénio Reis ; Amorim,EuricoVasco ; Vitor Manuel FilipeTelerehabilitation is an alternative way for physical therapy of stroke patients. The monitoring and correction of exercises can be done through the analysis of body movements recorded by an optical motion capture system. This paper presents a first study to assess the use of Microsoft Kinect in the monitoring and rehabilitation of patients who have suffered a stroke. A comparative study was carried out to assess the accuracy of joint angle measurement with the Microsoft Kinect (for Windows and for Xbox One) and Optitrack™. The results obtained in the first experiment showed a good agreement in the measurements between the three systems, in almost all movements. These results suggest that Microsoft Kinect, a low cost and markerless motion capture system, can be considered as an alternative to complex and high cost motion capture devices for the monitoring and rehabilitation of stroke patients. © Springer International Publishing AG 2017.
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ItemAssistive Platforms for the Visual Impaired: Bridging the Gap with the General Public( 2017) Rocha,Tania ; Hugo Ricardo Fernandes ; Arsénio Reis ; Hugo Paredes ; João BarrosoThe visual impaired are a specific minority group that can benefit from specific assistive systems in order to mitigate their mobility and accessibility constrains. In the last decade, our research group has been integrating and developing assistive technologies, focused in human-computer interaction, artificial vision, assisted navigation, pervasive computing, among others. Several projects and prototypes have been developed with the main objective of improving the blind’s autonomy, mobility, and quality of life. Currently the technology has reached a maturation point that allows the development of systems based on video capturing, image recognition and location referencing, which are key for providing features of artificial vision, assisted navigation and spatial perception. The miniaturization of electronics can be used to create devices such as electronic canes that equipped with sensors can provide so much more contextual information to a blind user. The adoption of these systems is dependent of an information catalogue regarding points of interest and their physical location reference. In this paper we describe the current work on assistive systems for the blind and propose a new perspective on using the base information of those systems to provide new services to the general public. By bridging the gap between the two groups, we expect to further advance the development of the current systems and contribute to their economic sustainability. © Springer International Publishing AG 2017.
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ItemAuthoring tool for creating immersive virtual experiences expeditiously for training( 2022) Machado,R ; Rodrigues,R ; Hugo Rafael Mendes ; Miguel Correia Melo ; Barbosa,L ; Maximino Bessa ; 5095 ; 5408 ; 7622Virtual reality (VR) is still a field that is in constant development, and people are trying to use it to have a close representation of reality by creating immersive environments. However, despite the existence of some tools that have been adapted to work with VR, they require some experience to work with, and there is a considerable amount of resources that need to be spent to create and maintain the VR experiences, which prevents the adoption and use of all the benefits that VR can bring. This work proposes an architecture for an authoring tool that allows users to create their own virtual experiences without the need for an extensive understanding of it and use them to create a virtual training exercise. This paper uses a case study built upon a real training context scenario applied to the agroforestry field. To validate this proposal, a prototype was built and subject to usability and satisfaction tests that demonstrated the ease of understanding and learning of the interfaces and all the functionalities implemented.