HumanISE - Indexed Articles in Conferences

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    Research data management in the field of Ecology: An overview
    ( 2018) Alves,C ; João Aguiar Castro ; Cristina Ribeiro ; Honrado,JP ; Lomba,A ; 215 ; 5961
    The diversity of research topics and resulting datasets in the field of Ecology (the scientific study of ecological systems and their biodiversity) has grown in parallel with developments in research data management. Based on a meta-analysis performed on 93 scientific references, this paper presents a comprehensive overview of the use of metadata tools in the Ecology domain through time. Overall, 40 metadata tools were found to be either referred or used by the research community from 1997 to 2018. In the same period, 50 different initiatives in ecology and biodiversity research were conceptualized and implemented to promote effective data sharing in the community. A relevant concern that stems from this analysis is the need to establish simple methods to promote data interoperability and reuse, so far limited by the production of metadata according to different standards. With this study, we also highlight challenges and perspectives in research data management in the domain of Ecology towards best practice guidelines.
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    Dendro: A FAIR, Open-Source Data Sharing Platform
    ( 2019) Lázaro Gabriel Costa ; João Rocha Silva ; 7741 ; 5820
    Dendro, a research data management (RDM) platform developed at FEUP/INESC TEC since 2014, was initially targeted at collaborative data storage and description in preparation for deposit in any data repository (CKAN, Zenodo, ePrints or B2Share). We implemented our own data deposit and dataset search features, consolidating the whole RDM workflow in Dendro: dataset exporting, automatic DOI attribution, and a dataset faceted search, among other features. We discuss the challenges faced when implemented these features and how they make Dendro more FAIR.
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    Designing Collaborative and Coordinated Virtual Reality Training Integrated with Virtual and Physical Factories
    ( 2019) Yildiz,E ; Miguel Correia Melo ; Moller,C ; Bessa,M ; 5408
    Rapidly changing customer demands, regulations and technologies drive the complexity of products, processes and production systems, as well as shorter product and factory lifecycles. In order to handle such complexity while decreasing the time-to-market, immersive virtual reality (VR) technologies are increasingly being used in industry to support product and factory lifecycle engineering processes, such as (re)design, validation and verification, learning and training. However, the design and development of multi-user VR training for complex and manual production processes remain a challenge for industry. The integration of VR training simulations with virtual and physical factories could support the handling of such obstacles in terms of efficiency and effectiveness by increasing the precision, accuracy and reliability of data used in VR simulations. In this study, we present a collaborative and coordinated VR training model and its data integration with virtual factory tools and manufacturing execution systems for a wind turbine assembly scenario. A demonstration has been performed and evaluated by industry experts. The preliminary evaluation results show that integrated collaborative VR training has significant potential for more efficient and effective training, as well as enabling new use cases for industry.
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    Developing Training Applications for Hydrogen Emergency Response Training
    ( 2019) Peixoto,B ; Bessa,M ; Amorim,V ; Miguel Correia Melo ; Goncalves,G ; Pinto,D ; 5408
    Virtual Reality (VR) has been evolving over the years, becoming more and more accessible, in a wide area of applications. One of these areas where VR can have a major impact is training and certification. Hydrogen vehicles are becoming a reality and first responders still lack proper tools and resources to train emergency responses for the purpose. VR can play here a crucial role in ensuring a proper hydrogen emergency response training due to the advantages associated with VR training programs such as resource optimization, repeatability, and replicability. This paper proposes using VR for hydrogen emergency response training by developing a solution composed of three components: tutorial mode, training mode, and certification mode. A usability study is further conducted to evaluate its usability and user satisfaction. The results show that the use of this application regards usability and user satisfaction were extremely positive.
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    Correlation between Game Experience and Presence in immersive virtual reality games
    ( 2019) Coelho,H ; Maximino Bessa ; Miguel Correia Melo ; Pedro Ermida Monteiro ; Goncalves,G ; 5095 ; 5408
    Virtual Reality (VR) technologies have evolved to the point where it is being used in various areas (entertainment, medicine, education, etc.). One of the metrics that allow the evaluation of the virtual experience is Presence. In this work, we conduct an exploratory study that studies which factors of VR games correlate to presence. Various components of games are also shared between other VR applications allowing the results to be applicable not only in VR games. A study with 78 participants divided into 5 groups was conducted where each group played a different VR game. Presence and Game Experience were evaluated. The results indicated multiple positive correlations between subscales of Presence and Game Experience. © 2019 IEEE.