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Publications

Publications by HumanISE

2025

Drawing for Social Re-Connectivity Through Collaborative and Digital Environments. Preliminary Drawing Activities

Authors
Penedos Santiago, E; Simões, S; Amado, P; Giesteira, B;

Publication
Lecture Notes in Networks and Systems

Abstract
This research aims to leverage digital drawing as a non-verbal language to transcend the communication barriers faced by individuals with partial to complete locked-in syndrome (LIS). It will explore the possibility of using the human body as an interface, through assistive technology, in accordance with its limitation in functionality, to facilitate social reconnection and emotional expression through drawing. This approach is grounded in the understanding that creative expression and communication are fundamental human needs and can significantly impact the well-being and quality of life of individuals with severe motor impairments. This paper will focus on the development of the drawing activities. These activities will run under a mixed reality set that can be tailored by caregivers or therapists to the end-user's needs and preferences, ensuring functionality and user satisfaction through an accessible, enriching, and emotionally rewarding experience. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.

2025

Stuck! Stalling in Computer Games

Authors
Cardoso, P; Carvalhais, M;

Publication
Springer Series in Design and Innovation

Abstract
Games are commonly designed to assist players in their progression, maintaining their attention and motivation until they achieve closure while presenting challenges that need to be overcome to progress. But not all games are designed with this in mind, and players do not always play to progress. When that happens, we call it stalling. In computer games, stalling is when players or the game system try to maintain a particular state, impeding player progression and the game from developing. This chapter explores stalling as an act of players and, alternatively, as an act of the game itself that can be designed or result from emergent behaviours. It presents a model composed of two axes—Player/Game and Transitory/Permanent—that generate four types of stalling: Squandering, Casting-off, Lingering, and Taunting. This model leads to the conclusion that stalling is a legitimate playing tactic and versatile strategy for the design of games. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.

2025

Exploring Interactivity and Interpassivity in Digital Narratives: A Critical Examination

Authors
Monteiro, AC; Carvalhais, M; Torres, R;

Publication
ADVANCES IN DESIGN, MUSIC AND ARTS III, EIMAD 2024, VOL 1

Abstract
The interaction between code and language shapes emergence and innovation in computational systems, turning them not merely into a series of connected structures but into narrative spaces. Interactive Digital Narratives (IDNs) are characterized by a tension between the control exerted by the system to engage readers and the autonomy that readers desire over the narrative's direction. This results in a ludic paradox, where the role of the narrative system is to enable and facilitate play while simultaneously being capable of communicating the outcomes of the readers' actions. On the other hand, the reader must be able to participate actively by playing along the system's rules. Based on the notion of interpassivity, which refers to the delegation of the cognitive activity to the object, thus transforming the reader into a passive observer of the system's interactions, this paper aims to explore the interplay between interpassivity and interactivity. As we navigate IDNs, we engage with narratives that challenge and empower readers, that create immersive and enriching experiences, and transform their relationships with the computational system. This contributes to understanding the pleasure of playing and the reader's role. Based on the premise that readers can derive pleasure from automation but also yearn for control over the narrative, we can investigate the playful interaction between humans and machines. This paper will analyze Emissaries (2015-2017), defined by its creator, Ian Cheng, as a video game that plays itself, and where the reader can seemingly only visualize the work. In this case study, we will look for narrative mechanics and the specificity of the medium in which the IDN is instantiated. We will discuss how the computational system actively shapes the narrative without direct reader input and consequently propose a reconceptualization of the concept of interpassivity and its relationship with interactivity.

2025

DataSHIELD: mitigating disclosure risk in a multi-site federated analysis platform

Authors
Avraam, D; Wilson, RC; Chan, NA; Banerjee, S; Bishop, TRP; Butters, O; Cadman, T; Cederkvist, L; Duijts, L; Montagut, XE; Garner, H; Gonçalves, G; González, JR; Haakma, S; Hartlev, M; Hasenauer, J; Huth, M; Hyde, E; Jaddoe, VWV; Marcon, Y; Mayrhofer, MT; Molnar-Gabor, F; Morgan, AS; Murtagh, M; Nestor, M; Andersen, AMN; Parker, S; de Moira, AP; Schwarz, F; Strandberg-Larsen, K; Swertz, MA; Welten, M; Wheater, S; Burton, P;

Publication
BIOINFORMATICS ADVANCES

Abstract
Motivation The validity of epidemiologic findings can be increased using triangulation, i.e. comparison of findings across contexts, and by having sufficiently large amounts of relevant data to analyse. However, access to data is often constrained by practical considerations and by ethico-legal and data governance restrictions. Gaining access to such data can be time-consuming due to the governance requirements associated with data access requests to institutions in different jurisdictions.Results DataSHIELD is a software solution that enables remote analysis without the need for data transfer (federated analysis). DataSHIELD is a scientifically mature, open-source data access and analysis platform aligned with the 'Five Safes' framework, the international framework governing safe research access to data. It allows real-time analysis while mitigating disclosure risk through an active multi-layer system of disclosure-preventing mechanisms. This combination of real-time remote statistical analysis, disclosure prevention mechanisms, and federation capabilities makes DataSHIELD a solution for addressing many of the technical and regulatory challenges in performing the large-scale statistical analysis of health and biomedical data. This paper describes the key components that comprise the disclosure protection system of DataSHIELD. These broadly fall into three classes: (i) system protection elements, (ii) analysis protection elements, and (iii) governance protection elements.Availability and implementation Information about the DataSHIELD software is available in https://datashield.org/ and https://github.com/datashield.

2025

Encouraging Sustainable Choices Through Socially Engaged Persuasive Recycling Initiatives: A Participatory Action Design Research Study

Authors
da Silva, EM; Schneider, D; Miceli, C; Correia, A;

Publication
Informatics

Abstract
Human-Computer Interaction (HCI) research has illuminated how technology can influence users’ awareness of their environmental impact and the potential for mitigating these impacts. From hot water saving to food waste reduction, researchers have systematically and widely tried to find pathways to speed up achieving sustainable development goals through persuasive technology interventions. However, motivating users to adopt sustainable behaviors through interactive technologies presents significant psychological, cultural, and technical challenges in creating engaging and long-lasting experiences. Aligned with this perspective, there is a dearth of research and design solutions addressing the use of persuasive technology to promote sustainable recycling behavior. Guided by a participatory design approach, this investigation focuses on the design opportunities for leveraging persuasive and human-centered Internet of Things (IoT) applications to enhance user engagement in recycling activities. The assumption is that one pathway to achieve this goal is to adopt persuasive strategies that may be incorporated into the design of sustainable applications. The insights gained from this process can then be applied to various sustainable HCI scenarios and therefore contribute to HCI’s limited understanding in this area by providing a series of design-oriented research recommendations for informing the development of persuasive and socially engaged recycling platforms. In particular, we advocate for the inclusion of educational content, real-time interactive feedback, and intuitive interfaces to actively engage users in recycling activities. Moreover, recognizing the cultural context in which the technology is socially situated becomes imperative for the effective implementation of smart devices to foster sustainable recycling practices. To this end, we present a case study that seeks to involve children and adolescents in pro-recycling activities within the school environment.

2025

Strategies and Tools to Support Place-Belongingness in Smart Cities

Authors
Hesam Mohseni; António Correia; Johanna Silvennoinen; Tuomo Kujala; Tommi Kärkkäinen;

Publication
Computer-Human Interaction Research and Applications

Abstract

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