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Publications

Publications by HumanISE

2021

Art & Accessibility

Authors
Resende, M; Carvalho, D; Branco, A; Rocha, T;

Publication
10th International Conference on Digital and Interactive Arts

Abstract

2021

A Tool for Collaborative Anatomical Dissection

Authors
Roberto Zorzal, E; Sousa, M; Mendes, D; Figueiredo Paulo, S; Rodrigues, P; Jorge, J; Lopes, DS;

Publication
Human–Computer Interaction Series - Digital Anatomy

Abstract

2021

Evaluating Transitions for Streaming Big Data

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

Publication
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

Graceful Degradation for Real-time Visualization of Streaming Geospatial Data

Authors
Rafael, J; Moreira, J; Mendes, D; Alves, M; Gonçalves, D;

Publication
21st Eurographics Conference on Visualization, EuroVis 2019 - Short Papers, Porto, Portugal, June 14-18, 2021

Abstract

2021

Leadership Challenges in Agile Environments

Authors
Almeida, F; Simoes, J;

Publication
INTERNATIONAL JOURNAL OF INFORMATION TECHNOLOGY PROJECT MANAGEMENT

Abstract
Several companies in the information technology field are progressively adopting Agile methodologies. This change necessarily transforms the management paradigm and poses new challenges to the leadership process. In this sense, this study seeks to explore the challenges perceived by leaders and perceive the competencies they should have to manage projects and teams in an Agile environment. The study used a survey to obtain data from 387 professionals in the information technology sector. The findings reveal the most important skills include the ability to have people skills, team management competencies, provide feedback on employee performance, and have problem-solving skills. Additionally, this study reveals people's management dimension is key to increasing productivity in Agile environments, and furthermore, respondents' years of experience proved to be discriminating in perceiving the importance of these skills. The outcomes of this study are relevant for companies that are migrating to the agile paradigm and are facing challenges in managing the leadership of these projects.

2021

Evaluation of the player's performance in entrepreneurship serious games

Authors
Almeida, F; Simões, J;

Publication
Practical Perspectives on Educational Theory and Game Development

Abstract
Entrepreneurship serious games offer an innovative model for developing entrepreneurial skills with students. Furthermore, they provide a highly engaging and risk-free environment for students to become aware of the challenges posed in the early stages of building and developing a start-up. In this sense, it becomes relevant to explore the process of adopting this type of game in the classroom. This study aims to explore how the formative and summative components of an assessment are mapped into seven serious entrepreneurship games. Through this information, this study seeks to help instructors in the process of adopting a serious game and understanding how the evaluation of these games can be used in the context of an entrepreneurship course. © 2021, IGI Global.

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