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Publications

Publications by HumanISE

2019

The ANTAREX domain specific language for high performance computing

Authors
Silvano, C; Agosta, G; Bartolini, A; Beccari, AR; Benini, L; Besnard, L; Bispo, J; Cmar, R; Cardoso, JMP; Cavazzoni, C; Cesarini, D; Cherubin, S; Ficarelli, F; Gadioli, D; Golasowski, M; Libri, A; Martinovic, J; Palermo, G; Pinto, P; Rohou, E; Slaninova, K; Vitali, E;

Publication
MICROPROCESSORS AND MICROSYSTEMS

Abstract
The ANTAREX project relies on a Domain Specific Language (DSL) based on Aspect Oriented Programming (AOP) concepts to allow applications to enforce extra functional properties such as energy-efficiency and performance and to optimize Quality of Service (QoS) in an adaptive way. 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. In this paper, we present an overview of the key outcome of the project, the ANTAREX DSL, and some of its capabilities through a number of examples, including how the DSL is applied in the context of the project use cases.

2019

Preface

Authors
Sousa T.B.;

Publication
ACM International Conference Proceeding Series

Abstract

2019

Using Virtual Reality Environments to Predict Pedestrian Behaviour

Authors
Costa, JF; Jacob, J; Rúbio, TRPM; Silva, DC; Cardoso, HL; Ferreira, S; Rodrigues, RA; Oliveira, E; Rossetti, RJF;

Publication
2019 IEEE International Smart Cities Conference, ISC2 2019, Casablanca, Morocco, October 14-17, 2019

Abstract
Pedestrian behaviour modelling and simulation play a fundamental role in reducing traffic risks and new policies implementation costs. However, representing human behaviour in this dynamic environment is not a trivial task and such models require an accurate representation of pedestrian behaviour. Virtual environments have been gaining notoriety as a behaviour elicitation tool, but it is still necessary to understand the validity of this technique in the context of pedestrian studies, as well as to create guidelines for its use. This work proposes a proper methodology for pedestrian behaviour elicitation using virtual reality environments in conjunction with surveys or questionnaires. The methodology focuses on gathering data about the subject, the context, and the action taken, as well as on analyzing the collected data to finally output a behavioural model. The resulting model can be used as a feedback signal to improve environment conditions for experiment iterations. A concrete implementation was built based on this methodology, serving as an example for future studies. A virtual reality traffic environment and two surveys were used as data sources for pedestrian crossing experiments. The subjects controlled a virtual avatar using an HTC Vive and were asked to traverse the distance between two points in a city. The data collected during the experiment was analyzed and used as input to a machine learning model capable of predicting pedestrian speed, taking into account their actions and perceptions. The proposed methodology allowed for the successful data gathering and its use to predict pedestrian behaviour with fairly acceptable accuracy. © 2019 IEEE.

2019

The Feeling of Presence: An Immersive Perspective

Authors
Assaf, R; Rodrigues, R;

Publication
ARTECH 2019: 9th International Conference on Digital and Interactive Arts, Braga, Portugal, October 23-25, 2019

Abstract
The main goal of the conference is to promote the interest in the current digital culture and its intersection with art and technology as an important research field, and also to create a common space for discussion and exchange of new experiences. It seeks to foster greater understanding about digital arts and culture across a wide spectrum of cultural, disciplinary, and professional practices. To this end, many scholars, teachers, researchers, artists, comput-er professionals, and others who are working within the broadly defined areas of digital arts, culture and education across the world, submitted their innovative work to the conference. © 2019 ACM.

2019

Extended Reality Framework for Remote Collaborative Interactions in Virtual Environments

Authors
Pereira, V; Matos, T; Rodrigues, R; Nobrega, R; Jacob, J;

Publication
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)

Abstract
This paper proposes the implementation of a framework for the development of collaborative extended reality (XR) applications. Using the framework, developers can focus on understanding which collaborative mechanisms they need to implement for the respective reality model application. In this paper we specifically study collaborative mechanisms around object manipulation in Virtual Reality (VR). As such, we planned a VR prototype using the proposed framework, which was used to validate the various interaction and collaboration features in VR. The gathered data from the user tests revealed that they enjoyed the experience and the collaborative mechanisms helped them work together. Furthermore, to understand whether the framework allowed for the development of XR applications, we decided to implement an augmented reality prototype as well. Afterwards, we ran an experiment with 4 VR and 3 AR users sharing the same virtual environment. The experiment was successful at allowing them to interact in real-time in the same shared environment. Therefore, the framework enables the development of XR applications that support different mixed-reality technologies.

2019

A review of assistive spatial orientation and navigation technologies for the visually impaired

Authors
Fernandes, H; Costa, P; Filipe, V; Paredes, H; Barroso, J;

Publication
UNIVERSAL ACCESS IN THE INFORMATION SOCIETY

Abstract
The overall objective of this work is to review the assistive technologies that have been proposed by researchers in recent years to address the limitations in user mobility posed by visual impairment. This work presents an umbrella review. Visually impaired people often want more than just information about their location and often need to relate their current location to the features existing in the surrounding environment. Extensive research has been dedicated into building assistive systems. Assistive systems for human navigation, in general, aim to allow their users to safely and efficiently navigate in unfamiliar environments by dynamically planning the path based on the user's location, respecting the constraints posed by their special needs. Modern mobile assistive technologies are becoming more discrete and include a wide range of mobile computerized devices, including ubiquitous technologies such as mobile phones. Technology can be used to determine the user's location, his relation to the surroundings (context), generate navigation instructions and deliver all this information to the blind user.

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