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Publications

Publications by HumanISE

2017

Preface

Authors
de Carvalho, CV; Coelho, A; Escudeiro, P;

Publication
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST

Abstract

2017

Command and Control Systems for Search and Rescue Robots

Authors
Govindaraj, S; Letier, P; Chintamani, K; Gancet, J; Jimenez, MN; Esbrí, MÁ; Musialik, P; Bedkowski, J; Badiola, I; Gonçalves, R; Coelho, A; Serrano, D; Tosa, M; Pfister, T; Sanchez, JM;

Publication
Search and Rescue Robotics - From Theory to Practice

Abstract

2017

GReSBAS project: A gamified approach to promote more energy efficient behaviours in buildings

Authors
Barbosa, A; Iria, J; Cassola, F; Coelho, A; Portela, J; Kucuk, U; Madureira, AG; Zehir, MA; Ozdemir, A; Soares, FJ;

Publication
2017 10TH INTERNATIONAL CONFERENCE ON ELECTRICAL AND ELECTRONICS ENGINEERING (ELECO)

Abstract
The GReSBAS project (2016-2019) aims to enable the active participation of buildings in DR programs through gamified competition between building owners. In case of large buildings, gamified competition can be established within the building for its occupants, for instance having different floors of the building competing between them. This approach will allow building owners to reduce electricity costs and increase energy efficiency by motivating/rewarding building occupants for participating in DR programs. The concepts and tools developed under GReSBAS will be tested in two demonstration sites: a corporate building in Portugal and a residential building in Turkey. This paper presents the Portuguese demonstration site and describes how the energy consumption, temperature and building occupancy data will be collected, processed and used by the tools developed in GReSBAS.

2017

Shifting from the Children to the Teens' Usability: Adapting a Gamified Experience of a Museum Tour

Authors
Cesario, V; Radeta, M; Coelho, A; Nisi, V;

Publication
HUMAN-COMPUTER INTERACTION - INTERACT 2017, PT IV

Abstract
In this poster, we are addressing the topic of "system's evaluation" from the point of view of assessing the usability of a gamified experience with 20 teenagers aged 15-17 years. The currently tested experience was ideally designed for children 9-10 years. In order to adapt the application to teenagers, we tested it with 20 targeted users. In this poster, we share the results and encourage a discussion among the researchers about how to adapt the gamified experience designed for children to a teenage audience.

2017

Mobile Location-Based Augmented Reality Applications for Urban Tourism Storytelling

Authors
Nobrega, R; Jacob, J; Coelho, A; Weber, J; Ribeiro, J; Ferreira, S;

Publication
2017 24 ENCONTRO PORTUGUES DE COMPUTACAO GRAFICA E INTERACAO (EPCGI)

Abstract
Creating a mobile urban tourism storytelling application presents several interactivity challenges on how to convey an engaging multimedia experience on-site. This article describes a methodology for fast prototyping of a multimedia mobile applications dedicated to urban tourism storytelling. The application can be a game that takes advantage of several locationbased technologies, freely available geo-referenced media, and augmented reality for immersive gameplay. The goal is to create serious games for tourism that follow a main narrative but where the story can automatically adapt itself to the current location of the player, assimilate possible detours and allow posterior out-of-location playback. Adaptable stories can use dynamic information from map sources such as points of interest (POI), elevation or virtual buildings. The main focus is for these locationbased storytelling games to create more engagement between the tourists and the urban environment. To explore this concept, an application was designed for the city of Porto: Unlocking Porto. This location-based game with a central, yet adaptable, story engages the player into the main sights following an augmented reality path while playing small games. The article discusses and presents solutions for media acquisition, interactive storytelling, game-design interface and multi-disciplinary coordination for mobile app development.

2017

Serious Games, Interaction and Simulation - 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers

Authors
de Carvalho, CV; Escudeiro, P; Coelho, A;

Publication
SGAMES

Abstract

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