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Publications

Publications by HumanISE

2014

A physics simulation tool for the container loading problem

Authors
Ramos, AG; Jacob, J; Justo, J; Oliveira, JF; Rodrigues, R; Gomes, AM;

Publication
26th European Modeling and Simulation Symposium, EMSS 2014

Abstract
In the Container Loading Problem literature, the cargo dynamic stability constraint has been evaluated by the percentage of boxes with insufficient lateral support. This metric has been used as a proxy for the real-world dynamic stability constraint and has conditioned the algorithms developed for this problem. It has the advantage of not being expensive from a computation perspective. However, guaranteeing that at least three sides of a box are in contact with another box or with the container wall does not necessarily ensure stability during transportation. In this paper we propose a physics simulation tool based on a physics engine that will be used in the evaluation of the dynamic stability constraint. We compare the results of our physics simulation tool with the state-of-the-art simulation engineering software Abaqus Unified FEA, and conclude that our tool is a promising alternative.

2014

Circle covering representation for nesting problems with continuous rotations

Authors
Rocha, P; Rodrigues, R; Gomes, AM; Toledo, FMB; Andretta, M;

Publication
IFAC Proceedings Volumes (IFAC-PapersOnline)

Abstract
This paper analyses distinct methods to represent a polygon through circle covering, which satisfy specific requirements, that impact primarily the feasibility and the quality of the layout of final solution. The trade-off between the quality of the polygonal representation and its derived number of circles is also discussed, showing the impact on the resolution of the problem, in terms of computational efficiency. The approach used to tackle the Nesting problem in strip packing uses a Non-Linear Programming model. Addressing these problems allows to tackle real world problems with continuous rotations. © IFAC.

2014

Multimodal vs. Unimodal Biofeedback in Videogames: An Empirical Player Study using a First-Person Shooter

Authors
da Silva, GA; Nogueira, PA; Rodrigues, R;

Publication
PROCEEDINGS OF THE 2014 9TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2014)

Abstract
The graphical quality of modern videogames are the result of a steep evolution of hardware over the last two decades, but the game controls that are part of mainstream gaming did not change much in the same time period. To change this, biofeedback techniques using physiological sensors are being studied as possible replacements for traditional videogame interaction devices. In this paper, we continue on-going research by introducing unimodal and, for the first time, multimodal biofeedback game mechanics aiming at enhanced depth and expanded game design possibilities. We developed a First-Person Shooter to test these concepts against traditional unimodal mechanisms, and conducted an empirical study with 32 players. Both unimodal and multimodal variants provided high levels of fun to players, with subtle differences suggesting that these types are best leveraged depending on the interaction context on which they are applied.

2014

"Generic Shooter 3000": a realistic first person shooter powered by biofeedback

Authors
da Silva, GA; Nogueira, PA; Rodrigues, R;

Publication
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19 - 22, 2014

Abstract
"Generic Shooter 3000" is a First-Person shooter with semi-realistic interaction, where actions such as firing a gun or diving through underwater sections are performed with your own body- through the use of biofeedback technology. This prototype is the idealised version of a research game developed for a master's thesis project on "biofeedback interaction in video games". © 2014 ACM.

2014

Design guidelines and design recommendations of multi-touch interfaces for elders

Authors
Loureiro, B; Rodrigues, R;

Publication
ACHI 2014 - 7th International Conference on Advances in Computer-Human Interactions

Abstract
The usage of multi-touch interfaces on a tabletop device, has been very explored for elder users in several domains. This interaction technique is an alternative to reducing the obstacles that older adults face in the use of computer systems, e.g., handling of peripherals. Many design guidelines are proposed in the literature for a wide range of products and systems for elders, e.g. websites, TV user interfaces. However, there is a lack of set of design guidelines and design recommendations of multi-touch interfaces that matches elder's needs. This paper presents a set of design guidelines and design recommendations distilled and extracted from most relevant works on design of multi-touch interfaces for elders available in the literature. The results are a set of design guidelines, useful for designers, application developers, usability specialists and researchers. Copyright © IARIA, 2014.

2014

Computational Models of Players' Physiological-based Emotional Reactions: A Digital Games Case Study

Authors
Nogueira, PA; Aguiar, R; Rodrigues, R; Oliveira, E;

Publication
2014 IEEE/WIC/ACM INTERNATIONAL JOINT CONFERENCES ON WEB INTELLIGENCE (WI) AND INTELLIGENT AGENT TECHNOLOGIES (IAT), VOL 3

Abstract
Emotionally adaptive games are one of the holy grails of modern affective game research. However, current state of the art affective games rely on static game adaptation mechanics that assume a fixed emotional reaction from players every time. Not only this, most commercial titles have no affective adaptation loop whatsoever and their design is based on game design optimizations via typical beta-testing procedures, which falls short of ideal both in the level design and long-term gameplay experience fronts. In this paper, we demonstrate a generalizable approach for building predictive models of players' emotional reactions across different games and game genres. We describe a physiological approach for modelling players' emotional reactions, which relies on features extracted from players' emotional responses to game events, which were collected and extrapolated through their physiological data during actual gameplay sessions. Based on the optimal feature sets found by three feature selection algorithms (best first, sequential feature selection and genetic search), the collected features are used to create computational models of players' emotional reactions on the arousal and valence dimensions of emotion, using several machine learning algorithms. We expect this approach will allow both a more objective and quicker prototyping for digital games, as well as foster a future generation of affective games capable of modelling players' affective profiles over time, thus adapting to their changing preferences and needs.

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