2014
Authors
Coelho, A; Dias, L; Almeida, R; Castro, N; Goncalves, P;
Publication
PROCEEDINGS OF THE 2014 9TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2014)
Abstract
"The Fifth Empire" is a single-player action adventure game in 2D. Centering around an adaptation of the myth the Fifth Empire (Nebuchadnezzar's dream and its interpretation by prophet Daniel) [1] is an epic allegory of the human condition, with a reinterpretation of European and Portuguese history as backdrop. This is a project that is still in process, which main goal is the development of an attractive videogame, with a strong and enriched educational purpose, since the game takes place in a real and historical setting. Moreover, through entertainment, the game should promote curiosity about the Portuguese history and motivate a more detailed study by the target audience.
2014
Authors
Pelka, M; Majek, K; Bedkowski, J; Musialik, P; Maslowski, A; Cubber, GD; Balta, H; Coelho, A; Gonçalves, R; Baptista, R; Sanchez, JM; Govindaraj, S;
Publication
2014 IEEE International Symposium on Safety, Security, and Rescue Robotics, SSRR 2014, Toyako-cho, Hokkaido, Japan, October 27-30, 2014
Abstract
In this paper, a Training and Support system for Search and Rescue operations is described. The system is a component of the ICARUS project (http://www.fp7-icarus.eu) which has a goal to develop sensor, robotic and communication technologies for Human Search And Rescue teams. The support system for planning and managing complex SAR operations is implemented as a command and control component that integrates different sources of spatial information, such as maps of the affected area, satellite images and sensor data coming from the unmanned robots, in order to provide a situation snapshot to the rescue team who will make the necessary decisions. Support issues will include planning of frequency resources needed for given areas, prediction of coverage conditions, location of fixed communication relays, etc. The training system is developed for the ICARUS operators controlling UGVs (Unmanned Ground Vehicles), UAVs (Unmanned Aerial Vehicles) and USVs (Unmanned Surface Vehicles) from a unified Remote Control Station (RC2). The Training and Support system is implemented in SaaS model (Software as a Service). Therefore, its functionality is available over the Ethernet. SAR ICARUS teams from different countries can be trained simultaneously on a shared virtual stage. In this paper we will show the multi-robot 3D mapping component (aerial vehicle and ground vehicles). We will demonstrate that these 3D maps can be used for Training purpose. Finally we demonstrate current approach for ICARUS Urban SAR (USAR) and Marine SAR (MSAR) operation training. © 2014 IEEE.
2014
Authors
Smyth, M; Cunha, PT; Helgason, I; Coelho, A; Gallacher, S; Burrows, A; Wunderlich, F; Penha, R;
Publication
Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational, Helsinki, Finland, October 26-30, 2014
Abstract
The increase in information gathered and processed by large-scale urban sensors networks has generated a corresponding rise in interest in information visualization and interaction design. Creative initiatives in urban space explore how to translate complex data streams into engaging and meaningful outputs for experiencing and interacting with information. This oneday workshop will bring together practitioners and researchers who are interested in the organisation of human activities in urban space, and how these can be supported by technology in a positive way. This event is intended to share and stimulate an interdisciplinary discussion on the topic, with a view to contributing towards more consistent and creative forms of experiencing urban information. Copyright is held by the owner/author(s).
2014
Authors
Carvalho, Filipe; Morgado, Leonel; Coelho, António;
Publication
INForum 2014
Abstract
Natural user interfaces are becoming widespread as a focus of research in human-computer interaction. Gestural interaction is an important part of this field, but generally done by mimicry. This raises
concerns such as the necessity of creating abstractions for non-imitable
commands and the difficulty of finding gestures that are meaningful for a worldwide audience. Cultural backgrounds impart different meanings to gestures.
In this research , we explore the concept of allowing individuals to interact with computer systems using gesture from the individual’s own culture, focusing on a software engineering approach to support this idea.
The aim is to leverage the rich semantics of non-mimicry cultural gestures to expand gestural interaction to support abstract commands for instructions that do not have a matching gestural imitation. This approach also holds the potential to support the learning of gestural commands, by linking them to the cultural background of each user.
The proposed software engineering approach demonstrates the feasibility
of planning applications with commands in mind, not specific gestures, separating concerns between gestural identification (which can include cultural background elements) and actual commands.
2014
Authors
de Carvalho, AV; Oliveira, MA; Rocha, A;
Publication
PROCEEDINGS OF THE 2014 9TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2014)
Abstract
A considerable number of domains deal with large and complex volumes of temporal data. The management of these volumes, from capture, storage, search, transfer, analysis and visualization, still provides interesting challenges. One critical task is the efficient retrieval of data (raw data or intermediate results from analytic tools). Previous work proposed the TravelLight method which reduced the turnaround time and improved interactive retrieval of data from large temporal datasets by exploring the temporal consistency of records in a database. In this work we propose improvements to the method by adopting a new paradigm focused in the management of time intervals instead of solely in data items. A major advantage of this paradigm shift is to enable the separation of the method implementation from any particular temporal data source, as it is autonomous and efficient in the management of retrieved data. Our work demonstrates that the overheads introduced by the new paradigm are smaller than prior overall overheads, further reducing the turnaround time. Reported results concern experiments with a temporally linear navigation across two datasets of one million items. With the obtained results it is possible to conclude that the improvements presented in this work further reduce turnaround time thus enhancing the response of interactive tasks over very large temporal datasets.
2014
Authors
Cota, MP; Barroso, J; Ferreira, SBL; Fonseca, B; Mikropoulos, TA; Paredes, H;
Publication
DSAI
Abstract
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