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Publications

Publications by HumanISE

2021

An Efficient Monte Carlo-Based Probabilistic Time-Dependent Routing Calculation Targeting a Server-Side Car Navigation System

Authors
Vitali, E; Gadioli, D; Palermo, G; Golasowski, M; Bispo, J; Pinto, P; Martinovic, J; Slaninova, K; Cardoso, JMP; Silvano, C;

Publication
IEEE TRANSACTIONS ON EMERGING TOPICS IN COMPUTING

Abstract
Incorporating speed probability distribution to the computation of the route planning in car navigation systems guarantees more accurate and precise responses. In this paper, we propose a novel approach for selecting dynamically the number of samples used for the Monte Carlo simulation to solve the Probabilistic Time-Dependent Routing (PTDR) problem, thus improving the computation efficiency. The proposed method is used to determine in a proactive manner the number of simulations to be done to extract the travel-time estimation for each specific request, while respecting an error threshold as output quality level. The methodology requires a reduced effort on the application development side. We adopted an aspect-oriented programming language (LARA) together with a flexible dynamic autotuning library (mARGOt) respectively to instrument the code and to make decisions on tuning the number of samples to improve the execution efficiency. Experimental results demonstrate that the proposed adaptive approach saves a large fraction of simulations (between 36 and 81 percent) with respect to a static approach, while considering different traffic situations, paths and error requirements. Given the negligible runtime overhead of the proposed approach, the execution-time speedup is between 1.5x and 5.1x. This speedup is reflected at the infrastructure-level in terms of a reduction of 36 percent of the computing resources needed to support the whole navigation pipeline.

2021

Preface

Authors
Boldt T.;

Publication
ACM International Conference Proceeding Series

Abstract

2021

Immersive Multimodal and Procedurally-Assisted Creation of VR Environments

Authors
Ferreira, J; Mendes, D; Nóbrega, R; Rodrigues, R;

Publication
2021 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS (VRW 2021)

Abstract
We present VR Designer, a tool for expediting the creation 3D scenes inside VR. It uses controllers and voice commands to create and manipulate primitives and objects imported from openly available repositories. We use modifiers to accelerate repetitive tasks, resorting to procedural content creation techniques to automate the workflow. The tool allows non-expert users to quickly create scenes for contexts such as training or education. We also conducted a user study to validate VR Designer.

2021

Immersive Adventure Games Development using 360-degree video

Authors
Pinho, F; Nóbrega, R; Rodrigues, R;

Publication
ICGI

Abstract
Immersive Interactive 360° videos, experienced through Head-Mounted Displays (HMD), constitute a particular case of VR applications for which it is relatively easy to record content nowadays, and that can be explored as a game format. We therefore explore the idea of using live action 360° videos as the basis for immersive adventure games. In particular, we explore possible interactions in immersive adventure games based on 360° videos, in terms of game elements and mechanics, and the player's interface with those. To support this, we developed a browser-based framework for creating such games, and conducted a user study with a game created specifically for that purpose. The results obtained indicate a high level of satisfaction with the chosen control schemes and game mechanics, and suggest that the framework can be used to create this kind of experience.

2021

Recreating a TransMedia Architectural Location In-Game via Modular Environment Assets

Authors
Statham, N; Jacob, J; Fridenfalk, M; Rodrigues, R;

Publication
ICEC

Abstract
Existing architectural locations are often recreated in games using unique “hero” meshes instead of modular assets, which in these cases are commonly perceived as too limited or inaccurate. This applies to real-world locations or, as in this case study, transmedia locations. This study proposes that hero meshes are not always necessary and that modular assets have the potential to recreate even complex architecture. The paper presents a set of development steps for modular assets for game environment art according to a game design lifecycle, and proceeds to demonstrate its potential via a case study. The case study focuses on planning and designing steps; these preliminary results indicate that, when well-designed, modular assets have the potential to recreate complex architectural locations without requiring extensive use of hero meshes. Adopting modular assets instead of hero meshes could potentially reduce the cost and development time of environment art for transmedia games and games featuring real-world architectural locations, as well as increase the reusability of such assets.

2021

Hand Rehabilitation with Virtual Reality: Preliminary learning results

Authors
Pereira, MF; Oliveira, E; Rodrigues, NF; Bressler, M; Kolbenschlag, J; Prahm, C;

Publication
SeGAH 2021 - 2021 IEEE 9th International Conference on Serious Games and Applications for Health

Abstract
This work reports on preliminary findings about the learning process of a diverse set of users playing an immersive Virtual Reality serious game based on hand tracking to complement conventional occupational therapy in hand rehabilitation. Two test sessions with a one-day break between them were carried out with seven able-bodied participants. Participants went through twenty minutes guided functional task practice followed by a Semi-structured interview. The System Usability Scale (SUS) scores obtained for the first (75.36) and second (76.43) test sessions positioned the serious game above the average in terms of usability. Insights about the learning process., SUS and the obtained trial results., confirm the potential of the developed solution as a viable complement to conventional hand rehabilitation and highlight possible points for improvement. © 2021 IEEE.

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