2019
Authors
Correia, F; Gonçalves, G; Monteiro, P; Coelho, H; Melo, M; Bessa, M;
Publication
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)
Abstract
Innovations in virtual reality have boosted their use for business purposes and personal consumption. The main objective of this technology is to transport the user to virtual environments. The use of avatars to replace the user's body in these environments increases the levels of presence and embodiment of the user. Through the inverse kinematics it is possible to animate the avatars according to the data obtained in sensors scattered around the user's body, replicating the movements in a avatar. These sensors can vary in number offering different levels of fidelity in the tracking of the human body. In this paper, we study the impact of the number of sensors used in the presence of the user and in the embodiment of the avatar, using three, five and six tracking points. The results show that there is no statistically significant differences in presence nor in any of its sub-scale, however one can observe a positive trend in the 6-points conditions. As for embodiment, the results show that there is statistically signifficant differences in some of presence sub-scales, namelly tactile sensation, response and in the embodiment as a whole.
2019
Authors
Krassmann, AL; Melo, M; Pinto, D; Peixoto, B; Bessa, M; Bercht, M;
Publication
PRESENCE-VIRTUAL AND AUGMENTED REALITY
Abstract
The sense of presence is an important aspect of experiences in Virtual Reality (VR), an emerging technology in education, leading this construct to be increasingly researched in parallel to learning purposes. However, there is not a consensus in the literature on the outcomes of this association. Aiming to outline a panorama in this regard, a systematic literature review was conducted, with a comprehensive analysis of 140 primary studies recovered from five worldwide databases. The analysis shows an overview of 24 years of areas, factors, and methodological approaches that seem to be more inclined to benefit from the sense of presence toward learning purposes. We contribute to the advancement of state of the art by providing an understanding of the relationship among these variables, identifying potential ways to benefit from the sense of presence to further leverage the use of VR for learning purposes.
2019
Authors
Ferreira, HS; Restivo, A; Sousa, TB;
Publication
PROCEEDINGS OF THE 24TH EUROPEAN CONFERENCE ON PATTERN LANGUAGES OF PROGRAMS (EUROPLOP 2019)
Abstract
Every year, thousands of new students begin their Masters in STEM related topics. Despite being regarded as a common occurrence by the faculty, it represents the culmination of years of studying and preparation for their professional life. Notwithstanding, these students face well-known recurrent problems: how to choose a topic, how to choose an advisor, how to start researching, and how to deal with all the unknowns associated with academic research. Although there are several books on how to write a thesis, most of them avoid prescriptive recommendations on topics beyond research per se or focus on doctoral students, for which the duration and motivation are significantly different. In this paper, we draft a pattern language comprised of thirty patterns that we have observed from supervising over a hundred masters students within the last decade.
2019
Authors
Dias, JP; Ferreira, HS; Sousa, TB;
Publication
PROCEEDINGS OF THE 24TH EUROPEAN CONFERENCE ON PATTERN LANGUAGES OF PROGRAMS (EUROPLOP 2019)
Abstract
As with every software, Internet-of-Things (IoT) systems have their own life-cycle, from conception to construction, deployment, and operation. However, the testing requirements from these systems are slightly different due to their inherent coupling with hardware and human factors. Hence, the procedure of delivering new software versions in a continuous integration/delivery fashion must be adopted. Based on existent solutions (and inspired in other closely-related domains), we describe two common strategies that developers can use for testing IoT systems, (1) Testbed and (2) Simulation-based Testing, as well as one recurrent solution for its deployment (3) Middleman Update.
2019
Authors
Neto, J; Morais, AJ; Gonçalves, R; Coelho, AL;
Publication
PAAMS (Workshops)
Abstract
The herein proposed research project brings together the area of the multi-agent recommender systems and the IoT and aims to study the extent to which a context-based multi-agent recommender system can contribute to improving efficiency in the evacuation of buildings under a fire emergency, recommending the most adequate and efficient evacuation routes in real time.
2019
Authors
Fortuna, P; Company, JS; Nunes, S;
Publication
SemEval@NAACL-HLT
Abstract
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