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Publications

Publications by HumanISE

2016

Adaptation and Validation of the Igroup Presence Questionnaire (IPQ) in a Portuguese Sample

Authors
Vasconcelos Raposo, J; Bessa, M; Melo, M; Barbosa, L; Rodrigues, R; Teixeira, CM; Cabral, L; Sousa, AA;

Publication
PRESENCE-VIRTUAL AND AUGMENTED REALITY

Abstract
The present study aims (a) to translate and adapt the Igroup Presence Questionnaire (IPQ) to the Portuguese context (semantic equivalence/ conceptual and content validity) and (b) to examine its psychometric properties (reliability and factorial validity). The sample consisted of 478 subjects (285 males and 193 females). The fidelity of the factors varied between 0.53 and 0.83. The confirmatory factor analysis results produced a 14-item version of IPQ-PT, accepting covariance between residual errors of some items of the instrument, as the best structural representation of the data analyzed. The CFA was conducted based on a three-variable model. The fit indexes obtained were X-2/df = 2.647, GFI = .948, CFI = .941, RSMEA = .059, and AIC = 254. These values demonstrate that the proposed Portuguese translation of the IPQ maintains its original validity, demonstrating it to be a robust questionnaire to measure the sense of presence in virtual reality studies. It is therefore recommended for use in presence research when using Portuguese samples.

2016

Video Annotation for Immersive Journalism using Masking Techniques

Authors
Meira, J; Marques, J; Jacob, J; Nobrega, R; Rodrigues, R; Coelho, A; Augusto de Sousa, AA;

Publication
2016 23RD PORTUGUESE MEETING ON COMPUTER GRAPHICS AND INTERACTION (EPCGI)

Abstract
This paper proposes an interactive annotation technique for 360 degrees videos that allows the use of traditional video editing techniques to add content to immersive videos. Using the case study of immersive journalism the main objective is to diminish the entry barrier for annotating 360 degrees video pieces, by providing a different annotation paradigm and a set of tools for annotation. The spread of virtual reality systems and immersive content has been growing substantially due to technological progress and cost reductions in equipment and software. From all the technologies employed in virtual reality systems, 360 degrees video is one that currently presents unique conditions to be widely used by various industries -especially for communication purposes. From the various areas that can benefit from the usage of virtual reality systems, the communication field is one that requires innovation in the way that narratives are built, especially in virtual reality systems. In the case of immersive journalism, 360 degrees video technology is currently one of the most used mediums by several media outlets. This kind of news content, whose innovative role should be highlighted, is still being studied in the field of journalism, needing a clearly defined set of rules and good practises. In order to improve the introduction of virtual elements in the 360 degrees videos this paper proposes a set of annotation paradigms for 1) Media information display and 2) Narrative and attention focusing. In this paper we present a list of possible techniques that solve the problem of immersive annotation, as well as a description of a prototype that was developed to test these concepts. The prototype implements an annotation technique based on masked videos and the extension of standard subtitle file formats. Finally a fast-track user study was developed to evaluate the acceptance of the visualisation techniques and to refine the set of tools.

2016

Layered shape grammars for procedural modelling of buildings

Authors
Jesus, D; Coelho, A; Sousa, AA;

Publication
VISUAL COMPUTER

Abstract
The effort of creating virtual city environments is reduced using procedural modelling techniques. However, these typically use split-based approaches which can impose limitations on the final geometry, usually enforcing a grid-like structure and require complex geometry to be imported. Layered shape grammars can increase the variability of procedural buildings, while the vectorial definition of shapes introduces the possibility of creating complex shapes that seamlessly blend into the model. We evaluate the contributions with a modelling example and a comparison with split-based procedural modelling techniques. Results show that layers allow more flexibility than split-based techniques in creating variations. Vectorially defined shapes are a step forward in shape grammar expressiveness.

2016

Augmenting Physical Maps: an AR Platform for Geographical Information Visualization

Authors
Nóbrega, R; Jacob, J; Rodrigues, R; Coelho, A; de Sousa, AA;

Publication
Eurographics (Posters)

Abstract
Physical maps of a city or region are important pieces of geographical information for tourists and local citizens. Unfortunately the amount of information that can be presented on a piece of paper is limited. In order to extend the map information we propose an augmented reality (AR) system, ARTourMap, for additional information visualization and interaction. This system provides an abstraction layer to develop applications based on the concept of separated logic map tiles taking advantage of a multi-target system where several regions of the map trigger different superimposed graphics. This allows the map to be folded, to be partially occluded, and to have dematerialized information. To demonstrate the proposed system ARTourMap, three layers were developed: a location-based game with points of interest (POIs), a 3D building visualization and an historical map layer.

2016

37th Annual Conference of the European Association for Computer Graphics, Eurographics 2016 - Tutorials, Lisbon, Portugal, May 9-13, 2016

Authors
de Sousa, AA; Bouatouch, K;

Publication
Eurographics (Tutorials)

Abstract

2016

Towards Situation-aware Mobile Applications in Mental Health

Authors
Teles, AS; Silva, FJ; Rocha, A; Lopes, JC; O'Sullivan, D; Van de Ven, P; Endler, M;

Publication
2016 IEEE 29TH INTERNATIONAL SYMPOSIUM ON COMPUTER-BASED MEDICAL SYSTEMS (CBMS)

Abstract
This work describes SituMan (Situation Manager), a mobile system that makes use of the sensors commonly included in most mobile platforms and a fuzzy inference engine to attempt to infer user context and environment. Such "situation" information, has been used to enhance the behaviour of MoodBuster, another mobile application used in the scope of the mental health domain to collect Ecological Momentary Assessments (EMA). EMA has been used in psychotherapy to minimize the effects of recall bias in the assessment of patient mood, as well as in the recollection of other experiences and behaviours. SituMan can enhance the user experience in the scope of EMA by prompting users in the desired situation, instead of at random or fixed-times, thus reducing obtrusiveness. It can also provide new insight to mental health professionals by summarizing the situations experienced by the patient, further allowing correlation of situation information with patient mood within the same time frame.

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