Cookies Policy
The website need some cookies and similar means to function. If you permit us, we will use those means to collect data on your visits for aggregated statistics to improve our service. Find out More
Accept Reject
  • Menu
Publications

Publications by HumanISE

2015

What Then Happens When Interaction is Not Possible: The Virtuosic Interpretation of Ergodic Artefacts

Authors
Carvalhais, M; Cardoso, P;

Publication
JOURNAL OF SCIENCE AND TECHNOLOGY OF THE ARTS

Abstract
Procedural systems allow unique modes of authorship and singular aesthetic experiences. As creators and users of these systems, we need to be aware that their aesthetic potential is not solely defined by interaction but that interpretation, and the capacity to understand and simulate the processes taking place within these artefacts is highly significant. This paper argues that although direct interaction is usually the most discernible component in the relationship between ergodic artefacts and their users, ergodicity does not necessarily imply interaction. Non-interactive procedural artefacts may allow the development of ergodic experiences through interpretation, and the probing of the system by its reader through simulations. We try to set the grounds for designing towards virtuosic interpretation, an activity that we may describe as the ergodic experience developed by means of mental simulation through the development of theories of systems.

2015

Modelação procedimental de ambientes rodoviários para simulação de condução

Authors
Carlos Jose Ribeiro Campos;

Publication

Abstract

2015

Lifelong learning through digital storytelling in corporate training

Authors
Hack, JR; Ramos, F; Santos, AMP; Moreira, LD;

Publication
REVISTA COMPLUTENSE DE EDUCACION

Abstract
In this paper we discuss collaborative learning strategies based on the use of digital stories in corporate training and lifelong learning. The text starts with a concise review on theoretical and technical foundations about the use of digital technologies in collaborative strategies in lifelong learning. We will also discuss if the corporate training may be improved by the use of individual audio-visual experience in learning process. Careful planning, scripting and production of audio-visual digital stories can help in the construction of collaborative learning spaces in which adults are in the context of vocational training throughout life. Our analysis concludes emphasizing on the need to experience the routing performance of digital stories in the context of corporate training, following the reference levels mentioned here, so we can have in a future more theoretical and empirical elements for the validation and conceptualization in the use of digital stories in the context of corporate training. Ultimately we believe that lifelong learning can be improved with the use of strategies that promote the production of personal audio-visual for those involved in teaching and learning process in organizational context.

2015

Documenting Software With Adaptive Software Artifacts

Authors
Correia, FF;

Publication

Abstract

2015

LS3D: LEGO Search Combining Speech and Stereoscopic 3D

Authors
Pascoal, PB; Mendes, D; Henriques, D; Trancoso, I; Ferreira, A;

Publication
Int. J. Creative Interfaces Comput. Graph.

Abstract

The number of available 3D digital objects has been increasing considerably. As such, searching in large collections has been subject of vast research. However, the main focus has been on algorithms and techniques for classification, indexing and retrieval. While some works have been done on query interfaces and results visualization, they do not explore natural interactions. The authors propose a speech interface for 3D object retrieval in immersive virtual environments. As a proof of concept, they developed the LS3D prototype, using the context of LEGO blocks to understand how people naturally describe such objects. Through a preliminary study, it was found that participants mainly resorted to verbal descriptions. Considering these descriptions and using a low cost visualization device, the authors developed their solution. They compared it with a commercial application through a user evaluation. Results suggest that LS3D can outperform its contestant, and ensures better performance and results perception than traditional approaches for 3D object retrieval.

2015

Eery Space: Facilitating Virtual Meetings Through Remote Proxemics

Authors
Sousa, M; Mendes, D; Ferreira, A; Pereira, JM; Jorge, J;

Publication
HUMAN-COMPUTER INTERACTION - INTERACT 2015, PT III

Abstract
Virtual meetings have become increasingly common with modern video-conference and collaborative software. While they allow obvious savings in time and resources, current technologies add unproductive layers of protocol to the flow of communication between participants, rendering the interactions far from seamless. In this work we introduce Remote Proxemics, an extension of proxemics aimed at bringing the syntax of co-located proximal interactions to virtual meetings. We propose Eery Space, a shared virtual locus that results from merging multiple remote areas, where meeting participants' are located side-by-side as if they shared the same physical location. Eery Space promotes collaborative content creation and seamless mediation of communication channels based on virtual proximity. Results from user evaluation suggest that our approach is sufficient to initiate proximal exchanges regardless of their geolocation, while promoting smooth interactions between local and remote people alike.

  • 515
  • 740