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Publications

Publications by HumanISE

2024

X-Wines: Dados sobre Vinhos para Ampla Utilização

Authors
Azambuja, RXd; Morais, AJ; Filipe, V;

Publication
Anais da XIX Escola Regional de Banco de Dados (ERBD 2024)

Abstract
No atual cenário de crescimento tecnológico, à semelhança da maioria dos produtos agrícolas, o vinho apresenta um volume de dados disponibilizado muito reduzido ou com poucos elementos, o que limita a exploração científica, como é o caso nos sistemas de recomendação. Este artigo apresenta e avalia uma nova base de dados denominada X-Wines no seu primeiro ano de publicação. Ela é constituída por 100.646 rótulos de vinhos produzidos em 62 países e 21 milhões de classificações reais dos consumidores encontrados na Web aberta em 2022. X-Wines é disponibilizada para ser livremente utilizada em sistemas de recomendação, aprendizado de máquina e uso geral, como uma contribuição à ciência de dados.

2024

Gesture Classification System for Karate Competitions

Authors
Violante, SC; Morais, AJ; Filipe, V;

Publication
2024 19TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES, CISTI - IBERIAN PROCEEDINGS OF CISTI 2024

Abstract

2024

Augmented Reality for Event Promotion

Authors
Lameirao, T; Melo, M; Pinto, F;

Publication
COMPUTERS

Abstract
This article presents the development of an augmented reality (AR) application aimed at promoting events in urban environments. The main goal of the project was to create an immersive experience that enhances user interaction with their surroundings, leveraging AR technology. The application was built using Django Rest Framework (DRF) for backend services and Unity for the AR functionalities and frontend. Key features include user registration and authentication, event viewing, interaction with virtual characters, and feedback on attended events, providing an engaging platform to promote urban events. The development process involved several stages, from requirements analysis and system architecture design to implementation and testing. A series of tests were performed, confirming that the application meets its objectives. These tests highlighted the system's ability to enhance user interaction with urban environments and demonstrated its potential for commercialization. The results suggest that the AR application contributes to innovation in smart cities, offering a new avenue for promoting events and engaging local communities. Future work will focus on refining the user experience and expanding the app's functionality to support more complex event scenarios.

2024

BREAKING BARRIERS: UNVEILING CHALLENGES OF INTRODUCING VIRTUAL REALITY FOR MANAGERS IN THE TOURISM INDUSTRY

Authors
Sousa, N; Alén, E; Losada, N; Melo, M;

Publication
TOURISM AND HOSPITALITY MANAGEMENT-CROATIA

Abstract
Purpose - This study investigates the barriers to the adoption of Virtual Reality (VR) in the tourism industry. Although VR has great potential to enhance the tourist experience, the adoption of this technology is still limited in the tourism sector. Building on the fundamental principles of the Technology -Organization -Environment (TOE) theory and its contribution to perceptions of technology adoption, this study aims to fill the knowledge gap regarding the specific barriers to VR adoption by tourism enterprises. Methodology - To achieve this objective, interviews were conducted with managers of tourism companies, and the data was analysed using qualitative methodology through MAXQDA 20 software. Conclusions - The results reveal that the main barriers identified by managers mainly include lack of knowledge about VR, particularly in the tourism sector. The perceived lack of usefulness, limited experience with the technology, and reluctance to invest in technological equipment also emerge as barriers to VR adoption. Originality of research - This study can help companies in the tourism sector to develop more effective strategies to overcome these barriers, thereby improving the tourist experience and increasing their competitiveness in the market using VR equipment.

2024

Influencing wine tourists' decision-making with VR: The impact of immersive experiences on their behavioural intentions

Authors
Sousa, N; Alén, E; Losada, N; Melo, M;

Publication
TOURISM MANAGEMENT PERSPECTIVES

Abstract
Virtual Reality (VR) has proven to be an important contribution to tourists' decision-making regarding a destination. This fact can be determinant, especially when tourists face some social limitation or restriction that conditions their participation in tourism activities. Therefore, we aim to understand whether the possibility of experiencing immersive wine tourism activities can encourage future visits, as well as the recommendation of the VR experience and the destination itself. To achieve our goal, we offered 405 participants an experimental VR experience with digital content about a wine tourism activity. The results showed that participants feel that the VR experience influences their behavioural intention towards the wine tourism destination. The satisfaction felt from the experience leads to a significant effect on the intention to visit and to recommend the destination and the VR activity. These findings suggest to wine tourism destination managers that VR can play an essential role in tourism management.

2024

Virtual Reality in Tourism Promotion: A Research Agenda Based on A Bibliometric Approach

Authors
Sousa, N; Alén, E; Losada, N; Melo, M;

Publication
JOURNAL OF QUALITY ASSURANCE IN HOSPITALITY & TOURISM

Abstract
Virtual Reality (VR) has the capacity to increase tourists' responses, compared with other marketing tools. In tourism, it can play a decisive role in its promotion, since it can generate impactful information that will increase the visit intention. However, there are few reviews that focus on VR as a promotional tool in tourism. To overcome this limitation, this work provides a bibliometric analysis of papers from the Web of Science and Scopus databases. The analysis allows us to conclude that although its potential is recognized, the use of VR is infrequent in tourism. We also identified three main avenues for future research: presence and devices, promotional strategies, and segments to explore.

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