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Publications

2018

Development of a framework for technological embedding in private social solidarity institutions: Technology for inclusion in the daily activities of third sector institutions - the portuguese case

Authors
Barreto, L; Amaral, AM; Pereira, T; Carvalho, F;

Publication
Mobile Applications and Solutions for Social Inclusion

Abstract
The economic and social challenges felt in recent years because of the financial crisis impact wave were somehow attenuated by the silent work provided by the third sector institutions. Therefore, the incessant instability of the markets, as well as the population life-expectancy increasing and the implications thereof require new approaches towards pointing strategies to mitigate these problematic situations. For that reason, the development of technological solutions and applications for the private social solidarity institutions is an utmost challenge towards guaranteeing their sustainability and efficiency over time. The adoption of such solutions should be properly conceived to enhance their efficiency of the daily routines and to fulfill and inclusion of all users, while trying to reduce the technological literacy. The development of a technological framework to support the adoption of the practices, selection of technical requirements, and functionalities is seen as a great contribution for setting the roadmap that should be followed. This chapter explores the development of a framework for technological embedding in private social solidarity institutions. © 2018, IGI Global.

2018

Performance evaluation of different age groups for gestural interaction: a case study with Microsoft Kinect and Leap Motion

Authors
Carvalho, D; Bessa, M; Magalhaes, L; Carrapatoso, E;

Publication
UNIVERSAL ACCESS IN THE INFORMATION SOCIETY

Abstract
With the thriving of different natural interaction paradigms-such as gesture-based interfaces-it becomes important to understand how these novel interfaces can influence users' performance when it comes to their age. Recent advances made in human-computer interaction allow us to manipulate digital contents more intuitively; however, no work has yet been reported that systematically evaluates how gestural interfaces may influence the performance of different user groups. Different optical sensors, which allow human body acquisition with reliable accuracy, have been released, and with the appearance of such controllers for gesture recognition, it becomes important to understand if different age-related groups display similar performance levels concerning gestural interaction, or, on the other hand, if specific sensors could induce better results than others when dealing with users of different age brackets. In this article, we compare two gesture-sensing devices (Microsoft Kinect and Leap Motion) using the Fitts' law model to evaluate target acquisition performance, with relation to three user groups: children, young adults and older adults. This case study involved 60 participants that were asked to perform a simple continuous selection task as quickly and accurately as possible using one of the devices for gestural recognition. Indeed, performance results showed statistically significant differences among the age groups in the selection task accomplished. However, when considering the users' performance with regard to both input devices compared side by side, there were no significant differences in each group of users. We believe this situation could imply that the device itself might not have influenced the users' performance, but actually the users' age might. The participants feedback was interesting on account of their behaviors and preferences: Although there are no significant differences in performance, there could be when it comes to user preference.

2018

Validating the Hybrid ERTMS/ETCS Level 3 Concept with Electrum

Authors
Cunha, A; Macedo, N;

Publication
Abstract State Machines, Alloy, B, TLA, VDM, and Z - 6th International Conference, ABZ 2018, Southampton, UK, June 5-8, 2018, Proceedings

Abstract
This paper reports on the development of a formal model for the Hybrid ERTMS/ETCS Level 3 concept in Electrum, a lightweight formal specification language that extends Alloy with mutable relations and temporal logic operators. We show how Electrum and its Analyzer can be used to perform scenario exploration to validate this model, namely to check that all the example operational scenarios described in the reference document are admissible, and to reason about expected safety properties, which can be easily specified and model checked for arbitrary track configurations. The Analyzer depicts scenarios (and counter-examples) in a graphical notation that is logic-agnostic, making them understandable for stakeholders without expertise in formal specification. © Springer International Publishing AG, part of Springer Nature 2018.

2018

Dynamic annotations on an interactive web-based 360 degrees video player

Authors
Matos, T; Nobrega, R; Rodrigues, R; Pinheiro, M;

Publication
WEB3D 2018: THE 23RD INTERNATIONAL ACM CONFERENCE ON 3D WEB TECHNOLOGY

Abstract
The use of 360 degrees videos has been increasing steadily in the 2010s, as content creators and users search for more immersive experiences. The freedom to choose where to look at during the video may hinder the overall experience instead of enhancing it, as there is no guarantee that the user will focus on relevant sections of the scene. Visual annotations superimposed on the video, such as text boxes or arrow icons, can help guide the user through the narrative of the video while maintaining freedom of movement. This paper presents a web-based immersive visualizer for 360. videos that contain dynamic media annotations, rendered in real-time. A set of annotations was created with the purpose of providing information or guiding the user to points of interest. The visualizer can be used with a computer, using a keyboard and mouse or HTC Vive, and in mobile devices with Cardboard VR headsets, to experience the video in virtual reality, which is made possible with the WebVR API. The visualizer was evaluated through usability tests, to analyze the impact of different annotation techniques on the users' experience. The obtained results demonstrate that annotations can assist in guiding the user during the video, and a careful design is imperative so that they are not intrusive and distracting for the viewers.

2018

Collaborative Transformation Systems - Path to Address the Challenges Around the Competitiveness of Mature Countries

Authors
Azevedo, A;

Publication
COLLABORATIVE NETWORKS OF COGNITIVE SYSTEMS

Abstract
In mature countries manufacturing is one of the most significant sources of economic development and growth. In those countries, manufacturing transformation systems will be grounded on seamless collaborative environments and will have a high degree of flexibility in production, in terms of product needs (specifications, quality, design), volume, timing, resource efficiency and cost, being able to adapt to customer needs and make use of the entire network chain for value creation. Future transformations systems will be massively collaborative and will be enabled by a network-centric approach, making use of multidimensional data analytics, driven by advanced ICT and the latest available proven manufacturing technologies.

2018

Audiovisual Annotation in the Study of Physics

Authors
Marçal, J; Borges, MM; Carvalho, P; Viana, P;

Publication
SIXTH INTERNATIONAL CONFERENCE ON TECHNOLOGICAL ECOSYSTEMS FOR ENHANCING MULTICULTURALITY (TEEM'18)

Abstract
The support of video in the learning environment is nowadays used to many ends, either for demonstration, research or share. It is intended to reinforce the space before and after class and introduce a new dynamic and interaction in the classroom itself. Pedagogical innovation may be achieved by different approaches to motivate students and obtain better results. This paper presents a revision of the literature about the potential of using video annotation in the education context, specifically in the domain of Physics, using an open source annotation tool. The creation of audiovisual references, either for quick access to parts of organized video annotated content by the teacher, knowledge building or revision by and for other students is analyzed. This study is complemented with a testbed, showing the potential of using audiovisual annotated content, within a k-12 context. Students were invited to select video content, annotate, organize and publish the annotations, which could support the learning process in the domain of Physics. Results show that most of the aspects under analysis received a positive evaluation. The only exception relates to the capacity of the approach to motivated students to the study of Physics, as most of the students did not see this methodology as a motivating means.

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