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Publications

Publications by HumanISE

2016

Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror game

Authors
Nogueira, PA; Torres, V; Rodrigues, R; Oliveira, E; Nacke, LE;

Publication
JOURNAL ON MULTIMODAL USER INTERFACES

Abstract
To understand the impact of emotionally driven games on player experience, we developed a procedural horror game (Vanish) capable of run-time level, asset, and event generation. Vanish was augmented to interpret players' physiological data as a simplified emotional state, mapping it to a set of adaptation rules that modify the player experience. To explore the effects of adaptation mechanisms on player experience, we conducted a mixed-methods study on three different versions of the game, two of which integrated varying biofeedback mechanisms. Players' affective experiences were objectively measured by analysing physiological data. Additionally, subjective experience was recorded through the use of the Game Experience Questionnaire. Our study confirmed that biofeedback functionality had a statistically significant effect on the ratings of player experience dimensions: immersion, tension, positive affect, and negative affect. Furthermore, participants reported noticeable differences in player experience, favouring the added depth present in the biofeedback-enabled iterations of the game. In the future, these conclusions will help to develop more immersive and engaging player experiences.

2016

Constraint aggregation in non-linear programming models for nesting problems

Authors
Rocha, P; Gomes, AM; Rodrigues, R; Toledo, FMB; Andretta, M;

Publication
Lecture Notes in Economics and Mathematical Systems

Abstract

2016

User Redirection and Direct Haptics in Virtual Environments

Authors
Carvalheiro, C; Nobrega, R; da Silva, H; Rodrigues, R;

Publication
MM'16: PROCEEDINGS OF THE 2016 ACM MULTIMEDIA CONFERENCE

Abstract
This paper proposes a haptic interaction system for Virtual Reality (VR) based on a combination of tracking devices for hands and objects and a real-to-virtual mapping system for user redirection. In our solution the user receives haptic stimuli by manipulating real objects mapped to virtual objects. This solution departs from systems that rely on haptic devices (e.g., haptic gloves) as interfaces for the user to interact with objects in the Virtual Environment (VE). As such, the proposed solution makes use of direct haptics (touching) and redirection techniques to guide the user through the virtual environment. Using the mapping framework, when the user touches a virtual object in the VE, he will simultaneously be physically touching the equivalent real object. A relevant feature of the framework is the possibility to define a warped mapping between the real and virtual worlds, such that the relation between the user and the virtual space can be different from the one between the user and the real space. This is particularly useful when the application requires the emulation of large virtual spaces but the physical space available is more confined. To achieve this, both the user's hands and the objects are tracked. In the presented prototype we use a head-mounted depth sensor (i.e., Leap Motion) and a depth-sensing camera (i.e., Kinect). To assess the feasibility of this solution, a functional prototype and a room setup with core functionality were implemented. The test sessions with users evaluated the mapping accuracy, the user execution time and the awareness of the user regarding the warped space when performing tasks with redirection. The results gathered indicate that the solution can be used to provide direct haptic feedback in VR applications and for warping space perception within certain limits.

2016

Autonomous systems to support social activity of elderly people A prospective approach to a system design

Authors
Reis, A; Paredes, H; Barroso, I; Monteiro, MJ; Rodrigues, V; Khanal, SR; Barroso, J;

Publication
PROCEEDINGS OF THE 2016 1ST INTERNATIONAL CONFERENCE ON TECHNOLOGY AND INNOVATION IN SPORTS, HEALTH AND WELLBEING (TISHW 2016)

Abstract
The reduction in physical and social activity in elderly people degrades the aging process, causing or increasing suffering to the individual and to his family and friends. Most times, the individual well-being is related to the strength of the social bonds with the family and friends group, so it is important to keep this bonds in the various stages of life, especially in the later life, when the individual has health limitations and is living in a community centre. This paper proposes an exploratory approach, regarding the use of information technologies systems, as autonomous systems, to assist in supporting and encouraging elderly people to preserve and develop their social activities and the relationships with their family and friends social group. During the course of the aging process, some aging people have their social activity degraded due to health limitations and institutionalization in elderly care centers, in which they are admitted as residents. We propose the design of a software system, capable of running in autonomous devices, such as, robots and other consumer appliances, enabling them to recognize and interact with the users, according to their state of mind and the specific current moment context. The interactions should be simple and focused on keeping the users informed about the current life events of their family and friends, and create the opportunities for the users to interact with the participants of those events by creating interaction proposals. The systems would monitor the user's family and friends group, regarding their information and actions on the social media. The system's interactions with the user would be based on that knowledge and on the knowledge of the user's current context. An adaptive user interface would present and manage the user interactions, acting as a mediator between the user and his family and friends group.

2016

Combining NFC and 3D Mapping to Enhance the Perception of Spatial Location for the Blind

Authors
Rocha, T; Fernandes, H; Paredes, H; Barroso, J;

Publication
Universal Access in Human-Computer Interaction: Users and Context Diversity, Pt III

Abstract
In this paper a 3D map solution combined with a mobile phone application is presented. This solution enables blind users to perceive their spatial location from tactile stimulation, but also contextual information from a mobile application that provides this information via mobile phone, using audio. In the proposed model, 3d map sections embedding NFC technology support the application scenario described in this work.

2016

Developing a System for Post-Stroke Rehabilitation: An Exergames Approach

Authors
Reis, A; Lains, J; Paredes, H; Filipe, V; Abrantes, C; Ferreira, F; Mendes, R; Amorim, P; Barroso, J;

Publication
Universal Access in Human-Computer Interaction: Users and Context Diversity, Pt III

Abstract
Stroke episodes are a major health issue worldwide for which most patients require an initial period of special rehabilitation and functional treatment, involving medical doctors and specialized therapists, followed by ambulatory physiotherapy exercise. In this second period most do not fulfil the prescribed recovery plan, resulting in setbacks in their recovery. This paper reports on the design of a methodology to develop a system to support the ambulatory rehabilitation therapy, providing constant feedback to the clinicians, by means of an information system platform, and maintaining the patient motivation by using an exergames approach to design and deliver the therapy exercises to the patient.

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