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Publications

Publications by HumanISE

2016

Proceedings of the 7th Workshop on Parallel Programming and Run-Time Management Techniques for Many-core Architectures and the 5th Workshop on Design Tools and Architectures For Multicore Embedded Computing Platforms, PARMA-DITAM 2016, Prague, Czech Republic, January 18, 2016

Authors
Silvano, C; Cardoso, JMP; Agosta, G; Hübner, M;

Publication
PARMA-DITAM@HiPEAC

Abstract

2016

A Special-Purpose Language for Implementing Pipelined FPGA-Based Accelerators

Authors
de Oliveira, CB; Menotti, R; Cardoso, JMP; Marques, E;

Publication
LANGUAGES, DESIGN METHODS, AND TOOLS FOR ELECTRONIC SYSTEM DESIGN

Abstract

2016

Message from general and program co-chairs

Authors
Silvano, C; Cardoso, JMP; Agosta, G; Huebner, M;

Publication
ACM International Conference Proceeding Series

Abstract

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.

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