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 CTM

2012

New interaction paradigms to fight the digital divide: a pilot case study regarding multi-touch technology

Authors
Carvalho, D; Bessa, M; Oliveira, L; Guedes, C; Peres, E; Magalhaes, L;

Publication
PROCEEDINGS OF THE 4TH INTERNATIONAL CONFERENCE ON SOFTWARE DEVELOPMENT FOR ENHANCING ACCESSIBILITY AND FIGHTING INFO-EXCLUSION (DSAI 2012)

Abstract
Information and Communication Technologies (ICTs) are considered a powerful tool for economic development and the growth of societies. However, instead of helping overcome society's inqualities caused by the digital era, they have instigated an increase of the people that rested aside of the information age. The digital divide refers to the difficulty info-excluded people have in keeping up with technological advances. This phenomenon was triggered by the rapid growth and dissemination of technological equipment, as a portion of society did not have the proper time or knowledge to adjust. This paper sets forth a new approach to help fight the Portuguese digital divide by presenting new ways of interaction. Resorting to multi-touch technology, we examine how this new natural interaction paradigm can have a positive influence in the struggle against info-exclusion. For this purpose, we present a multi-touch game envisioned to encourage and teach digitally excluded people on how to use an important and needed everyday equipment - the ATM (Automated Teller Machine) - as it is still avoided by some. We believe that our pilot case study can show preliminary results on how natural user interfaces may be beneficial to help overcome some difficulties enforced by the digital divide. We consider that our findings may be valuable to show a possible path of how the new natural user interfaces can help bring technology and people closer. After being asked about their user experience, the participants of this exploratory study agreed that the game encouraged them to explore more about new technologies. (C) 2012 The Authors. Published by Elsevier B.V. Selection and/or peer-review under responsibility of the Scientific Programme Committee of the 4th International Conference on Software Development for Enhancing Accessibility and Fighting Info-exclusion (DSAI 2012)

2012

GimmeDaBlues app for iOS: Overview and ongoing developments

Authors
Dias, R; Guedes, C;

Publication
SIGGRAPH Asia 2012 Symposium on Apps, SA 2012

Abstract
This paper presents an overview of the GimmeDaBlues app for iOS devices, by Sonicability Inc., which allows the user to play a jazz/blues quartet, playing trumpet and/or keyboard, while being automatically accompanied by a virtual bassist and drummer. The application can also be used as an educational tool as an automatic play-along generator, allowing the user to concentrate on style and timing issues, while the app automatically takes care of selecting the right notes and chords, or used as a handy mobile sketchbook, using the recording and exporting features. A brief survey on related musical apps currently available on the Apple App store will be presented, as well as ongoing developments to include in future versions. CR Categories: H.5.5 [Sound and Music Computing]: Modeling.

2012

On measuring syncopation to drive an interactive music system

Authors
Sioros, G; Holzapfel, A; Guedes, C;

Publication
Proceedings of the 13th International Society for Music Information Retrieval Conference, ISMIR 2012

Abstract
In this paper we address the problem of measuring syncopation in order to mediate a musically meaningful interaction between a live music performance and an automatically generated rhythm. To this end we present a simple, yet effective interactive music system we developed. We shed some light on the complex nature of syncopation by looking into MIDI data from drum loops and whole songs. We conclude that segregation into individual rhythmic layers is necessary in order to measure the syncopation of a music ensemble. This implies that measuring syncopation on polyphonic audio signals is not yet tractable using the current state-of-the-art in audio analysis. © 2012 International Society for Music Information Retrieval.

2012

Developing a multi-touch Serious Game to fight the digital divide The Portuguese ATM: a pilot case study

Authors
Carvalho, D; Bessa, M; Peres, E; Magalhaes, L; Guedes, C; Oliveira, L;

Publication
SISTEMAS Y TECNOLOGIAS DE INFORMACION, VOLS 1 AND 2

Abstract
The use of Information and Communication Technologies (ICTs) has grown substantially over the past few years. However, a portion of the world's society has not been able to keep up with these technological advances. For this purpose, we present a serious game with a multi-touch interface envisioned to encourage and teach digitally excluded people on how to use the Portuguese Automated Teller Machine (ATM): a commodity much needed by society, but still avoided by some, mainly due to their fear of the digital world. An exploratory study was conducted to investigate if a serious game based on a new interaction paradigm can have a positive influence in the struggle against the Portuguese digital divide. We believe that the findings of our pilot case study can be useful to determine if a multi-touch serious game, due to its intuitiveness and ease of use, can stimulate the digitally excluded people to handle the ATM on a regular basis. The results that were obtained suggest that this approach may indeed produce a positive impact in the attempt to bridge the Portuguese digital divide.

2012

Hand-Geometry Based Recognition System A Non Restricted Acquisition Approach

Authors
Matos, H; Oliveira, HP; Magalhaes, F;

Publication
IMAGE ANALYSIS AND RECOGNITION, PT II

Abstract
Hand-geometry biometric recognition is normally based on the detection of five points that correspond to the fingertips and four points between them (valley points). Specific methods often have to be implemented during the acquisition stage to make the detection of those points easier. This study presents techniques that have been developed to overcome the difficulties and limitations of the current systems. Moreover, a hand-geometry based recognition system that has no constraints during image acquisition is presented. A methodology was developed based on the hand skeleton for the points on the fingertips and for the valley points it was based on the curvature of the hand contour. The principal difficulties were found during the segmentation step, which often fails if the fingers are not spread out. Once the points have been located, the necessary features for authentication were extracted. Classification algorithms were implemented at this stage. Those showing the best results presented a Genuine Acceptance Rate (GAR) of 76% and 8% for the False Acceptance Rate (FAR).

2012

Two Unconstrained Biometric Databases

Authors
Oliveira, HP; Magalhaes, F;

Publication
IMAGE ANALYSIS AND RECOGNITION, PT II

Abstract
In the last few years the research community has witnessed significant progress in biometric technology, due to the availability of a wide variety of databases. However, the available databases that are currently available present significant setbacks in terms of restricted access to data, low-resolution and restrictions imposed on individuals during the acquisition phase. In this paper, two new public databases are described that have been created, with fingerprint and palm print images and their characteristics are compared with other databases available in the research community. The advantages of these databases are the great variety of individual characteristics, they have no restrictions during acquisition and they have manual ground truth annotation. They were presented in two different international competitions and have been used in research by different authors.

  • 280
  • 368