2023
Authors
Moreira, J; Mendes, D; Gonçalves, D;
Publication
INFORMATION VISUALIZATION
Abstract
Incidental visualizations are meant to be seen at-a-glance, on-the-go, and during short exposure times. They will always appear side-by-side with an ongoing primary task while providing ancillary information relevant to those tasks. They differ from glanceable visualizations because looking at them is never their major focus, and they differ from ambient visualizations because they are not embedded in the environment, but appear when needed. However, unlike glanceable and ambient visualizations that have been studied in the past, incidental visualizations have yet to be explored in-depth. In particular, it is still not clear what is their impact on the users' performance of primary tasks. Therefore, we conducted an empirical online between-subjects user study where participants had to play a maze game as their primary task. Their goal was to complete several mazes as quickly as possible to maximize their score. This game was chosen to be a cognitively demanding task, bound to be significantly affected if incidental visualizations have a meaningful impact. At the same time, they had to answer a question that appeared while playing, regarding the path followed so far. Then, for half the participants, an incidental visualization was shown for a short period while playing, containing information useful for answering the question. We analyzed various metrics to understand how the maze performance was impacted by the incidental visualization. Additionally, we aimed to understand if working memory would influence how the maze was played and how visualizations were perceived. We concluded that incidental visualizations of the type used in this study do not disrupt people while they played the maze as their primary task. Furthermore, our results strongly suggested that the information conveyed by the visualization improved their performance in answering the question. Finally, working memory had no impact on the participants' results.
2023
Authors
Fidalgo, CG; Sousa, M; Mendes, D; dos Anjos, RK; Medeiros, D; Singh, K; Jorge, J;
Publication
2023 IEEE CONFERENCE VIRTUAL REALITY AND 3D USER INTERFACES, VR
Abstract
Remote collaborative work has become pervasive in many settings, ranging from engineering to medical professions. Users are immersed in virtual environments and communicate through life-sized avatars that enable face-to-face collaboration. Within this context, users often collaboratively view and interact with virtual 3D models, for example to assist in the design of new devices such as customized prosthetics, vehicles or buildings. Discussing such shared 3D content face-to-face, however, has a variety of challenges such as ambiguities, occlusions, and different viewpoints that all decrease mutual awareness, which in turn leads to decreased task performance and increased errors. To address this challenge, we introduce MAGIC, a novel approach for understanding pointing gestures in a face-to-face shared 3D space, improving mutual understanding and awareness. Our approach distorts the remote user's gestures to correctly reflect them in the local user's reference space when face-to-face. To measure what two users perceive in common when using pointing gestures in a shared 3D space, we introduce a novel metric called pointing agreement. Results from a user study suggest that MAGIC significantly improves pointing agreement in face-toface collaboration settings, improving co-presence and awareness of interactions performed in the shared space. We believe that MAGIC improves remote collaboration by enabling simpler communication mechanisms and better mutual awareness.
2023
Authors
Simões, J; Lourenço, J; Sargo, S; Morais, JC;
Publication
Springer Proceedings in Earth and Environmental Sciences
Abstract
The recent situation of the COVID-19 pandemic has stimulated both the discussion on the use of IT-related teaching tools and the exposure of the student population to vulnerabilities linked to cybersecurity literacy as an integral part of the educational projects of educational institutions and a component of the exercise of citizenship and social sustainability of educational communities. The study presented is based on the assumption that the use of gamification as an element or tool that promotes learning within digital environments may be feasible, and more specifically may function as a teaching element on issues related to cybersecurity for students, especially for higher education students. In order to quantify the openness of students to such a tool path, quantitative methodology was used, and a survey was carried out in two Polytechnic Institutions (PI), achieving a sample of 95 students, and seeking perceptions on positive impacts resulting from the creation of a game scenario for better learning. Results show that students, regardless of their higher education course, clearly understand what gamification is and its goals, and also that students adopt good cybersecurity practices according to their higher education course. This last result goes accordingly with the supposition that gamification can and should be used in cybersecurity literacy. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2023.
2023
Authors
de Jesus, G;
Publication
ADVANCES IN INFORMATION RETRIEVAL, ECIR 2023, PT III
Abstract
Tetun is one of Timor-Leste's official languages alongside Portuguese. It is a low-resource language with over 932,000 speakers that started developing when Timor-Leste restored its independence in 2002. Newspapers mainly use Tetun and more than ten national online news websites actively broadcast news in Tetun every day. However, since information retrieval-based solutions for Tetun do not exist, finding Tetun information on the internet and digital platforms is challenging. This work aims to investigate and develop solutions that can enable the application of information retrieval techniques to develop search solutions for Tetun using Tetun INL and focus on the ad-hoc text retrieval task. As a result, we expect to have effective search solutions for Tetun and contribute to the innovation in information retrieval for low-resource languages, including making Tetun datasets available for future researchers.
2023
Authors
César, I; Pereira, I; Madureira, A; Coelho, D; Rebelo, A; de Oliveira, A;
Publication
International Journal of Computer Information Systems and Industrial Management Applications
Abstract
Digital Marketing sets a sequence of strategies responsible for maximizing the interaction between companies and their target audience. One of them, known as Customer Success, establishes long-term techniques capable of projecting the sustainable value of a given customer to a company, monitoring the indexers that translate its activities. Therefore, this paper intends to address the need to develop an innovative tool that allows the creation of a temporal knowledge base composed of the behavioral evolution of customers. The CRISP-DM model benefits the processing and modeling of data capable of generating knowledge through the application and combination of the results obtained by machine learning algorithms specialized in time series. Time Series K-Means allows the clustering and differentiation of consumers characterized by their similar habits. Through the formulation of profiles, it is possible to apply forecasting methods that predict the following trends. The proposed solution provides the understanding of time series that profile the flow of customer activity and the use of the evidenced dynamics for the future prediction of these behaviors. © MIR Labs, www.mirlabs.net/ijcisim/index.html
2023
Authors
Pereira, MG; Vilaça, M; Braga, D; Madureira, A; Da Silva, J; Santos, D; Carvalho, E;
Publication
WOUND REPAIR AND REGENERATION
Abstract
Diabetic foot ulcers (DFU) are one of the most frequent and debilitating complications of diabetes. DFU wound healing is a highly complex process, resulting in significant medical, economic and social challenges. Therefore, early identification of patients with a high-risk profile would be important to adequate treatment and more successful health outcomes. This study explores risk assessment profiles for DFU healing and healing prognosis, using machine learning predictive approaches and decision tree algorithms. Patients were evaluated at baseline (T0; N = 158) and 2 months later (T1; N = 108) on sociodemographic, clinical, biochemical and psychological variables. The performance evaluation of the models comprised F1-score, accuracy, precision and recall. Only profiles with F1-score >0.7 were selected for analysis. According to the two profiles generated for DFU healing, the most important predictive factors were illness representations on T1 IPQ-B (IPQ-B <= 9.5 and < 10.5) and the DFU duration (<= 13 weeks). The two predictive models for DFU healing prognosis suggest that biochemical factors are the best predictors of a favorable healing prognosis, namely IL-6, microRNA-146a-5p and PECAM-1 at T0 and angiopoietin-2 at T1. Illness perception at T0 (IPQ-B <= 39.5) also emerged as a relevant predictor for healing prognosis. The results emphasize the importance of DFU duration, illness perception and biochemical markers as predictors of healing in chronic DFUs. Future research is needed to confirm and test the obtained predictive models.
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