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Publications

Publications by HumanISE

2021

Factors influencing the success of the implementation of CzRM systems-a literature review [Fatores influenciadores do sucesso da implementação de sistemas CzRM-uma revisão de literatura]

Authors
Duque, JMP; Filipe, VMJ; Moreira, JJM;

Publication
RISTI - Revista Iberica de Sistemas e Tecnologias de Informacao

Abstract
Customer relationship management is critical for organizations. Public institutions, in particular municipalities, are no exception to this. Since the process of implementing a CRM system is not risk-free, it is important to know the factors that influence its success. From studies conducted, it was possible to verify that there is a gap in the literature regarding the influential factors of the successful adoption of CRM systems in public institutions (CzRM). Also, through interviews conducted in some municipalities and CRM suppliers, it was possible to identify the relevant factors for the adoption of CRM systems. The purpose of this article is to present the influence factors of the success of the implementation of CzRM systems. © 2021, Associacao Iberica de Sistemas e Tecnologias de Informacao. All rights reserved.

2021

Teoria e prática em sistemas de recomendação

Authors
Azambuja, Rogério Xavier de; Morais, A. Jorge; Filipe, Vítor;

Publication
Revista de Ciências da Computação

Abstract
Nas últimas décadas a utilização da inteligência artificial tem sido frequente no desenvolvimento de aplicações computacionais. Mais recentemente a aprendizagem automática, especialmente pelo uso da aprendizagem profunda (deep learning), tem impulsionado o crescimento e ampliado o desenvolvimento de sistemas inteligentes para diferentes domínios. No cenário atual de crescimento tecnológico estão a surgir com maior frequência os sistemas de recomendação (recommender systems) com diferentes técnicas para a filtragem de informações em grandes bases de dados. Um desafio é prover a recomendação adaptativa para mitigar a sobrecarga de informações em ambientes on-line. Este artigo revisa trabalhos anteriores e aborda alguns dos aspectos teórico-conceptuais e teórico-práticos que constituem os sistemas de recomendação, caracterizando o emprego de redes neuronais profundas (Deep Neural Network – DNN) para prover a recomendação sequencial apoiada pela recomendação baseada em sessão.;In recent decades, artificial intelligence use has been frequent in the computational applications development. More recently, machine learning, especially through the use of deep learning, has driven growth and expanded the intelligent systems development for different domains. In the current scenario of technological growth, the recommender systems appear with increasing frequency through their different techniques for information filtering in large datasets. It is a challenge to provide adaptive recommendation to mitigate information overload in online environments. This article reviews previous works and addresses some of the theoretical-conceptual and theoretical-practical aspects that constitute the recommender systems, characterizing the use of deep neural network (DNN) to provide sequential recommendation supported by session-based recommendation.

2021

Web AR Solution for UAV Pilot Training and Usability Testing

Authors
Ribeiro, R; Ramos, J; Safadinho, D; Reis, A; Rabadao, C; Barroso, J; Pereira, A;

Publication
SENSORS

Abstract
Data and services are available anywhere at any time thanks to the Internet and mobile devices. Nowadays, there are new ways of representing data through trendy technologies such as augmented reality (AR), which extends our perception of reality through the addition of a virtual layer on top of real-time images. The great potential of unmanned aerial vehicles (UAVs) for carrying out routine and professional tasks has encouraged their use in the creation of several services, such as package delivery or industrial maintenance. Unfortunately, drone piloting is difficult to learn and requires specific training. Since regular training is performed with virtual simulations, we decided to propose a multiplatform cloud-hosted solution based in Web AR for drone training and usability testing. This solution defines a configurable trajectory through virtual elements represented over barcode markers placed on a real environment. The main goal is to provide an inclusive and accessible training solution which could be used by anyone who wants to learn how to pilot or test research related to UAV control. For this paper, we reviewed drones, AR, and human-drone interaction (HDI) to propose an architecture and implement a prototype, which was built using a Raspberry Pi 3, a camera, and barcode markers. The validation was conducted using several test scenarios. The results show that a real-time AR experience for drone pilot training and usability testing is achievable through web technologies. Some of the advantages of this approach, compared to traditional methods, are its high availability by using the web and other ubiquitous devices; the minimization of technophobia related to crashes; and the development of cost-effective alternatives to train pilots and make the testing phase easier for drone researchers and developers through trendy technologies.

2021

Distributed Architecture for Unmanned Vehicle Services

Authors
Ramos, J; Ribeiro, R; Safadinho, D; Barroso, J; Rabadao, C; Pereira, A;

Publication
SENSORS

Abstract
The demand for online services is increasing. Services that would require a long time to understand, use and master are becoming as transparent as possible to the users, that tend to focus only on the final goals. Combined with the advantages of the unmanned vehicles (UV), from the unmanned factor to the reduced size and costs, we found an opportunity to bring to users a wide variety of services supported by UV, through the Internet of Unmanned Vehicles (IoUV). Current solutions were analyzed and we discussed scalability and genericity as the principal concerns. Then, we proposed a solution that combines several services and UVs, available from anywhere at any time, from a cloud platform. The solution considers a cloud distributed architecture, composed by users, services, vehicles and a platform, interconnected through the Internet. Each vehicle provides to the platform an abstract and generic interface for the essential commands. Therefore, this modular design makes easier the creation of new services and the reuse of the different vehicles. To confirm the feasibility of the solution we implemented a prototype considering a cloud-hosted platform and the integration of custom-built small-sized cars, a custom-built quadcopter, and a commercial Vertical Take-Off and Landing (VTOL) aircraft. To validate the prototype and the vehicles' remote control, we created several services accessible via a web browser and controlled through a computer keyboard. We tested the solution in a local network, remote networks and mobile networks (i.e., 3G and Long-Term Evolution (LTE)) and proved the benefits of decentralizing the communications into multiple point-to-point links for the remote control. Consequently, the solution can provide scalable UV-based services, with low technical effort, for anyone at anytime and anywhere.

2021

PLAY for LEARNING: Serious Games to Assist Learning of Basic Didactic Concepts: A Pilot Study

Authors
Rocha, T; Barroso, J;

Publication
HCI (29)

Abstract
In this paper, the study of the design and implementation of a gamebased application for learning new basic concepts and/or re-learning these concepts within a cognitive rehabilitation perspective, is presented. Specifically, in this first version, the topics considered were: colours, animals, objects, and vehicles. The solution was developed to be usable and accessible to two user groups, children with special education needs and seniors in need of cognitive training and/or rehabilitation. The two main goals are: (1) to develop a game-based interface for the two specific user groups – children with special educational needs and seniors; (2) and, assess user engagement and acceptance. To achieve the first goal a universal design methodology was followed. For the later, we performed a preliminary usability assessment. Specifically, a Cognitive Walkthrough reinforced with a post-test semi-structured interviews was conducted. Overall results showed a good user engagement and acceptance. The gamebased solution seemed to facilitated children’ apprenticeship of basic contents and the helped in the cognitive rehabilitation by the seniors. The preliminary results indicated the solution could be used as an assistive tool, in a special education or in rehabilitation contexts, with tutors, teachers or clinicians; but also, in a more without obstruction and autonomous interaction, at home.

2021

SAR.IoT: Secured Augmented Reality for IoT Devices Management

Authors
Fuentes, D; Correia, L; Costa, N; Reis, A; Barroso, J; Pereira, A;

Publication
SENSORS

Abstract
Currently, solutions based on the Internet of Things (IoT) concept are increasingly being adopted in several fields, namely, industry, agriculture, and home automation. The costs associated with this type of equipment is reasonably small, as IoT devices usually do not have output peripherals to display information about their status (e.g., a screen or a printer), although they may have informative LEDs, which is sometimes insufficient. For most IoT devices, the price of a minimalist display, to output and display the device's running status (i.e., what the device is doing), might cost much more than the actual IoT device. Occasionally, it might become necessary to visualize the IoT device output, making it necessary to find solutions to show the hardware output information in real time, without requiring extra equipment, only what the administrator usually has with them. In order to solve the above, a technological solution that allows for the visualization of IoT device information in actual time, using augmented reality and a simple smartphone, was developed and analyzed. In addition, the system created integrates a security layer, at the level of AR, to secure the shown data from unwanted eyes. The results of the tests carried out allowed us to validate the operation of the solution when accessing the information of the IoT devices, verify the operation of the security layer in AR, analyze the interaction between smartphones, the platform, and the devices, and check which AR markers are most optimized for this use case. This work results in a secure augmented reality solution, which can be used with a simple smartphone, to monitor/manage IoT devices in industrial, laboratory or research environments.

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