2021
Authors
Clara, S; Barbosa, B;
Publication
Handbook of Research on Contemporary Storytelling Methods Across New Media and Disciplines
Abstract
The main objective of this chapter is to explore how cities and regions can use digital storytelling strategies to reach and engage with their target audiences. Despite the growing body of literature regarding digital storytelling, the contributions and examples about regions and cities are still scarce. This chapter analyses the storytelling strategies of promotional campaigns regarding three cities and two regions around the world. Using a theory-driven framework, each storytelling example is dissected and interpreted. This study demonstrates that digital storytelling is worth consideration, as it offers a relevant set of advantages for marketing and communication managers, and enables the development of the place image and a consistent communication of its identity that can be co-created with various stakeholders, including the target audiences. It also shows that there are a diversity of approaches that can be adapted by place branding strategies, namely in terms of narrative, perspectives, and medium components. © 2021, IGI Global.
2021
Authors
Rocha, AP; Pinto, H; Amado, C; Silva, ME; Pernice, R; Javorka, M; Faes, L;
Publication
Proceedings of Entropy 2021: The Scientific Tool of the 21st Century
Abstract
2021
Authors
Awad Abdellatif, A; Samara, L; Mohamed, A; Erbad, A; Chiasserini, CF; Guizani, M; O’Connor, MD; Laughton, J;
Publication
IEEE Internet of Things Journal
Abstract
2021
Authors
Coelho, H; Melo, M; Barbosa, L; Martins, J; Teixeira, MS; Bessa, M;
Publication
EXPERT SYSTEMS
Abstract
Authoring 360 multisensory videos is a true challenge as the authoring tools available are scarce and restrictive. In this paper, we propose an authoring tool with three different authoring interfaces (desktop, immersive, and tangible interface) for creating multisensory 360 videos with the advantage of having a live preview of the multisensory content that is being produced. An evaluation of the three authoring tools having into account gender, system usability, presence, satisfaction, and effectiveness (time to accomplish tasks, number of errors, and number of help requests) is presented. The sample consisted of 48 participants (24 males and 24 females) evenly distributed between the different interfaces (8 males and 8 females for each interface). The results revealed that gender does not have any impact in the studied interfaces regarding all the dependent variables; immersive and tangible interfaces have higher levels of satisfaction than desktop interface as it allows more interaction freedom, and desktop interface have the lowest time to accomplish the tasks because people are more familiar with keyboard and mouse.
2021
Authors
Gonçalves, J; Coelho, JP; Braz César, M; Costa, P;
Publication
CONTROLO 2020
Abstract
Laser scanners are widely used in mobile robotics localization systems but, despite the enormous potential of its use, their high price tag is a major drawback, mainly for hobbyist and educational robotics practitioners that usually have a reduced budget. The Neato XV-11 Laser Scanner is a very low cost alternative, when compared with the current available laser scanners, being this fact the main motivation for its use. The modeling of a hacked Neato XV-11 Laser Scanner allows to provide valuable information that can promote the development of better designs of robot localization systems based on this sensor. This paper presents, as an example, the performance enhancement of a Neato XV-11 Laser Scanner applied to mobile robot self-localization, being used as case study the Perfect Match Algorithm applied to the Robot@Factory competition. © The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2021.
2021
Authors
da Costa, TS; Andrade, MT; Viana, P;
Publication
PROCEEDINGS OF THE 2021 INTERNATIONAL WORKSHOP ON IMMERSIVE MIXED AND VIRTUAL ENVIRONMENT SYSTEMS (MMVE '21)
Abstract
Multi-view has the potential to offer immersive viewing experiences to users, as an alternative to 360 degrees and Virtual Reality (VR) applications. In multi-view, a limited number of camera views are sent to the client and missing views are synthesised locally. Given the substantial complexity associated to view synthesis, considerable attention has been given to optimise the trade-off between bandwidth gains and computing resources, targeting smooth navigation and viewing quality. A still relatively unexplored field is the optimisation of the way navigation interactivity is achieved, i.e. how the user indicates to the system the selection of new viewpoints. In this article, we introduce SmoothMV, a multi-view system that uses a non-intrusive head tracking approach to enhance navigation and Quality of Experience (QoE) of the viewer. It relies on a novel Hot&Cold matrix concept to translate head positioning data into viewing angle selections. Streaming of selected views is done using MPEG-DASH, where a proposed extension to the standard descriptors enables to achieve consistent and flexible view identification.
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