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Publications

2019

Correlation between Game Experience and Presence in immersive virtual reality games

Authors
Goncalves, G; Coelho, H; Monteiro, P; Melo, M; Bessa, M;

Publication
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)

Abstract
Virtual Reality (VR) technologies have evolved to the point where it is being used in various areas (entertainment, medicine, education, etc.). One of the metrics that allow the evaluation of the virtual experience is Presence. In this work, we conduct an exploratory study that studies which factors of VR games correlate to presence. Various components of games are also shared between other VR applications allowing the results to be applicable not only in VR games. A study with 78 participants divided into 5 groups was conducted where each group played a different VR game. Presence and Game Experience were evaluated. The results indicated multiple positive correlations between subscales of Presence and Game Experience.

2019

Renewable Energy Prosumers in Mediterranean Viticulture Social-Ecological Systems

Authors
Campos, I; Marin Gonzalez, E; Luz, G; Barroso, J; Oliveira, N;

Publication
SUSTAINABILITY

Abstract
The significant energy demands of wine production pose both a challenge and an opportunity for adopting a low-carbon, more sustainable and potentially less expensive energy model. Nevertheless, the (dis)incentives for the wider adoption of local production and self-consumption of energy (also known as "prosumerism") from renewable energy sources (RESs) are still not sufficiently addressed, nor are the broader social ecological benefits of introducing RES as part of a sustainable viticulture strategy. Drawing on the social ecological systems (SESs) resilience framework, this article presents the results of a Living Lab (an action-research approach) implemented in Alentejo (South of Portugal), which is an important wine -producing Mediterranean region. The triangulation of results from the application of a multi-method approach, including quantitative and qualitative methods, provided an understanding of the constraining and enabling factors for individual and collective RES prosumer initiatives. Top enablers are related to society's expectation for a greener wine production, but also the responsibility to contribute to reducing carbon emissions and energy costs; meanwhile, the top constraints are financial, legal and technological. The conclusions offer some policy implications and avenues for future research.

2019

Lean Design-for-X: Case study of a new design framework applied to an adaptive robot gripper development process

Authors
Atilano, L; Martinho, A; Silva, MA; Baptista, AJ;

Publication
29TH CIRP DESIGN CONFERENCE 2019

Abstract
Design-for-X (DfX) approaches continues to prove their importance to support design management in increased complexity products and towards sustainable development. Permanent increasing of market competitiveness lead the companies to narrow budgets and increase the application of Lean practices among their departments. Lean Design for eXcellence (LeanDfX) methodology was developed to cross Lean Thinking and Design-for-X project support, assessing multiple domains such as optimization, manufacturing, assembly, maintenance, eco-design, modularity or adaptability. This approach brings a systematic applicability for design engineers and technical managers, assessing the effectiveness and efficiency of a given product design. A LeanDIX index metric, ranging between 0-100%, and original scorecard were created for consistent decision support for comparison of different design concepts or design versions of products, integrating different 'X' domains. In this work, the LeanDIX methodology results are presented for a real industrial case study related to a robot gripper design of a palletizing production cell. (C) 2019 The Authors. Published by Elsevier B.V.

2019

DynComm R Package - Dynamic Community Detection for Evolving Networks

Authors
Sarmento, RP; Lemos, L; Cordeiro, M; Rossetti, G; Cardoso, D;

Publication
CoRR

Abstract

2019

Speculative Design for Development of Serious Games: A Case Study in the Context of Anorexia Nervosa

Authors
Peçaibes, V; Cardoso, P; Giesteira, B;

Publication
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST

Abstract
This article presents preliminary findings on the application of both Speculative Design and Game Design towards the conception of two prototypes of serious games with focus on anorexia. The first prototype focuses on psychoeducation of school-age youth, and the second aims to support research and sharing of knowledge about the disease, able to be used in focus groups and interviews. Anorexia is a complex and often fatal disease that has no cure, and by conceiving and playing these first prototypes we were able get a glimpse of the its context, making us more ready for this research’s next stages. © 2019, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.

2019

Anomaly Detection in Sequential Data: Principles and Case Studies

Authors
Andrade, T; Gama, J; Ribeiro, RP; Sousa, W; Carvalho, A;

Publication
Wiley Encyclopedia of Electrical and Electronics Engineering

Abstract

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