2018
Autores
Garbajosa, J; Wang, X; Aguiar, A;
Publicação
XP
Abstract
2018
Autores
Garbajosa, J; Wang, X; Aguiar, A;
Publicação
Lecture Notes in Business Information Processing
Abstract
2018
Autores
Aguiar, A; Wagner, S; Hoda, R;
Publicação
ACM International Conference Proceeding Series
Abstract
2018
Autores
Juan Garbajosa; Xiaofeng Wang; Ademar Aguiar;
Publicação
Abstract
2018
Autores
Jacob, J; Lopes, A; Nobrega, R; Rodrigues, R; Coelho, A;
Publicação
ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY, ACE 2017
Abstract
Location-based games require, among other things, obtaining or computing information regarding the players’ physical activity and real-world context. Additionally, ensuring that the players are assigned challenges that are adequate and safe for the current context (both physical and spatial) is also important, as it can improve both the gaming experience and the outcomes of the exercise. However, the impact adaptivity has in the specific case of location-based exergames still has not been researched in depth. In this paper, we present a location-based exergame and compare different play-through sessions when playing both the context sensitive and the regular versions of the game. Results show that the adaptive version provided a significantly safer gameplay experience. These results showcase the impact in player health and safety that player adaptivity achieves in location-based exergames. © Springer International Publishing AG, part of Springer Nature 2018.
2018
Autores
Brito, PQ; Stoyanova, J; Coelho, A;
Publicação
MULTIMEDIA TOOLS AND APPLICATIONS
Abstract
The moment immediately before the "add to cart" decision is very critical in online shopping. Drawing on theories of transfer, spreading activation and human-computer interaction, the superiority of markerless Augmented Reality (AR) and Marker-based augmented reality (M) over Conventional Interactive (CI) is hypothesized. Although those multimedia tools are not part of the product/brand motivating the consumer interest they interfere in the interactive performance of the ecommerce. 150 consumers in a lab experiment showed higher emotional response, interactive response and brand evaluation in M and AR than CI. Contrary to what was expected the usability results were the inverse. That is, usability of CI outperforms M and AR. Considering only AR and M interfaces their effect on psychological variables was not statistically significant. A sophisticated or a simple interface had no impact on intention to buy the target brand, but the brand recommendation improved from M to AR. The differing effect of those three interface systems was mediated by brand familiarity, perceived risk, opinion leadership and positive emotional traits.
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