2018
Autores
Rodrigues, A; Fonseca, B; Preguiça, N;
Publicação
Lecture Notes in Computer Science
Abstract
2018
Autores
Barreira, J; Bessa, M; Barbosa, L; Magalhaes, L;
Publicação
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
Abstract
Visual coherence between virtual and real objects is a major issue in creating convincing augmented reality (AR) applications. To achieve this seamless integration, actual light conditions must be determined in real time to ensure that virtual objects are correctly illuminated and cast consistent shadows. In this paper, we propose a novel method to estimate daylight illumination and use this information in outdoor AR applications to render virtual objects with coherent shadows. The illumination parameters are acquired in real time from context-aware live sensor data. The method works under unprepared natural conditions. We also present a novel and rapid implementation of a state-of-the-art skylight model, from which the illumination parameters are derived. The Sun's position is calculated based on the user location and time of day, with the relative rotational differences estimated from a gyroscope, compass and accelerometer. The results illustrated that our method can generate visually credible AR scenes with consistent shadows rendered from recovered illumination.
2018
Autores
Melo, M; Vasconcelos Raposo, J; Bessa, M;
Publicação
COMPUTERS & GRAPHICS-UK
Abstract
As the usage of head-mounted displays (HMD) increases, it is important to establish best usage practices to ensure the appropriate use of Virtual Reality (VR) equipment. Among the factors that can contribute to a better user experience are exposure time, the content type and the gender of the user. This study evaluates the impact of these variables on users' Sense of Presence and Cybersickness when visualising 360 content using HMDs. Two types of 360 content (captured video vs. virtual environment) were evaluated across four different exposure times (1, 3, 5 and 7 min). Regarding Sense of Presence, the results revealed a statistically significant difference for Content Type, Gender, and Content Type x Gender. Regarding Cybersickness, no statistically significant results were found for any of the independent variables. Overall, the results encourage the use of synthesized environments for a female audience; for non-interactive environments, captured environments are more effective than synthesized environments; and exposure time is not a concern for experiences lasting between 1 and 7 min.
2018
Autores
Carvalho, D; Bessa, M; Magalhaes, L; Carrapatoso, E;
Publicação
UNIVERSAL ACCESS IN THE INFORMATION SOCIETY
Abstract
With the thriving of different natural interaction paradigms-such as gesture-based interfaces-it becomes important to understand how these novel interfaces can influence users' performance when it comes to their age. Recent advances made in human-computer interaction allow us to manipulate digital contents more intuitively; however, no work has yet been reported that systematically evaluates how gestural interfaces may influence the performance of different user groups. Different optical sensors, which allow human body acquisition with reliable accuracy, have been released, and with the appearance of such controllers for gesture recognition, it becomes important to understand if different age-related groups display similar performance levels concerning gestural interaction, or, on the other hand, if specific sensors could induce better results than others when dealing with users of different age brackets. In this article, we compare two gesture-sensing devices (Microsoft Kinect and Leap Motion) using the Fitts' law model to evaluate target acquisition performance, with relation to three user groups: children, young adults and older adults. This case study involved 60 participants that were asked to perform a simple continuous selection task as quickly and accurately as possible using one of the devices for gestural recognition. Indeed, performance results showed statistically significant differences among the age groups in the selection task accomplished. However, when considering the users' performance with regard to both input devices compared side by side, there were no significant differences in each group of users. We believe this situation could imply that the device itself might not have influenced the users' performance, but actually the users' age might. The participants feedback was interesting on account of their behaviors and preferences: Although there are no significant differences in performance, there could be when it comes to user preference.
2018
Autores
Rocha, T; Bessa, M; Bastardo, R; Magalhaes, L;
Publicação
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
Abstract
Previous findings have shown that users with intellectual disabilities navigate the Web more easily and with greater interest when images are used to represent hyperlinks (Rocha, 2008; 2014; Rocha et al., 2012). Although images can be better for navigation purposes, there is a need to understand how these images should be designed to enhance users' interaction with digital content for this particular group of people. The purpose of this study is to measure the user's preference for image-type representation (Object, Action and Universe), within four different categories (music, movies, sports, games). The sample consisted of 20 individuals with intellectual disabilities, their ages ranging from 22 to 49 years old. The results showed that they preferred less complex images, namely object representative images, and that categories had no effect.
2018
Autores
Jorge, F; Teixeira, MS; Correia, RJ; Gonçalves, R; Martins, J; Bessa, M;
Publicação
Trends and Advances in Information Systems and Technologies - Volume 1 [WorldCIST'18, Naples, Italy, March 27-29, 2018].
Abstract
Nowadays, tourism faces the technology progress challenge. Tourists are changing the way they search for information and the way they buy tourism products and services. Therefore, becomes important to analyze the influence of relevant digital marketing tools on low density tourism regions success, measured through destination image, tourists’ satisfaction and loyalty. The main aim of this article is to demonstrate the theoretical support of a model about the impact of digital marketing tools technologies on low density tourism region. To achieve this purpose, a literature review will be used as a methodological basis. This study also intends to contribute to the scientific debate through the improvement of knowledge in digital marketing tools applied to tourism and for this industry stakeholders. © 2018, Springer International Publishing AG, part of Springer Nature.
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