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Publicações

Publicações por HumanISE

2014

An extended kernel density two-step floating catchment area method to analyze access to health care

Autores
Polzin, P; Borges, J; Coelho, A;

Publicação
ENVIRONMENT AND PLANNING B-PLANNING & DESIGN

Abstract
In Portugal the distribution of physicians is considered an appropriate proxy for the distribution of the actual hospital resources and additional information on hospital supply is mostly unavailable, while health care utilization data are also usually absent. A suitable method that can be used to analyze patients' access to hospital health care in countries with such characteristics is the two-step floating catchment area (2SFCA) method, since it requires only the number of physicians to represent supply and the population size to estimate demand. An improved version of the 2SFCA method is the kernel density 2SFCA (KD2SFCA) method. However, this method was not developed to analyze access to health care and it computes scores that express only the spatial access dimensions of proximity and availability. In this paper we present a new method, based on the KD2SFCA method, which improves health care access analysis and better identifies populations that are less empowered to use health care. We adapt the KD2SFCA method for the context of health care access analysis and extend it to capture additional access dimensions. We applied the extended method to the Portuguese hospital health care sector in a case study, and compared its results with those obtained with the KD2SFCA method. Our method was able to improve the identification of the less empowered populations and discovered that they represent 8.1% of the total population, instead of 4.6%, and reside in sixteen of the eighteen Portuguese districts, instead of in thirteen, as identified by the original KD2SFCA method. By improving the KD2SFCA method for the identification of the less empowered populations, our method can be a first step in an endeavor to identify opportunities to increase the health care supply or to redistribute supply resources, with the objective of increasing the access of those deprived populations.

2014

Testing Advanced Driver Assistance Systems with a Serious-Game-Based Human Factors Analysis Suite

Autores
Goncalves, JSV; Rossetti, RJF; Jacob, J; Goncalves, J; Olaverri Monreal, C; Coelho, A; Rodrigues, R;

Publicação
2014 IEEE INTELLIGENT VEHICLES SYMPOSIUM PROCEEDINGS

Abstract
The development of Advanced Driver Assistance Systems ( ADAS) is rapidly growing. However, most of the ADAS require field test, which is expensive, unpredictable and time consuming. In this paper we propose a multiagent-based driving simulator which integrates a human factor analysis suite and enables rapid and low-cost experimentation of mobile-device ADAS. Our architecture uses a microscopic simulator and a serious-game-based driving simulator. The latter allows the user to control a vehicle and change the correspondent simulation state in the microscopic simulator. The driving simulator also connects to an Android device and sends several kinds of data, such as current GPS coordinates or transportation network data. One important feature of this architecture is its suitability to serve as an appropriate means to conduct behaviour elicitation through peer-designed agents, so as to improve modelling of various driving styles accounting for different aspects of preferences and perception abilities, as well as other performance measures related to drivers' interaction with ADAS solutions. The potentials of our approach to aid experiments in human factor analysis are still to be tested, but are undoubtedly huge and encouraging.

2014

The Fifth Empire The reinterpretation of Portuguese and European history in an action adventure game

Autores
Coelho, A; Dias, L; Almeida, R; Castro, N; Goncalves, P;

Publicação
PROCEEDINGS OF THE 2014 9TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2014)

Abstract
"The Fifth Empire" is a single-player action adventure game in 2D. Centering around an adaptation of the myth the Fifth Empire (Nebuchadnezzar's dream and its interpretation by prophet Daniel) [1] is an epic allegory of the human condition, with a reinterpretation of European and Portuguese history as backdrop. This is a project that is still in process, which main goal is the development of an attractive videogame, with a strong and enriched educational purpose, since the game takes place in a real and historical setting. Moreover, through entertainment, the game should promote curiosity about the Portuguese history and motivate a more detailed study by the target audience.

2014

Training and Support system in the Cloud for improving the situational awareness in Search and Rescue (SAR) operations

Autores
Pelka, M; Majek, K; Bedkowski, J; Musialik, P; Maslowski, A; Cubber, GD; Balta, H; Coelho, A; Gonçalves, R; Baptista, R; Sanchez, JM; Govindaraj, S;

Publicação
2014 IEEE International Symposium on Safety, Security, and Rescue Robotics, SSRR 2014, Toyako-cho, Hokkaido, Japan, October 27-30, 2014

Abstract
In this paper, a Training and Support system for Search and Rescue operations is described. The system is a component of the ICARUS project (http://www.fp7-icarus.eu) which has a goal to develop sensor, robotic and communication technologies for Human Search And Rescue teams. The support system for planning and managing complex SAR operations is implemented as a command and control component that integrates different sources of spatial information, such as maps of the affected area, satellite images and sensor data coming from the unmanned robots, in order to provide a situation snapshot to the rescue team who will make the necessary decisions. Support issues will include planning of frequency resources needed for given areas, prediction of coverage conditions, location of fixed communication relays, etc. The training system is developed for the ICARUS operators controlling UGVs (Unmanned Ground Vehicles), UAVs (Unmanned Aerial Vehicles) and USVs (Unmanned Surface Vehicles) from a unified Remote Control Station (RC2). The Training and Support system is implemented in SaaS model (Software as a Service). Therefore, its functionality is available over the Ethernet. SAR ICARUS teams from different countries can be trained simultaneously on a shared virtual stage. In this paper we will show the multi-robot 3D mapping component (aerial vehicle and ground vehicles). We will demonstrate that these 3D maps can be used for Training purpose. Finally we demonstrate current approach for ICARUS Urban SAR (USAR) and Marine SAR (MSAR) operation training. © 2014 IEEE.

2014

Making places: visualization, interaction and experience in urban space

Autores
Smyth, M; Cunha, PT; Helgason, I; Coelho, A; Gallacher, S; Burrows, A; Wunderlich, F; Penha, R;

Publicação
Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational, Helsinki, Finland, October 26-30, 2014

Abstract
The increase in information gathered and processed by large-scale urban sensors networks has generated a corresponding rise in interest in information visualization and interaction design. Creative initiatives in urban space explore how to translate complex data streams into engaging and meaningful outputs for experiencing and interacting with information. This oneday workshop will bring together practitioners and researchers who are interested in the organisation of human activities in urban space, and how these can be supported by technology in a positive way. This event is intended to share and stimulate an interdisciplinary discussion on the topic, with a view to contributing towards more consistent and creative forms of experiencing urban information. Copyright is held by the owner/author(s).

2014

Shamanic interfaces for computers and gaming platforms

Autores
Carvalho, Filipe; Morgado, Leonel; Coelho, António;

Publicação
INForum 2014

Abstract
Natural user interfaces are becoming widespread as a focus of research in human-computer interaction. Gestural interaction is an important part of this field, but generally done by mimicry. This raises concerns such as the necessity of creating abstractions for non-imitable commands and the difficulty of finding gestures that are meaningful for a worldwide audience. Cultural backgrounds impart different meanings to gestures. In this research , we explore the concept of allowing individuals to interact with computer systems using gesture from the individual’s own culture, focusing on a software engineering approach to support this idea. The aim is to leverage the rich semantics of non-mimicry cultural gestures to expand gestural interaction to support abstract commands for instructions that do not have a matching gestural imitation. This approach also holds the potential to support the learning of gestural commands, by linking them to the cultural background of each user. The proposed software engineering approach demonstrates the feasibility of planning applications with commands in mind, not specific gestures, separating concerns between gestural identification (which can include cultural background elements) and actual commands.

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