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Publicações

Publicações por HumanISE

2013

Real-time Augmented Reality Demo Platform for Exploring Consumer Emotional Responses with Shopping Applications

Autores
Stoyanova, J; Gonçalves, R; Brito, PQ; Coelho, A;

Publicação
Int. J. Online Biomed. Eng.

Abstract
The present-day revival of Augmented reality (AR) technology has led to its vast expansion in various applications. In marketing, the hunt for more inventive and intriguing approaches for immersive consumer experiences has endorsed the implementation of AR in multiple brand advertising campaigns, specifically for improved product display. The engaging potential of this technology is established in the fusion between computer-generated data and the physical world as seen by the user, where 3D registration and real time interaction are inseparable parts of this system. Alternatively, impressions from user experiences serve as a principal instrument in the evaluation process of the effectiveness of interactive systems. In order to get deeper insight into consumers' reflections from a real-time AR shopping experience, we present a demo platform for the purchase of sneakers, focusing on users' behavior and more precisely on their perceptions, emotions, personal preferences before, during and after use of the platform. To fully evaluate and compare consumer experiences with the main AR platform, two other shopping systems were designed: a marker-based and a static one. Consecutively, we aim at defining a system of metrics for measuring shopping experiences with AR, as well as at establishing a ground base for subsequent marketing research in the field. Motivated by the large application of the technology and aiming at understanding the impact of AR on consumer psychology, the application will assist in exploring the antecedents of consumer purchase intentions.

2013

Real-time Augmented Reality shopping platform for studying consumer cognitive experiences

Autores
Stoyanova, J; Goncalves, R; Coelho, A; Brito, P;

Publicação
2013 2ND EXPERIMENT@ INTERNATIONAL CONFERENCE (EXP.AT'13)

Abstract
Augmented Reality (AR) is a technology which produces a synthesis between a computer-generated data and the physical world of a viewer while establishing 3D registration and real time interaction. Among the wide range of application of AR, its use in advertising shopping experiences has recently been embraced by advertisers due to its novelty and engaging potential. Part of a wider research aiming at understanding the impact of AR on consumer psychology, this paper presents a demo platform application developed for a real-time shopping experience for shoes and attempts to define a ground base for posterior marketing research in the field. In order to fully evaluate consumer experiences and compare with the main AR platform two other shopping applications were designed: a marker-based and a static one. The platform will assist in exploring the antecedents of consumer purchase intention and in defining metrics for measuring shopping experiences with AR.

2013

The ICARUS Project - Command, Control and Intelligence (C2I)

Autores
Govindaraj, S; Chintamani, K; Gancet, J; Letier, P; van Lierde, B; Nevatia, Y; De Cubber, G; Serrano, D; Palomares, ME; Bedkowski, J; Armbrust, C; Sanchez, J; Coelho, A; Orbe, I;

Publicação
2013 IEEE INTERNATIONAL SYMPOSIUM ON SAFETY, SECURITY, AND RESCUE ROBOTICS (SSRR)

Abstract
This paper describes the features and concepts behind the Command, Control and Intelligence (C2I) system under development in the ICARUS project, which aims at improving crisis management with the use of unmanned search and rescue robotic appliances embedded and integrated into existing infrastructures. A beneficial C2I system should assist the search and rescue process by enhancing first responder situational awareness, decision making and crisis handling by designing intuitive user interfaces that convey detailed and extensive information about the crisis and its evolution. The different components of C2I, their architectural and functional aspects are described along with the robot platform used for development and field testing.

2013

METHODOLOGY FOR CREATING A COMPETENCES CERTIFICATION CORRELATION MATRIX

Autores
Baptista, R; Goncalves, R; Coelho, A; de Carvalho, CV;

Publicação
6TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION (ICERI 2013)

Abstract
Serious Games are games where the entertainment aspect is not the most relevant purpose. Beyond the motivation as key for the success, Serious Games have challenging goals; they are fun to play and/or engaging; they incorporate some concepts of scoring; and they impart skills, knowledge and attitudes that can be applied in the real world. The growing interest on this type of game results from several factors such as: the theoretical grounding in different learning theories, the development of high-quality gaming experiences, the increased offer of collaboration and competition in multiplayer modes and the opportunity for integrated assessment. This technology can be applied to aid players developing professional skills, but how do we certify the acquired knowledge and skills? This paper proposes a new approach based on serious game for competencies certification using in-game validation. A new correlation matrix is defined associating the game mechanics of serious games and an array of competences, identifying the most suitable game mechanics for each specific competence. This generic matrix represents the results of the analysis about what the student should learn, understand and be able to do after they complete the learning process for a specific task or job position (competencies) and the most adequate game mechanics. Lominger's set of sixty seven competences becomes a universal common denominator as most of these competencies lead to task success which allowed its author, in collaboration with Microsoft, to create a similar approach, but this one focused solely on education and learning: The Educational Competency Wheel. This new approach is based on a set of success factors which can be mapped into required attributes, behaviors, areas of knowledge, skills and abilities for successful performance. With this paper we describe the strategy used to build the generic correlation. The applicability of this generic matrix will be done in four steps. Firstly it is necessary to identify which specific situations can take advantage from a game learning approach. The second step is the definition of the learning target group competencies profiles. In this step, the Education Competences serves as a reference to identify which one or combination of competencies must be used to obtain the performance success of each situation. The third step is obtaining the correlation matrix from the generic matrix, identifying the required game mechanics and the quantification of minimum uses of each mechanic. The fourth and final step is the game development that includes an assessment competency model to evaluate the learning progression and training competencies, guaranteeing the successful performing of each situation.

2013

METHODOLOGY FOR IN-GAME CERTIFICATION IN SERIOUS GAMES

Autores
Baptista, R; Coelho, A; de Carvalho, CV;

Publicação
EDULEARN13: 5TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES

Abstract
Serious games are starting to attain a higher role as tools for learning in various contexts, but in particular in areas such as education and training. Due to its characteristics, such as rules, behavior simulation and feedback to the player's actions, serious games provide a favorable learning environment where errors can occur without real life penalty and students get instant feedback from challenges. These challenges are in accordance with the intended objectives and will self-adapt and repeat according to the student's difficulty level. Through motivating and engaging environments, which serve as base for problem solving and simulation of different situations and contexts, serious games have a great potential to aid players developing professional skills. But, how do we certify the acquired knowledge and skills? With this work we intend to propose a methodology to establish a relationship between the game mechanics of serious games and an array of competences for certification, evaluating the applicability of various aspects in the design and development of games such as the user interfaces and the gameplay, obtaining learning outcomes within the game itself. Through the definition of game mechanics combined with the necessary pedagogical elements, the game will ensure the certification. This paper will present a matrix of generic skills, based on the European Framework of Qualifications, and the definition of the game mechanics necessary for certification on tour guide training context. The certification matrix has as reference axes: skills, knowledge and competencies, which describe what the students should learn, understand and be able to do after they complete the learning process. The guides-interpreters welcome and accompany tourists on trips and visits to places of tourist interest and cultural heritage such as museums, palaces and national monuments, where they provide various information. Tour guide certification requirements include skills and specific knowledge about foreign languages and in the areas of History, Ethnology, Politics, Religion, Geography and Art of the territory where it is inserted. These skills are communication, interpersonal relationships, motivation, organization and management. This certification process aims to validate the skills to plan and conduct guided tours on the territory, demonstrate knowledge appropriate to the context and finally match a good group leader. After defining which competences are to be certified, the next step is to delineate the expected learning outcomes, as well as identify the game mechanics associated with it. The game mechanics, as methods invoked by agents for interaction with the game world, in combination with game elements/objects allows multiple paths through which to explore the game environment and its educational process. Mechanics as achievements, appointments, progression, reward schedules or status, describe how game can be designed to affect players in unprecedented ways. In order for the game to be able to certify tour guides, the design of the training game will incorporate a set of theoretical and practical tasks to acquire skills and knowledge of various transversal themes. For this end, patterns of skills and abilities in acquiring different knowledge will be identified.

2013

Innovations in health care services: The CAALYX system

Autores
Rocha, A; Martins, A; Freire Junior, JC; Boulos, MNK; Escriche Vicente, ME; Feld, R; van de Ven, P; Nelson, J; Bourke, A; OLaighin, G; Sdogati, C; Jobes, A; Narvaiza, L; Rodriguez Molinero, A;

Publicação
INTERNATIONAL JOURNAL OF MEDICAL INFORMATICS

Abstract
Purpose: This paper describes proposed health care services innovations, provided by a system called CAALYX (Complete Ambient Assisted Living eXperiment). CAALYX aimed to provide healthcare innovation by extending the state-of-the-art in tele-healthcare, by focusing on increasing the confidence of elderly people living autonomously, by building on the knowledge base of the most common disorders and respective characteristic vital sign changes for this age group. Methods: A review of the state-of-the-art on health care services was carried out. Then, extensive research was conducted on the particular needs of the elderly in relation to home health services that, if offered to them, could improve their day life by giving them greater confidence and autonomy. To achieve this, we addressed issues associated with the gathering of clinical data and interpretation of these data, as well as possibilities of automatically triggering appropriate clinical measures. Considering this initial work we started the identification of initiatives, ongoing works and technologies that could be used for the development of the system. After that, the implementation of CAALYX was done. Findings: The innovation in CAALYX system considers three main areas of contribution: (i) The Roaming Monitoring System that is used to collect information on the well-being of the elderly users; (ii) The Home Monitoring System that is aimed at helping the elders independently living at home being implemented by a device (a personal computer or a set top box) that supports the connection of sensors and video cameras that may be used for monitoring and for interaction with the elder; (iii) The Central Care Service and Monitoring System that is implemented by a Caretaker System where attention and care services are provided to elders, where actors as Caretakers, Doctors and Relatives are logically linked to elders. Innovations in each of these areas are presented here. Conclusions: The ageing European society is placing an added burden on future generations, as the 'elderly-to-working-age-people' ratio is set to steadily increase in the future. Nowadays, quality of life and fitness allows for most older persons to have an active life well into their eighties. Furthermore, many older persons prefer to live in their own house and choose their own lifestyle. The CAALYX system can have a clear impact in increasing older persons' autonomy, by ensuring that they do not need to leave their preferred environment in order to be properly monitored and taken care of.

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