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Publicações

Publicações por HumanISE

2011

Patterns of information classification

Autores
Correia, FilipeFigueiredo; Aguiar, Ademar;

Publicação
Proceedings of the 18th Conference on Pattern Languages of Programs, PLoP 2011, Portland, Oregon, USA, October 21-23, 2011

Abstract
Providing efficient access to information can be approached in different ways, but ultimately implies the creation of an INDEX, represented with an indexing language, like a TAXONOMY, a THESAURUS, an ONTOLOGY or a FOLKSONOMY. Each of these languages strikes a different balance between the effort to create and maintain the index, the effectiveness of knowledge capture, the guidance that readers can get, and how efficiently they can get it. Furthermore, in a world in which more and more information is available, two issues gain particular importance in the creation of an index: how can it be done collaborative, and how can the index abstract and express information more richly. © Copyright 2011 Carnegie Mellon University.

2011

Serious Games: Are They Part of the Solution in the Domain of Cognitive Rehabilitation?

Autores
Dores, AR; Carvalho, IP; Barbosa, F; Almeida, I; Guerreiro, S; Leitao, M; de Sousa, L; Castro Caldas, A;

Publicação
SERIOUS GAMES DEVELOPMENT AND APPLICATIONS

Abstract
Serious Games are in increasing use for serious purposes, such as health. Particularly in the field of cognitive rehabilitation, they can offer new solutions that are fun, user-friendly and goal-directed. In this study, a prototype rehabilitation platform is presented, aimed at intervening in executive functioning and other related cognitive functions in patients with Acquired Brain Injury. It was tested in three studies investigating patients' satisfaction and performance in a virtual environment using 2D computer-screen or 3D projection-screen approaches, and patients' satisfaction with the virtual reality (VR) program regarding its usability and role in motivation to participate in the rehabilitation process. Contributing to the final version of the program, results in our pilot-studies are promising, supporting the usability of the VR program and showing its relevance in subjects' motivation to participate in the rehabilitation process.

2011

A Mobile Advertising Platform for eTourism

Autores
Coelho, A; Dias, L;

Publicação
INFORMATION AND COMMUNICATION TECHNOLOGIES IN TOURISM 2011

Abstract
Nowadays, tourism entities seek to promote their regions in a more aggressive strategy, offering a large diversity of services delivering personalized solutions in order to comply with a broader range of tourists. Furthermore, mobile computing offers new capabilities that facilitate the development of new services based on the location of the user and the users' profile. Thus, mobile computing systems are undergoing changes to support tasks related to advertising and marketing of goods and services. This paper presents a generic solution for the delivery of new services, advertising and marketing for the tourism sector to take advantage of the spatial context of the user - Mobile Advertising. The practical implementation of the suggested methodology is focused on the Tourism Region of Douro, in Portugal.

2011

Serious Game for Introductory Programming

Autores
Coelho, A; Kato, E; Xavier, J; Goncalves, R;

Publicação
SERIOUS GAMES DEVELOPMENT AND APPLICATIONS

Abstract
For beginners in computer programming, the learning curve can be in many cases quite steep, especially if it is their first contact with this area. Plus, the traditional learning methodologies are usually based on doing countless exercises that aim to cover many areas, but are often disconnected from each other and can become tiresome, as they offer little immediate rewards to the student. Nowadays serious games technology offers tools that may have potential to help computer programming students to become more engaged on their learning through a 'learn while having fun approach. This paper aims to generally describe our approach on the creation of a platform for deploying serious computer games for the teaching of any computer programming language. We will begin by describing the game mechanics, followed by the general system architecture and its data model, finalizing with a small conclusion.

2011

Personalized travel suggestions for tourism websites

Autores
Coelho, A; Rodrigues, A;

Publicação
International Conference on Intelligent Systems Design and Applications, ISDA

Abstract
The evolution of tourism websites is converging to a set of features and best practices that are becoming standard, in such a way that developing a template and later customizing it to a given tourist region is becoming feasible. A very important feature in this kind of site is showing the touristic suggestions of what the tourist can find in the destination, optimally personalized for him/her. One problem in deploying such functionality however is the lack of user experience data suited to perform data mining when a new site is launched. This paper proposes a solution, customizable to any touristic region, that harnesses the information available in Flickr, crossing it with a Point of Interest (POI) database and using Google Prediction API (Application Programming Interface) to generate personalized travel suggestions, based on the geographical itinerary the user defined with a trip planner tool. © 2011 IEEE.

2011

Issues in the development of location-based games

Autores
Jacob, JTPN; Coelho, AF;

Publicação
International Journal of Computer Games Technology

Abstract
As new and more powerful mobile devices arrive, such as smartphones, tablets and PDAs, so do new ways of interaction emerge for the users and developers to explore. These devices allow for the creation of never-before-seen applications, using the broad range of inputs and sensors these devices integrate (such as accelerometers, light sensors, electronic compasses, GPS sensor among others), that allow for more ubiquous and personalized experiences. This paper explores issues that arise during the development and design phases of such games, as well as posible solutions for them. Finally we present, a framework for the development of location-based games that is sensible to these issues. This framework was created and tested thanks to a proof-of-concept location-based game (Geo-Wars). © 2011 Joo Tiago Pinheiro Neto Jacob and Antnio Fernando Coelho.

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