2011
Autores
Liberato, NAO; De Sousa Varajao, JEQA; Correia, ESP; Bessa, MEC;
Publicação
Handbook of Research on Mobility and Computing: Evolving Technologies and Ubiquitous Impacts
Abstract
Location-based mobile services (LBMS) are at present an ever growing trend, as found in the latest and most popular mobile applications launched. They are, indeed, supported by the hasty evolution of mobile devices capabilities, namely smart phones, which are becoming truer mobile pocket-computers; by users demand, always searching for new ways to benefit from technology, besides getting more contextualized and user-centred services; and, lastly, by market drive, which sees mobile devices as a dedicated way to reach customers, providing profile-based publicity, products, discounts and events. With e-commerce, products and services started arriving to potential customers through desktop computers, where they can be bought and fast delivered to a given address. However, expressions such as "being mobile", "always connected", "anytime anywhere" that already characterize life in the present will certainly continue to do so in the near future. Meanwhile, mobile devices centred commerce services seem to be the next step. Therefore, this paper presents a system architecture designed for location-based e-commerce systems. These systems, where location plays the most important role, enable a remote products/services search, based in user parameters: after a product search, shops with that products are returned in the search results and are displayed in a map, around the user present location; and services like obtaining more information, reserving and purchasing are made available as well. This concept represents a mix between traditional client-oriented commerce and faceless mass-oriented e-commerce, enabling a proximity-based user-contextualized system, being well capable of conveying significant advantages and facilities to both service-providers/retailers and users. © 2011, IGI Global.
2011
Autores
Gonçalves, M; Rocha, T; Magalhães, L; Peres, E; Bessa, M; Chalmers, A;
Publicação
Spring Conference on Computer Graphics, SCCG '11, Vininé, Slovakia, April 28-30, 2011
Abstract
On the internet one can find all kinds of information and perform a multitude of tasks such as searching for information about any subject, purchase goods and services, or enquiring about a particular company. When navigating the web, our focus (where we look) can be captured involuntary through a visual stimulus, or may be directed in a controlled manner depending on the task that we are performing. The layouts of web sites range from simple to highly complex. When creating new layouts, knowing what information is most important when a user is performing a task and which areas are supposed to attract his/her attention are important issues in order to make a web site easier to interpret and consequently their usability. In this paper we present an eye tracking study of users' visual behaviour when surfing on websites and investigate if it is possible to determine likely visual patterns. We show that the visual patterns are different depending on the task that is being performed and not on the web site where it is being carried out. © 2011 ACM.
2011
Autores
Reis, MJCS; Bacelar, M; Reis, MGAD; Meira, D; Bessa, M; Peres, E; Morais, R; Valente, A; Soares, S; Bulas Cruz, J;
Publicação
2011 2nd National Conference on Telecommunications, CONATEL 2011 - Proceedings
Abstract
The academic performance and social competence of a child in school is positively associated with the involvement of their parents. However, the researches about educational learning models often ignore the parents' part. Internet opens a new paradigm: education and communication approach is more complex than ever. Here, we would like to present an Internet based system to support students' homework. We believe that one of the major advantages of our system is time saving, particularly from the teacher's point of view. Also, this system gathers statistical data concerning different groups of students selected by the teacher. From these data on, the teacher can easily see where the students are having problems and decide what to do next. From the student (or parent) point of view, the prompt feedback about the exercises correctness, added to the training with different exercises sets about the same subject, besides the utilization of video, color, sound, etc., that positively reinforce child's senses, are elected as the main advantages. © 2011 IEEE.
2011
Autores
Wermelinger, M; Ferreira, HS;
Publicação
ACM SIGSOFT Software Engineering Notes
Abstract
2011
Autores
Lima, L; Novais, P; Costa, R; Cruz, JB; Neves, J;
Publicação
LOGIC JOURNAL OF THE IGPL
Abstract
Knowledge is central to the modern economy and society. Indeed, the knowledge society has transformed the concept of knowledge and is more and more aware of the need to overcome the lack of knowledge when has to make options or address its problems and dilemmas. One's knowledge is less based on exact facts and more on hypotheses, perceptions or indications. Even when we use new computational artefacts and novel methodologies for problem solving, like the use of Group Decision Support Systems (GDSSs), the question of incomplete information is in most of the situations marginalized. On the other hand, common sense tells us that when a decision is made it is impossible to have a perception of all the information involved and the nature of its intrinsic quality. Therefore, something has to be made in terms of the information available and the process of its evaluation. It is under this framework that a Multi-valued Extended Logic Programming language will be used for knowledge representation and reasoning, leading to a model that embodies the Quality-of-Information (QoI) and its quantification, along the several stages of the decision-making process. In this way, it is possible to provide a measure of the value of the QoI that supports the decision itself. This model will be here presented in the context of a GDSS for VirtualECare, a system aimed at sustaining online healthcare services.
2011
Autores
Almeida, A; Costa, R; Lima, L; Novais, P;
Publicação
WORKSHOP PROCEEDINGS OF THE 7TH INTERNATIONAL CONFERENCE ON INTELLIGENT ENVIRONMENTS
Abstract
Ambient Assisted Living environments projects arise as technological responses of the scientific community to problems associated with the population-ageing phenomenon. In theory, these environments should allow de-localization of healthcare services delivery and management to the home, thus containing the economic and social costs associated with old age. The VirtualECare project is one of those environments, enhanced with proactive techniques for a better user experience, focused on elderly chronic patients, through the ability of constant learning and adaption based in user interaction and its contexts. This learning and, consequently, adaption needs, however, unequivocally user identification, especially in multi-user environments. Traditional identification techniques and methodologies are not suitable for these scenario since, usually, require user interaction and wireless identification technique (e.g. RFID, Bluetooth) are very exposed to personification. In order to obtain the expected results we needed a more advanced technology. One possible, appropriate and already fairly developed technique is Facial Recognition. In this paper we present the VirtualECare project approach to Facial Recognition authentication techniques its advantages, disadvantages and possible implementations paths.
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