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Publicações

Publicações por HumanISE

2026

Beyond the Hands: Evaluating the Usability of Hands-Free Methods and Controllers for Menu Selection During an Immersive VR Experience

Autores
Monteiro, P; Peixoto, B; Gonçalves, G; Coelho, H; Barbosa, L; Melo, M; Bessa, M;

Publicação
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION

Abstract
Handheld controllers are standard in immersive virtual reality (iVR), but the rise of natural hand-based interactions exposes the limitations of hand gestures, especially for point-and-click tasks with graphical user interfaces (GUI). This shows the need to explore alternative hands-free selection methods. Unlike most studies focusing on the selection task itself, this work evaluates the impact of such methods on multiple dimensions when selections occur alongside another primary task. The tested methods were: head gaze + dwell, leaning, and voice; eye gaze + dwell, leaning, blinking, and voice; and voice-only. Controllers served as the baseline. Methods were further analyzed by pointing and confirming mechanisms. Four dimensions were analyzed: (1) iVR experience, (2) user satisfaction, (3) usability, and (4) efficiency and effectiveness. With 72 participants, results show hands-free methods provide comparable experiences to controllers, suggesting selection methods have a lower impact on the user experience when users focus on a primary task.

2026

Adaptive Wine Recommendation in Online Environments

Autores
de Azambuja, RX; Morais, AJ; Filipe, V;

Publicação
EMERGING TRENDS IN INFORMATION SYSTEMS AND TECHNOLOGIES, WORLDCIST 2025, VOL 2

Abstract
Deep learning and large language models (LLMs) have recently enabled studies in state-of-the-art technologies that enhance recommender systems. This research focuses on solving the next-item recommendation problem using these challenging technologies in Web applications, specifically focusing on a case study in the wine domain. This paper presents the characterization of the framework developed for the object of study: adaptive recommendation based on new modeling of the initial data to explore the user's dynamic taste profile. Following the design science research methodology, the following contributions are presented: (i) a novel dataset of wines called X-Wines; (ii) an updated recommender model called X-Model4Rec-eXtensible Model for Recommendation supported in attention and transformer mechanisms which constitute the core of the LLMs; and (iii) a collaborative Web platform to support adaptive wine recommendation to users in an online environment. The results indicate that the solutions proposed in this research can improve recommendations in online environments and promote further scientific work on specific topics.

2026

UAbALL: Automata Learning Lab

Autores
de Oliveira, RG; Sousa, AM; Pinto, M; Viana, NAE; Morais, AJ;

Publicação
PROCEEDINGS OF 19TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES, CISTI 2024, VOL 1

Abstract
E-learning has been important in higher education, enabling people to continue their education with more flexibility. Virtual laboratories play a crucial role in Computer Science distance learning degrees, by enabling students to study at their rhythm and getting practical answers to practical problems immediately. Theoretical models such as finite automata, pushdown automata, context-free grammars, Turing machines, etc., are essential for understanding the grounds of languages and computability and are also the basis for the implementation of compilers. In this paper, a new virtual laboratory is presented, UAbALL-Automata Learning Lab, developed at Universidade Aberta (UAb), the Portuguese Open University. This virtual laboratory has already been tested in the curricular unit of Languages and Computation, with good feedback from the students. A comparison to other tools was performed showing that UAbALL is more complete in terms of tools provided.

2026

Comparing Abstract and Realistic Agent-Led Instructions for Language Learning in Virtual Environments: A Study on Presence Effects

Autores
Gonçalves, G; Romao, M; Peixoto, B; Bessa, L; Melo, M;

Publicação
IEEE REVISTA IBEROAMERICANA DE TECNOLOGIAS DEL APRENDIZAJE-IEEE RITA

Abstract
This study investigates the impact of virtual agent realism in immersive Virtual Reality (iVR) on foreign-language vocabulary learning. Specifically, it compares the effectiveness of a realistic (human-like) pedagogical virtual agent versus an abstract (non-human-like) one in delivering instructional content. A between-subjects experiment was conducted with 17 participants, divided into two groups, were exposed to either the realistic or abstract agent in an iVR Search-and-Find vocabulary learning task. Learning outcomes were measured using pre- and post-tests (based on word matching translations for 10 German-Portuguese item pairs), while presence-related experiences were assessed via the Igroup Presence Questionnaire and Temple Presence Inventory. Both groups demonstrated significant vocabulary acquisition improvements. However, no significant differences were found between the realistic and abstract agent groups in either learning outcomes or presence scores. The findings suggest that the visual realism of virtual agents may not significantly influence language learning effectiveness or user presence in these iVR environments. These preliminary results imply that abstract agents could be as effective as realistic agents for this type of foreign-language instruction, potentially reducing development resources without compromising learning benefits.

2026

Cross-Lingual Information Retrieval in Tetun for Ad-Hoc Search

Autores
Araújo, A; de Jesus, G; Nunes, S;

Publicação
PROGRESS IN ARTIFICIAL INTELLIGENCE, EPIA 2025, PT II

Abstract
Developing information retrieval (IR) systems that enable access across multiple languages is crucial in multilingual contexts. In Timor-Leste, where Tetun, Portuguese, English, and Indonesian are official and working languages, no cross-lingual information retrieval (CLIR) solutions currently exist to support information access across these languages. This study addresses that gap by investigating CLIR approaches tailored to the linguistic landscape of Timor-Leste. Leveraging an existing monolingual Tetun document collection and ad-hoc text retrieval baselines, we explore the feasibility of CLIR for Tetun. Queries were manually translated into Portuguese, English, and Indonesian to create a multilingual query set. These were then automatically translated back into Tetun using Google Translate and several large language models, and used to retrieve documents in Tetun. Results show that Google Translate is the most reliable tool for Tetun CLIR overall, and the Hiemstra LM consistently outperforms BM25 and DFR BM25 in cross-lingual retrieval performance. However, overall effectiveness remains up to 26.95% points lower than that of the monolingual baseline, underscoring the limitations of current translation tools and the challenges of developing an effective CLIR for Tetun. Despite these challenges, this work establishes the first CLIR baseline for Tetun ad-hoc text retrieval, providing a foundation for future research in this under-resourced setting.

2026

User Behavior in Sports Search: Entity-Centric Query and Click Log Analysis

Autores
Damas, J; Nunes, S;

Publicação
PROGRESS IN ARTIFICIAL INTELLIGENCE, EPIA 2025, PT II

Abstract
Understanding user behavior in search systems is essential for improving retrieval effectiveness and user satisfaction. While prior research has extensively examined general-purpose web search engines, domain-specific contexts-such as sports information-remain comparatively underexplored. In this study, we analyze over 400,000 interaction log entries from a sports-oriented search engine collected over a two-week period. Our analysis combines classic query-level metrics (e.g., frequency distributions, query lengths) with a detailed examination of click behavior, including entropy-based intent variability and a custom query quality scoring model. Compared to established baselines from general and specialized search environments, we observe a high proportion of new and single-term queries, as well as a notable lack of representativeness among top queries. These findings reveal patterns shaped by the event-driven and entity-centric nature of sports content, offering actionable insights for the design of domain-specific retrieval systems.

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