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Publicações

Publicações por HumanISE

2026

An Explosion of the Uses of Immersive Learning Environments: A Mapping of Reviews Update

Autores
Beck, D; Morgado, L; O'Shea, P;

Publicação
IMMERSIVE LEARNING RESEARCH NETWORK, ILRN 2025

Abstract
Since the publication of the 2020 paper, Finding the Gaps About Uses of Immersive Learning Environments: A Survey of Surveys, the landscape of immersive learning environments (ILEs) has continued to evolve rapidly. This update aims to revisit the gaps identified in that previous research and explore emerging trends. We conducted an extensive review of new surveys published after that paper's cut date. Our findings reveal a significant amount of new published reviews (n = 64), more than doubling the original corpus (n = 47). The results highlighted novel themes of usage of immersive environments, helping bridge some 2020 research gaps. This paper discusses those developments and presents a consolidated perspective on the uses of immersive learning environments.

2026

Immersion for AI: Immersive Learning with Artificial Intelligence

Autores
Morgado, L;

Publicação
IMMERSIVE LEARNING RESEARCH NETWORK, ILRN 2025

Abstract
This work reflects upon what Immersion can mean from the perspective of an Artificial Intelligence (AI). Applying the lens of immersive learning theory, it seeks to understand whether this new perspective supports ways for AI participation in cognitive ecologies. By treating AI as a participant rather than a tool, it explores what other participants (humans and other AIs) need to consider in environments where AI can meaningfully engage and contribute to the cognitive ecology, and what the implications are for designing such learning environments. Drawing from the three conceptual dimensions of immersion-System, Narrative, and Agency-this work reinterprets AIs in immersive learning contexts. It outlines practical implications for designing learning environments where AIs are surrounded by external digital services, can interpret a narrative of origins, changes, and structural developments in data, and dynamically respond, making operational and tactical decisions that shape human-AI collaboration. Finally, this work suggests how these insights might influence the future of AI training, proposing that immersive learning theory can inform the development of AIs capable of evolving beyond static models. This paper paves the way for understanding AI as an immersive learner and participant in evolving human-AI cognitive ecosystems.

2026

Adaptive User Interface for Electric Vehicle Route Information in Urban Mobility Services

Autores
Vigário, A; Oliveira, J; Fernandes, R; Pinto, T; Reis, AMD; Rocha, TDJVD; Barroso, JMP;

Publicação
Learning and Analytics in Intelligent Systems

Abstract
Growing urbanisation, the development of smart cities, and environmental concerns have driven the implementation of advanced technologies and the modernisation of transport systems. Electric motorcycles have emerged as an effective solution for mobility, but they also present specific challenges, particularly related to the mode of riding, which is more complex than that of other vehicles and requires greater attention, skill, and preparation. Therefore, the interaction between the rider and the support system must be carefully designed, with particular emphasis on the interface and the adaptation of route information. This interface should be intuitive, accessible, and capable of presenting relevant information in a clear and objective manner, minimising distractions while riding. In addition, it must be adaptable to user preferences, allowing for customisation such as colour themes, levels of detail in the information displayed, or specific notifications regarding adverse weather and road conditions. Adapting route information provides a more efficient, safe, and satisfactory user experience. It enables riders to access personalised information, continuously updated in real time and tailored to the situation and their specific needs, including traffic conditions, road surface state, and weather conditions. This optimisation leads to better time management, energy consumption, and overall ride quality, enhancing urgent and non-urgent services. Moreover, integrating clearly and objectively features such as voice commands and compatibility with mobile or wearable devices (e.g., smartwatches) can facilitate real-time interaction without compromising safety. The interface should also offer advanced functionalities in line with technological developments and user needs, adapting to each rider’s specific requirements. This not only improves the individual experience but also promotes efficiency and sustainability, contributing to the advancement of smart cities and innovative mobility solutions. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.

2026

Comparative Evaluation of Multimodal Large Language Models for Technical Content Simplification and Visual Interpretation

Autores
Pilarski, L; Luiz, E; Gomes, S; Pinto, T; Filipe, V; Rijo, G; Barroso, JMP;

Publicação
Lecture Notes in Networks and Systems

Abstract
This study highlights the critical role of Large Language Model (LLM) in simplifying technical content and integrating visual data for accessible communication. It compares GPT-4 and Llama-3.2-90b-Vision-Preview, focusing on readability, semantic similarity, and multimodal interpretation using robust metrics like Flesch Reading Ease, Gunning Fog Index, and CLIP Score. GPT-4 retains key information and achieves high semantic and textual integration scores, making it more suitable for complex technical scenarios. Furthermore, LLaMA prioritizes readability and simplicity, outperforming in generating accessible captions. Both models show optimal performance with a temperature setting of 0.5, balancing simplicity and meaning preservation. The research underscores LLM potential to democratize technical knowledge across disciplines but notes precision and multimodal integration limitations. Future directions include fine-tuning for domain-specific applications and expanding input modalities to enhance accessibility and efficiency in real-world technical tasks. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.

2026

A Software Platform for an Intelligent Mobility Ecosystem

Autores
Reis, AMD; Paulino, A; Pinto, T; Barroso, JMP;

Publicação
Lecture Notes in Networks and Systems

Abstract
Software ecosystems have emerged as a paradigm to structure software products, communities and business models, in a form inspired by the natural ecosystems. Mobility solutions are also evolving from individual vehicles to soft mobility services based on electric vehicles. This paper aims to address the creation of a software platform to support an ecosystem of mobility solutions—the Intelligent Mobility Ecosystem, based on connected electric vehicles. It follows the paradigm of software ecosystems, in which a technological platform provides the functionalities needed to create solutions within the ecosystem. The work being carried out is part of the A-Mover project, which aims to develop a connected electric motorcycle and electronic services to support driving and use of the vehicle in individual and business contexts. The aim is to develop a set of functionalities around the vehicle to create specific mobility solutions. The concept of a software ecosystem is reviewed below and the proposed architecture for the software platform that will support the ecosystem is described. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.

2026

NonVisual Pong: Enhancing Digital Accessibility Through Audio and Haptic Gaming for the Visually Impaired

Autores
Rocha, TDJVD; Nunes, RR; Barroso, JMP;

Publicação
Lecture Notes in Networks and Systems

Abstract
The video game industry has grown to become one of the largest in the market, surpassing even the film industry over a decade ago (Statista in Video game industry revenue worldwide 2000–2020). However, the development of games designed with visually impaired players in mind is still almost non-existent when compared to the sheer number of games released yearly. NonVisual Pong is our approach to addressing this challenge, providing blind players with a way to engage in competitive fun through gaming. We took the original Pong game from 1972 and fully adapted it to be played using only a controller—no visual display required. Following the development process, we tested our implementation with experts, discovering that, overall, our game was easy to pick up, required no overly complex setup, and successfully delivered the intended experience. Players enjoyed a balanced challenge and immersion, facilitated by audio cues and the controller’s vibrations. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.

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