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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

A Framework for Adaptive Recommendation in Online Environments

Autores
De Azambuja, RX; Morais, A; Filipe, V;

Publicação
Artificial Intelligence and Applications

Abstract
Recent advancements in deep learning and large language models (LLMs) have led to the development of innovative technologies that enhance recommender systems. Different heuristics, architectures, and techniques for filtering information have been proposed to obtain successful computational models for the recommendation problem; however, several issues must be addressed in online environments. This research focuses on a specific type of recommendation, which combines sequential recommendation with session-based recommendation. The goal is to solve the complex next-item recommendation problem in Web applications, using the wine domain as a case study. This paper describes a framework developed to provide adaptive recommendations by rethinking the initial data modeling to better understand users’ dynamic taste profiles. Three main contributions are presented: (a) a novel dataset of wines called X-Wines; (b) an updated recommendation model named X-Model4Rec – eXtensible Model for Recommendation, which utilizes attention and transformer mechanisms central to LLMs; and (c) a collaborative Web platform designed to support adaptive wine recommendations for users in an online environment. The results indicate that the proposed framework can enhance recommendations in online environments and encourage further scientific exploration of this topic. © The Author(s) 2025. Published by BON VIEW PUBLISHING PTE. LTD.

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

Virtual reality in wine tourism: Immersive experiences for promoting travel destinations

Autores
Sousa, N; Alén, E; Losada, N; Melo, M;

Publicação
JOURNAL OF VACATION MARKETING

Abstract
Virtual reality (VR) has emerged as a powerful promotional tool in tourism, providing consumers immersive and engaging experiences. However, its specific impact on the wine tourism sector remains underexamined. This study aims to both investigate and convincingly highlight the promotional influence of VR on the intention to visit wine tourism destinations. By providing an immersive VR experience to 405 participants, our research revealed that the quality of VR experiences is essential for generating consumer satisfaction. More crucially, we found that wine tourists' satisfaction with VR experiences plays a crucial role in motivating them to visit a destination. Our results not only fill a gap in understanding the impact of VR on wine tourist behaviour but also offer valuable insights for marketing professionals and companies in the sector. This study emphasises the critical need for enjoyable, high-quality and satisfying VR experiences to catalyse the intention to visit. In doing so, we contribute to academic knowledge and provide practical guidance for the industry, highlighting VR's effectiveness as a promotional strategy in wine tourism. This research is not merely an exploration but a compelling defense of VR's transformative influence on wine tourist behaviour.

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