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Publicações

Publicações por HumanISE

2026

A Software Platform for an Intelligent Mobility Ecosystem

Autores
Reis, A; Paulino, A; Pinto, T; Barroso, J;

Publicação
EMERGING TRENDS IN INFORMATION SYSTEMS AND TECHNOLOGIES, WORLDCIST 2025, VOL 4

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.

2026

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

Autores
Rocha, T; Nunes, R; Barroso, J;

Publicação
EMERGING TRENDS IN INFORMATION SYSTEMS AND TECHNOLOGIES, WORLDCIST 2025, VOL 3

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.

2026

Data Governance Meets Generative Artificial Intelligence: Towards A Unified Organizational Framework

Autores
Bernardo B.M.V.; Mamede H.S.; Barroso J.M.P.; Naranjo-Zolotov M.; Duarte Dos Santos V.M.P.;

Publicação
Emerging Science Journal

Abstract
As technology continues to evolve, organizations face growing and complex challenges and opportunities that affect their ability to govern, manage and harness data as a key source of competitive advantage. Equally, data are considered a powerful and unique source of success for organizations, which in turn, can impact their decision-making capabilities and play a critical role in their success. Hence, this article aims to provide a detailed identification, analysis and discussion over the current data governance context and its existing frameworks, highlighting their commonalities, differences and gaps, including ones related to data governance relationship with Generative Artificial Intelligence (GenAI). This article conducts an extensive methodological and in-depth analysis over a set of sixteen data governance frameworks based on different key data governance attributes, denoting that although there are numerous frameworks, they hold weaknesses, limitations and challenges which prevent them from being capable of incorporating and governing the use and management of AI, particularly the demands originating from GenAI. Our findings provide and propose a new and enhanced data governance framework which integrates the best features and ideas from the existing ones and initiatives derived from the advancements and particularities of AI and GenAI models, systems, and overall usage.

2026

Use of Focus Groups for Planning, Action and Analysis of Sessions: First Step Towards the Design of Optimized Interfaces Through Co-design

Autores
Rocha, T; Nunes, R; Reis, A; Barroso, J;

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

Abstract
Within the scope of the Mobilizing Agenda for the Development of Intelligent Green Mobility Products and Systems (A-MoVeR), PPS2 defined the presentation of a new electric motorcycle, with high autonomy, aimed at promoting comfortable, efficient and efficient urban mobility. green. In this context, the need to develop interfaces that meet the expectations of end users, promoting user experience and security are crucial. Therefore, following a User-Centered Design (DCU) methodology, a co-design perspective and UX data collection methods, this article presents the steps and preliminary results of the preparation, face-to-face session and subsequent analysis of results of a preliminary moment of acquiring knowledge on how to optimize motorcycle user interfaces. Specifically: script planning, requirements and analysis of user feedback collected through audiovisual recording, in a focus group, are described.

2026

Stereoscopic Vision and Object Detection with YOLO on Raspberry Pi for Distance Estimation

Autores
Pilarski, L; Silva, T; Filipe, V; Pinto, T; Barroso, J; Oliveira, AS; Lima, J;

Publicação
Lecture Notes in Networks and Systems

Abstract
This article presents a real-time object detection and distance estimation system implemented on a low-cost platform. The system uses a Raspberry Pi 5 and two cameras in a stereoscopic configuration to capture pairs of images. Object detection is performed using YOLO neural networks and distance estimation is based on the disparity between the centers of the detected bounding boxes. The system is evaluated in terms of detection performance, inference speed and depth estimation accuracy. Three YOLO models (YOLOv8n, YOLO11n and YOLO12n) are tested at different resolutions. Among them, the YOLO11n with a resolution of 320×320 achieves the best balance between processing speed and detection quality in stereoscopic operation. The system has a low error in depth estimation at close range, with absolute errors of less than 1.2 cm up to 60 cm. At greater distances, accuracy is affected by the reduction in the size of the bounding box, which limits the reliability of the disparity. Possible improvements include using segmentation-based localization and optimizing the stereo configuration. The proposed system is suitable for short-range applications in controlled environments and serves as a basis for future improvements in embedded vision systems. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.

2026

An Agentic Approach to Product Design

Autores
Ribeiro, E; Reis, A; Pinto, T; Barroso, J;

Publicação
Lecture Notes in Networks and Systems

Abstract
Product design is a complex and iterative process that requires the balance of multiple constraints, such as material selection, manufacturability, regulatory compliance, and structural integrity, among others. Traditional design workflows follow a human-driven approach, limiting efficiency, adaptability, and the ability to quickly respond to evolving limitations. This paper introduces an agentic approach to product design, leveraging multi-agent systems to distribute and automate design tasks dynamically. To demonstrate this methodology, a hypothetical enclosure design is used as a guiding example, demonstrating how agents interact to generate product specifications, select materials, validate structural properties, assess manufacturability, and perform other relevant tasks throughout the design process. To implement this framework, CrewAI is utilized as an agent coordination system that enables the structured definition of roles and execution of tasks for autonomous agents. In the final section, a case study is presented, focusing on the design of a parallelepiped enclosure, applying the proposed framework in a simulated environment. Our findings highlight the advantages of agent-based collaboration in product design, showcasing its potential to optimize workflows, reduce development time, and improve adaptability to changing requirements. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.

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