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Publicações

2024

Studying the Influence of Multisensory Stimuli on a Firefighting Training Virtual Environment

Autores
Narciso, D; Melo, M; Rodrigues, S; Cunha, JP; Vasconcelos Raposo, J; Bessa, M;

Publicação
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS

Abstract
How we perceive and experience the world around us is inherently multisensory. Most of the Virtual Reality (VR) literature is based on the senses of sight and hearing. However, there is a lot of potential for integrating additional stimuli into Virtual Environments (VEs), especially in a training context. Identifying the relevant stimuli for obtaining a virtual experience that is perceptually equivalent to a real experience will lead users to behave the same across environments, which adds substantial value for several training areas, such as firefighters. In this article, we present an experiment aiming to assess the impact of different sensory stimuli on stress, fatigue, cybersickness, Presence and knowledge transfer of users during a firefighter training VE. The results suggested that the stimulus that significantly impacted the user's response was wearing a firefighter's uniform and combining all sensory stimuli under study: heat, weight, uniform, and mask. The results also showed that the VE did not induce cybersickness and that it was successful in the task of transferring knowledge.

2024

Competence Development and Affective Commitment as Mechanisms That Explain the Relationship between Organizational Culture and Turnover Intentions

Autores
Palma-Moreira, A; Dias, AL; Pereira, B; Au-Yong-Oliveira, M;

Publicação
ADMINISTRATIVE SCIENCES

Abstract
This study investigated the effect of organizational culture (supportive culture, innovation culture, goal culture and rule culture) on turnover intentions and whether this relationship was mediated by organizational practices of competencies development (training, functional rotation and individualized support) and affective commitment. The study sample consisted of 369 participants working in organizations based in Portugal. The results show that only goal culture positively and significantly affects the three dimensions of organizational practices of development competencies and affective commitment. The culture of support has a positive and significant effect on functional rotation, individualized support and affective commitment. The culture of innovation has a positive and significant effect on training. Supportive culture, goal culture and the dimensions of organizational practices of development competencies negatively and significantly affect exit intentions. The serial mediating effect of organizational practices of development competencies and affective commitment on the relationship between organizational culture (supportive culture and goal culture) and turnover intentions was proven. Organizational culture, especially supportive culture and goal culture, proved to be relevant in boosting the implementation of organizational practices of development competencies, boosting affective commitment and reducing turnover intentions.

2024

BartleZ: A Gamified Approach to Overturn Traditional Bartle Player Type Attribution

Autores
Guimaraes, D; Correia, A; Paulino, D; Cabral, D; Alves, L; Teixeira, M; Paredes, H;

Publicação
PROCEEDINGS OF THE 11TH INTERNATIONAL CONFERENCE ON SOFTWARE DEVELOPMENT AND TECHNOLOGIES FOR ENHANCING ACCESSIBILITY AND FIGHTING INFO-EXCLUSION, DSAI 2024

Abstract
The study of user logs plays a crucial role in understanding user behavior and preferences in various online environments. By analyzing user logs, researchers can gain valuable insights into how users interact with a system and make informed decisions on system improvements. They can also assess the effectiveness of different features and functionalities. In the field of game design, the exploration of user logs becomes even more important as it provides valuable information on player motivations, preferences, and gameplay patterns. This research explores the impact of Bartle Taxonomy on user behavior analysis through a Game with a Purpose (GWAP) named BartleZ. By analyzing user logs and decisions within the game, BartleZ aims to determine the dominant player type according to the Bartle Taxonomy classification. This research also investigates how different player types engage with the game and the implications for user experience design.

2024

Advanced methodologies for the diagnosis of agronomic processes based on systems biology for precision agriculture

Autores
Renan Tosin;

Publicação

Abstract

2024

A Comparative Analysis of Model Alignment Regarding AI Ethics Principles

Autores
Palumbo, G; Carneiro, D; Alves, V;

Publicação
NEW TRENDS IN DISRUPTIVE TECHNOLOGIES, TECH ETHICS, AND ARTIFICIAL INTELLIGENCE, DITTET 2024

Abstract
As LLMs gain an increasingly relevant role and agency, their alignment with human values, principles and goals is crucial for their responsible deployment and acceptance. The main goal of this study is to assess the alignment of different LLMs regarding the relative importance of AI Ethics principles across different domains. To this end, human experts in different domains were asked, through a questionnaire, to rate the relative importance of six AI Ethics principles in their respective domains, totaling 6 domains. Then, five publicly available LLMs were asked to rate the same Ethics principles in different domains. Multiple prompts were used multiple times, to also evaluate consistency, totaling 90 runs per LLM. Model alignment was measured through the correlation with human experts, and consistency was evaluated through the standard deviation. Results show varying degrees of alignment and consistency, with a couple of models showing satisfactory results. This makes it possible to envisage the use of such models to automatically configure and adapt data pipeline ecosystems and architectures across different domains, selecting processes, dashboard elements or monitored KPIs according to the target domain or the goals of the system.

2024

Prototyping and Control of an Educational Manipulator Robot

Autores
Coelho, J; Brancaliao, L; Alvarez, M; Costa, P; Gonçalves, J;

Publicação
2024 10TH INTERNATIONAL CONFERENCE ON CONTROL, DECISION AND INFORMATION TECHNOLOGIES, CODIT 2024

Abstract
This article presents the prototyping of an educational manipulator robot, based on the EEZYbotARM Mk2 robot, tailored for first-year master's students in the field of robotics. The project encompasses the assembly of the robot arm, computation of both forward and inverse kinematics, and analysis of two path-planning movement algorithms. These features are consolidated into an Arduino library to streamline the process for students to generate instructions for the robot. The EEZYbotARM Mk2 features a three-degree-of-freedom revolute arm with a gripper that remains parallel to its base at all times, enhancing its suitability for educational applications such as pick-and-place tasks. The article provides detailed descriptions of the materials and methods employed, along with proposed challenges for student engagement.

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