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Publicações

Publicações por HumanISE

2025

A Pattern Language for Engineering Software for the Cloud

Autores
Sousa, TB; Ferreira, HS; Correia, FF;

Publicação
Lecture Notes in Computer Science

Abstract
Software businesses are continuously increasing their presence in the cloud. While cloud computing is not a new research topic, designing software for the cloud is still challenging, requiring engineers to invest in research to become proficient at working with it. Design patterns can be used to facilitate cloud adoption, as they provide valuable design knowledge and implementation guidelines for recurrent engineering problems. This work introduces a pattern language for designing software for the cloud. We believe developers can significantly reduce their R&D time by adopting these patterns to bootstrap their cloud architecture. The language comprises 10 patterns, organized into four categories: Automated Infrastructure Management, Orchestration and Supervision, Monitoring, and Discovery and Communication. © The Author(s), under exclusive license to Springer-Verlag GmbH, DE, part of Springer Nature 2025.

2025

Theoretical Model Validation of the Multisensory Role on Subjective Realism, Presence and Involvement in Immersive Virtual Reality

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

Publicação
COMPUTER GRAPHICS FORUM

Abstract
With the consistent adoption of iVR and growing research on the topic, it becomes fundamental to understand how the perception of Realism plays a role in the potential of iVR. This work puts forwards a hypothesis-driven theoretical model of how the perception of each multisensory stimulus (Visual, Audio, Haptic and Scent) is related to the perception of Realism of the whole experience (Subjective Realism) and, in turn, how this Subjective Realism is related to Involvement and Presence. The model was validated using a sample of 216 subjects in a multisensory iVR experience. The results indicated a good model fit and provided evidence on how the perception of Realism of Visual, Audio and Scent individually is linked to Subjective Realism. Furthermore, the results demonstrate strong evidence that Subjective Realism is strongly associated with Involvement and Presence. These results put forwards a validated questionnaire for the perception of Realism of different aspects of the virtual experience and a robust theoretical model on the interconnections of these constructs. We provide empirical evidence that can be used to optimise iVR systems for Presence, Involvement and Subjective Realism, thereby enhancing the effectiveness of iVR experiences and opening new research avenues.

2025

Layer-based management of collaborative interior design in extended reality

Autores
Pintani, D; Caputo, A; Mendes, D; Giachetti, A;

Publicação
BEHAVIOUR & INFORMATION TECHNOLOGY

Abstract
We present CIDER, a novel framework for the collaborative editing of 3D augmented scenes. The framework allows multiple users to manipulate the virtual elements added to the real environment independently and without unexpected changes, comparing the different editing proposals and finalising a collaborative result. CIDER leverages the use of 'layers' encapsulating the state of the environment. Private layers can be edited independently by the different subjects, and a global one can be collaboratively updated with 'commit' operations. In this paper, we describe in detail the system architecture and the implementation as a prototype for the HoloLens 2 headsets, as well as the motivations behind the interaction design. The system has been validated with a user study on a realistic interior design task. The study not only evaluated the general usability but also compared two different approaches for the management of the atomic commit: forced (single-phase) and voting (requiring consensus), analyzing the effects of this choice on collaborative behaviour. According to the users' comments, we performed improvements to the interface and further tested their effectiveness.

2025

Do We Need 3D to See? Impact of Dimensionality of the Virtual Environment on Attention

Autores
Matos, T; Mendes, D; Jacob, J; de Sousa, AA; Rodrigues, R;

Publicação
IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2025 - Abstracts and Workshops, Saint Malo, France, March 8-12, 2025

Abstract
Virtual Reality allows users to experience realistic environments in an immersive and controlled manner, particularly beneficial for contexts where the real scenario is not easily or safely accessible. The choice between 360° content and 3D models impacts outcomes such as perceived quality and computational cost, but can also affect user attention. This study explores how attention manifests in VR using a 3D model or a 360° image rendered from said model during visuospatial tasks. User tests revealed no significant difference in workload or cybersickness between these types of content, while sense of presence was reportedly higher in the 3D environment. © 2025 IEEE.

2025

Modeling Electricity Markets and Energy Systems: Challenges and Opportunities

Autores
Aliabadi, DE; Pinto, T;

Publicação
ENERGIES

Abstract
[No abstract available]

2025

Contributions for the Development of Personae: Method for Creating Persona Templates (MCPT)

Autores
Couto, F; Curado Malta, M;

Publicação
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Abstract
This paper contributes to developing a Method for Creating Persona Templates (MCPT), addressing a significant gap in user-centred design methodologies. Utilising qualitative data collection and analysis techniques, MCPT offers a systematic approach to developing robust and context-oriented persona templates. MCPT was created by applying the Design Science Research (DSR) methodology, and it incorporates multiple iterations for template refinement and validation among project stakeholders; all of the proposed steps of this method were based on theoretical contributions. Furthermore, MCPT was tested and refined within a real-life R&D project focusing on developing a digital platform e-marketplace for short agrifood supply chains in two iteration cycles. MCPT fills a critical void in persona research by providing detailed instructions for each step of template development. By involving the target audience, users, and project stakeholders, MCPT adds rigour to the persona creation process, enhancing the quality and relevance of personae casts. This paper contributes to the body of knowledge by offering an initial proposal of a comprehensive method for creating persona templates within diverse projects and contexts. Further research should explore MCPT’s adaptability to different settings and projects, thus refining its effectiveness and extending its utility in user-centred design practices. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.

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