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Publicações

Publicações por HumanISE

2025

Improve Multi-Unmanned Vehicle Environments Through Automated Task Delegation and ROS2 Integration

Autores
Rocha, B; Ramos, F; Costa, NAR; Pires, J; Barroso, JMP; Pereira, J;

Publicação
Proceedings of the 11th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion

Abstract
We present a novel solution for automatic task allocation in multi-device environments, where configured robots compete for task assignment when announcing tasks, minimizing manual intervention. To this end, we propose the specification of a task assignment system and a task-oriented programming method aimed at automating processes and optimizing resource utilization in multiple controller environments. The proposed solution with its market-based algorithm and developed architecture improves the adaptability, scalability and overall efficiency of the system. The research discussion extends to broader implications that are consistent with the overall goal of improving robot capabilities in various deployment scenarios. © 2025 Elsevier B.V., All rights reserved.

2025

Emotionally Intelligent Customizable Conversational Agent for Elderly Care: Development and Impact of Chatto

Autores
Mendes, C; Pereira, R; Frazao, LAL; Ribeiro, JC; Rodrigues, C; Costa, NAR; Barroso, JMP; Pereira, J;

Publicação
Proceedings of the 11th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion

Abstract
This paper proposes an Artificial Intelligence (AI) driven solution, Chatto, designed for emotional support among older adults. It integrates emotion recognition, Natural Language Processing (NLP), and human-computer interaction (HCI) to facilitate meaningful interactions and aid in self-emotion regulation while providing caregivers with tools to monitor and support the elder's emotional state remotely. The proposal includes an infrastructure to personalize the system through a human labeling approach and retraining of the deep learning models. The findings revealed the solution's impact on the emotional well-being of the elderly and identified potential improvements in emotion detection, conversational features, and user interface. These improvements were based on feedback from feasibility and usability tests conducted with caregivers and older adults subject to the influence of demographic variables, such as age, cultural background, and technological literacy. © 2025 Elsevier B.V., All rights reserved.

2025

A ROS2-based middleware for flexible integration and task performance across diverse environments: Preliminary Results

Autores
Carreira, R; Costa, NAR; Ramos, F; Frazao, LAL; Barroso, JMP; Pereira, J;

Publicação
Proceedings of the 11th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion

Abstract
We live in an era where robotics and IoT represent a significant transition towards a unified and automated world. Nonetheless, this convergence faces challenges, including system compatibility and device interoperability. The lack of flexibility of conventional robotic architectures amplifies these obstacles, highlighting the urgency for solutions. Furthermore, the complexity of adopting new technologies can be overwhelming. To address these challenges, this article features a Robot Operating System (ROS2)-centered middleware, referred to as "Gateway"since it applies the concept of a gateway, designed to ease the robot integration. Focusing on the payload module and fostering several types of external communication, it enhances modularity and interoperability. Developers can select payloads and communication modes through a console, which the middleware subsequently configures, guaranteeing flexibility. The goal is to highlight this middleware's potential to overcome robotics limitations, allowing a flexible integration of robots. This work contributes to the Internet of Robotic Things (IoRT) matter, underscoring the importance of modular payload engineering and interoperable communication in robotics and IoT. © 2025 Elsevier B.V., All rights reserved.

2025

ElderMind: A Mobile Application for Cognitive Stimulation and User Engagement

Autores
Reis, A; Barroso, JMP; Rocha, TDJVD;

Publicação
Proceedings of the 18th ACM International Conference on PErvasive Technologies Related to Assistive Environments

Abstract
This paper presents ElderMind, a mobile application designed to promote cognitive stimulation and engagement among older adults. Developed using a User-Centered Design (UCD) approach, the application incorporates gamified elements to enhance usability. ElderMind features three cognitive games - memory, puzzle, and maze-solving - each with adjustable difficulty levels, ensuring accessibility for diverse user needs. Key functionalities include performance tracking, customizable font sizes, and multilingual support, making it a versatile tool for aging populations. Accessibility and usability assessments were conducted to refine the application iteratively, addressing issues such as visual contrast and touch target sizes. Preliminary usability testing with participants aged 50-64 demonstrated ease of use, with most tasks rated as "not difficult at all."Feedback highlighted the application's simplicity and accessibility while identifying areas for improvement, such as interface aesthetics and game variety. ElderMind represents a preliminary solution toward inclusive digital solutions for cognitive health and user engagement. © 2025 Elsevier B.V., All rights reserved.

2025

Evolution of an Adaptive Serious Games Framework Using the Design Science Research Methodology

Autores
Pistono, A; Santos, A; Baptista, R;

Publicação
World Journal of Information Systems

Abstract
Games with purposes beyond entertainment, the so-called serious games, have been useful tools in professional training, especially in engaging participants. However, their evaluation and, also, their adaptable characteristics to different scenarios, audiences and contexts remain challenges. This paper examines the application of serious games in professional training, their results and adaptable ways to achieve certain goals. Using the Design Science Research (DSR) methodology, a framework was built to develop and evaluate serious games to improve user experience, learning outcomes, knowledge transfer to work situations, and the application of the skills practised in the game in real professional settings. At this stage, the investigation presents a framework regarding the triangulation of data collected from a systematic literature review, focus groups and interviews. Following the DSR methodology, the next steps of this investigation, listed at the end of the paper, are the demonstration of the framework in serious game development and the evaluation and validation of this artefact.

2025

A Mathematical Perspective On Contrastive Learning

Autores
Baptista, R; Stuart, AM; Tran, S;

Publicação
CoRR

Abstract

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