2019
Autores
Verissimo, A; Giesteira, B;
Publicação
DIGICOM 2019 - 3RD INTERNATIONAL CONFERENCE ON DESIGN AND DIGITAL COMMUNICATION
Abstract
The presence of brands in digital is a challenge and at the same time an opportunity. It is important to realize the extent to which emotion is a determining factor in digital, to create meaningful and memorable experiences. Assuming that adaptation to change is a basic factor for the survival of any brand, so branding must adapt to new realities. In this article, we reflects on how fleeting and momentary can be what thrills and binds us to a brand. Different authors emphasize the importance of emotions in the experience provided by the image of a brand, as well as the connections that are established with people. This study begins by making a state of the art about the role of emotions in the area of branding, subjecting a set of individuals to the visualization of a sample of visual identities, through qualitative methods, with the objective of collecting data, establishing comparisons and to analyze correlations between the emotional perception of individuals and the strategic vision of the brand and associated branding. This article arises in the context of a master's dissertation, still under investigation, and therefore it is not possible to present final statements, only partial considerations of the work developed so far. The results of this study, being in development, ends the purpose of being applied in the branding of a newly created brand.
2019
Autores
Rangel, A; Carvalhais, M; Ribas, L; Verdicchio, M;
Publicação
JOURNAL OF SCIENCE AND TECHNOLOGY OF THE ARTS
Abstract
2019
Autores
Fava, F; Soares, CM; Carvalhais, M;
Publicação
TECHNOETIC ARTS
Abstract
In the context of interspecies play involving humans, we find limitations when it comes to understanding most species. One reason for this may be the fact that we tend to anthropomorphize the other to be able to empathize with it. In light of this, how can we infer communication signs of other species so we are able to connect with the nonhuman world? We look for answers to this question by adopting a phenomenological approach that allows us to decentre from the anthropocentric perspective. We highlight animal studies, especially those that extend to them the notion of play, and the studies on interspecies playful interaction conducted in the context of animal- computer interaction. In addition, we propose considering empathy as an interspecies dialogical bridge with nonhumans. Finally, we argue about an expansion of the field of interaction design as an approach to the connection with the nonhuman world.
2019
Autores
Carvalhais, M; Lee, R;
Publicação
Electronic Workshops in Computing
Abstract
2019
Autores
Safadinho, D; Ramos, J; Ribeiro, R; Reis, A; Rabadao, C; Pereira, A;
Publicação
NEW KNOWLEDGE IN INFORMATION SYSTEMS AND TECHNOLOGIES, VOL 2
Abstract
The Wi-Fi networks are more and more omnipresent in our quotidian. It is a cheap technology that is available in many places, public or private (e.g.: schools, hospitals, public transports). The vulgarization of this technology is related to the impact that the concept of Internet of Things (IoT) has been having during the last years, revolutionizing the way to interact with “things”. The use of Unmanned Vehicles (UV) tends to increase, for ludic or professional ends. These vehicles allow to assist and minimize the human intervention in many situations, but one of the associated problems settles in their communication architecture that needs the use of an ad-hoc remote controller that restricts the control area. This work intends to explore the ESP8266 microcontroller to control a UV over a Wi-Fi connection. Three architectures that support the interaction with the vehicle are presented and specified. The real test scenario validated all the described architectures to control the vehicles. © Springer Nature Switzerland AG 2019.
2019
Autores
Ribeiro, R; Safadinho, D; Ramos, J; Rodrigues, N; Reis, A; Pereira, A;
Publicação
Advances in Intelligent Systems and Computing
Abstract
The arrival of Unmanned Aerial Vehicles (UAV) to the consumer market has been changing the way we interact with our surroundings. Fields like cinema and photography are improving with the possibility of reaching unsafe areas, as much as industry related companies that can now supervise their infrastructures safely. Besides many other professional areas, this fever also got into sports and UAV racing became a new way to compete. There are limited alternatives to control a UAV, each one with its pros and cons. The most reliable is the conventional handheld controller, a bulky equipment that requires practice and dexterity to be a good pilot. Consequently, technologically illiterate individuals, users with low dexterity or hand malformations and elders are departed from this game breaking technology, either for professional or recreational purposes. To expand the control of UAV to more member of our society, a different control equipment should be developed. In this paper we propose a solution based in two lightweight hand worn devices sensitive to motion changes. These changes are used to detect modifications in the orientation of the device, which are then transmitted through Bluetooth Low Energy (BLE) to a mobile app that is responsible for their interpretation as simple input or input patterns. The result of this interpretation should be used as flight commands to control a UAV. Through simple and intuitive hand movements, users can accurately pilot a quadcopter. This alternative presents a new and easier approach to control UAV that decreases the time that is required to learn how to use it, with the outcomes of an accentuated learning curve. The results obtained with the usability tests performed with users with different capacities of interaction, confirmed the viability of this solution, as much as its simplicity and intuition in the control. © Springer Nature Switzerland AG 2019.
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