2017
Autores
Coelho, N; Universidade Trás-os-Montes e Alto Douro, Portugal,; Fonseca, B; Castro, A; Universidade Trás-os-Montes e Alto Douro, Portugal,; Instituto Superior de Engenharia do Porto, Portugal,;
Publicação
Atas da Conferencia da Associacao Portuguesa de Sistemas de Informacao
Abstract
Recently the world knew by the media, that its leading nations follow closely their citizens, disregarding any moral and technological threshold, that internal and external security agencies in the USA and Europe closely follow telephone conversations, e-mail, web traffic of their counterparts, using powerful monitoring and surveillance programs. In other corners of the globe nations in turmoil or wrapped in the cloak of censorship persecute and deny uncontrolled web access without harmful repercussions to their citizens. This work is a research-in-progress project and consists in showing the research done so far to develop a methodology. This consists in the construction of an operative system with an academic scientific source that permits a secure and anonymous use of the web. For such methodology, first is required to comprehend and get acquaintance with the technologies that controls usage of web consumers, solutions that enable and grant some anonymity and security in web traffic.
2017
Autores
Melo, M; Barbosa, L; Bessa, M; Debattista, K; Chalmers, A;
Publicação
MULTIMEDIA TOOLS AND APPLICATIONS
Abstract
HDR video on mobile devices is in its infancy and there are no solutions yet that can achieve full HDR video reproduction due to computational power limitations. In this paper we present a novel and versatile solution that allows the delivery of HDR video on mobile devices by taking into account contextual information and retro-compatibility for devices that do not have the computational power to decode HDR video. The proposed solution also enables the remote transmission of HDR video to mobile devices in real-time. This context-aware HDR video distribution solution for mobile devices is evaluated and discussed by considering the impact of HDR videos over conventional low dynamic range videos on mobile devices as well as the challenge of playing HDR videos directly locally or remotely.
2017
Autores
Monteiro, P; Carvalho, D; Melo, M; Branco, F; Bessa, M;
Publicação
2017 24 ENCONTRO PORTUGUES DE COMPUTACAO GRAFICA E INTERACAO (EPCGI)
Abstract
Navigation in virtual environments is important because it allows the exploration of the virtual worlds. This paper presents an objective performance evaluation (based on the Steering Law) of two types of navigation: natural (real walking) vs. not natural (gamepad). Steering Law was the objective performance metric chosen since it captures the relationship between the time to travel a path and the difficulty of that path. In addition to the performance, subjective metrics were also considered, namely the feeling of presence, cybersickness and user satisfaction. The participants had to complete a series of paths with different difficulty indices and the time that a participant took to go through each one was measured. Overall results show that navigation through real walking had better performance, presence, cybersickness, and satisfaction than the gamepad interface.
2017
Autores
Bessa, M; Coelho, H; Melo, M; Pinto, M;
Publicação
2017 24 ENCONTRO PORTUGUES DE COMPUTACAO GRAFICA E INTERACAO (EPCGI)
Abstract
Virtual Reality offers the possibility of creating the most diverse types of videogames, being possible to have different types of videogames such as calm, eventful or even terrifying. The present study aimed to verify whether different types of videogames have impact on player's emotional responses as wecc as on the self-reported sense of presence. In addition, two distinct display interfaces were considered: conventional computer display and head-mounted display. To carry out this study, an experimental study was designed based on three videogames with distinct natures (exploration, puzzle and horror), where the participants had to fulfill certain tasks within a predetermined period. The data analysis revealed that there no significant emotional changes between the different videogames used. The results also revealed that the use of head-mounted displays increases the sense of presence in scenarios where the field of view is wide.
2017
Autores
Barbosa, L; Monteiro, P; Pinto, M; Coelho, H; Melo, M; Bessa, M;
Publicação
2017 24 ENCONTRO PORTUGUES DE COMPUTACAO GRAFICA E INTERACAO (EPCGI)
Abstract
The use of virtual reality in training and simulation as well as the use of haptic feedback are already used in many areas such as medicine, aviation, and training in controlled environments, such as training firefighters. The purpose of this study was the creation of a virtual multisensory environment for the simulation of a training task used in the training of firemen, with the added purpose of studying the impact of the use of haptic feedback on the feeling of presence, satisfaction and performance in the task. For this study a virtual reality experiment was designed to simulate an urban fire environment, where the participants had to train one of the methods used by firefighters in these situations, and the temperature was selected for the haptic feedback. The analysis to the obtained data show that, after doing the experiment, the performance with and without haptic feedback was approximately the same and the participants showed a low error rate. Regarding the sense of presence and satisfaction, the results demonstrate that there was an improvement in the involvement and experienced realism, as well as a low cybersickness value.
2017
Autores
Carvalho, D; Bessa, M; Magalhaes, L; Melo, M; Carrapatoso, E;
Publicação
2017 24 ENCONTRO PORTUGUES DE COMPUTACAO GRAFICA E INTERACAO (EPCGI)
Abstract
The traditional attitude towards user interfaces has changed. The Post-WIMP era has brought about novel input modalities such as touch, tangibles or gestures that allow users to manipulate digital contents more intuitively. These novel input modalities make use of the users' innate skills instead of imposing the learning of new interaction techniques. Nonetheless, there has not been a systematic evaluation on how, or if, these interfaces influence the users' performance and/or preference: distinct interfaces may be more or less appropriate regarding different age groups, user profiles, contexts or type of tasks. This work is a preliminary evaluation on whether the users' efficiency is indeed influenced by different input modalities or age. We conducted a target acquisition performance evaluation with 60 subjects to understand how different input modalities influence the speed and accuracy of three specific age groups (children, young adults and older-adults) when dealing with a continuous selection task. Three input modalities were considered to perform the task (mouse, touch and gestures) and the methodology was based on Fitts' law, a target acquisition performance evaluation model. Overall, when comparing movement times amongst the three groups, there are significant differences between age groups regarding the index of performance. We believe our findings may show that indeed the type of input modality used and the user's age could affect one's performance.
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