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Publicações

Publicações por HumanISE

2024

The Iliad digital twins of the ocean: opportunities for citizen science

Autores
Parkinson, S; Ceccaroni, L; Edelist, D; Robertson, E; Horincar, R; Laudy, C; Ganchev, T; Markova, V; Pearlman, J; Simpson, P; Venus, V; Muchada, P; Kazanjian, G; Bye, BL; Oliveira, M; Paredes, H; Sprinks, J; Witter, A; Cruz, B; Das, K; Woods, SM;

Publicação
CHANGE - THE TRANSFORMATIVE POWER OF CITIZEN SCIENCE

Abstract
In recent years, there has been growing interest in digital twins (or virtual representations) of the environment. Programs in the European Union and the UN are investing in digital twins, particularly those of the ocean (DTOs). While citizen science has been mentioned as a potential data source for digital twins, the full potential of citizen science in this context has yet to be fully realised. The Iliad project (https://ocean-twin.eu), funded by the European Commission, is developing a comprehensive set of digital twins of the oceans which are interoperable, data-intensive, and cost-effective. The project (2022-2025) brings together over 50 partners to demonstrate the technologies and methodologies required to develop DTOs. Citizen science and engagement play a pivotal role in the project, with the following goals: (a) exploring the potential for citizen science to contribute to digital twins of the oceans; (b) demonstrating how citizen scientists (and society more broadly) can benefit from digital twins. The Iliad team is currently working on over 20 separate digital twins of the oceans that fall into two primary categories: (i) environmental and ecological digital twins; (ii) engineering and industrial digital twins. Using the Iliad DTOs as case studies, lessons learned for citizen science are presented from the development of each digital twin.

2024

A catalyst for European cloud services in the era of data spaces, high-performance and edge computing: NOUS

Autores
Fernandez, AM; Ronco, EM; Remon, D; Rossini, R; Subic, T; Oliveira, MA; Duarte, CE; Nikoloudakis, N; Moreau, N; Moraitis, P; Hadjidimitriou, NS; Mamei, M; Krokidas, P; Rekatsinas, C; Dimitrakis, P; Giannakopoulos, G; Villaverde, DV; Alonso, RS;

Publicação
PROCEEDINGS OF 4TH ECLIPSE SECURITY, AI, ARCHITECTURE AND MODELLING CONFERENCE ON DATA SPACES, ESAAM 2024

Abstract
Europe's position in the current cloud market needs to be improved. This market is currently dominated by non-European players by 75%, shaping the way that Europe is deploying and using cloud services. Although these players are bound to laws and regulations of foreign powers, such as PR China and USA, generating legitimate concerns for the EU, its businesses and citizens. EU's digital future resides on having installed secure, high-quality data processing capacity. This can only be offered by cloud services both centrally and at the edge. In this context NOUS's ambition is completely in line with the European Strategy for data as aims to create the foundations for a European Cloud Service which exploits the HPC network and tackles specific-to-the-EU-economy requirements as well as leverages different data spaces (Mobility, Energy, Green Deal and Manufacturing).

2024

Does Technological Innovativeness Influence Users' Experiences With Virtual Reality Tourism?

Autores
Sousa, N; Jorge, F; Teixeira, MS; Losada, N; Alen, E; Guttentag, D;

Publicação
INTERNATIONAL JOURNAL OF TOURISM RESEARCH

Abstract
Immersive experiences offered by virtual reality (VR) have the power to impact tourists' decision-making and on-site experiences. However, prior research has focused on explaining VR's acceptance by tourists as a function of technological capacity, rather than user characteristics, such as innovativeness. This research intends to fill the existing knowledge gap regarding the role of technological innovativeness on VR experiences. To do so, this study examines whether individuals' technological innovativeness influences their perceptions of a VR tourism experience and, in turn, their intention to recommend the experience. The study provides a VR experience to 405 tourists at a winery. The results reveal that the tourists' technological innovativeness influences their perception of enjoyment, experience quality, and satisfaction. These findings suggest that, when developing or distributing VR content, the technological innovativeness of the audience is important to consider. The findings have theoretical and practical value, with direct implications for tourism professionals and policymakers.

2024

The Flipped Classroom Optimized Through Gamification and Team-Based Learning

Autores
Sargo Ferreira Lopes, SF; de Azevedo Pereira Simões, JM; Ronda Lourenço, JM; Pereira de Morais, JC;

Publicação
Open Education Studies

Abstract
The increase in digital teaching and learning methodologies creates the opportunity for new educational approaches, both in terms of pedagogical practice and in the availability of new technological tools. The flipped classroom as an active teaching methodology is one example of blended learning (b-learning), which aims to harmonize and enhance the fusion of face-to-face teaching with online teaching, allowing students to get better use of both face-to-face contact with classmates and professors and digital teaching resources. However, active teaching methodologies allow us to merge educational techniques from different methodological approaches, for example, gamification and team-based learning (TBL), among others. This study aims to demonstrate how to implement a flipped classroom with the possibility of integrating gamification and TBL, indicating possibilities and challenges to overcome, through the comparative study and research carried out with students in higher education. The study was conducted with a group of 88 students from the engineering and technology fields, which showed that students have a very positive perception of active teaching methodologies and their teaching and learning techniques, especially those involving digital. Data collection was performed by a survey submitted to quantitative analysis using the Software SPSS version 28. © 2024 the author(s)

2024

Labadain-30k+: A Monolingual Tetun Document-Level Audited Dataset

Autores
De Jesus, G; Nunes, S;

Publicação
3rd Annual Meeting of the ELRA-ISCA Special Interest Group on Under-Resourced Languages, SIGUL 2024 at LREC-COLING 2024 - Workshop Proceedings

Abstract
This paper introduces Labadain-30k+, a monolingual dataset comprising 33.6k documents in Tetun, a low-resource language spoken in Timor-Leste. The dataset was acquired through web crawling and augmented with Wikipedia documents released by Wikimedia. Both sets of documents underwent thorough manual audits at the document level by native Tetun speakers, resulting in the construction of a Tetun text dataset well-suited for a variety of natural language processing and information retrieval tasks. This dataset was employed to conduct a comprehensive content analysis aimed at providing a nuanced understanding of document composition and the evolution of Tetun documents on the web. The analysis revealed that news articles constitute the predominant documents within the dataset, accounting for 89.87% of the total, followed by Wikipedia documents at 4.34%, and legal and governmental documents at 3.65%, among others. Notably, there was a substantial increase in the number of documents in 2020, indicating 11.75 percentage points rise in document quantity, compared to an average of 4.76 percentage points per year from 2001 to 2023. Moreover, the year 2017, marked by the increased popularity of online news in Tetun, served as a threshold for analyzing the evolution of document writing on the web pre- and post-2017, specifically regarding vocabulary usage. Surprisingly, this analysis showed a significant increase of 6.12 percentage points in the Tetun written adhering to the Tetun official standard. Additionally, the persistence of Portuguese loanwords in that trajectory remained evident, reflecting an increase of 5.09 percentage points. © 2024 ELRA Language Resource Association.

2024

Supportive Technologies and Videogames for Pediatric Hospital Patients: A scoping review

Autores
Alves, J; Crespo, C; Rodrigues, NF; Oliveira, E;

Publicação
2024 IEEE 12TH INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH, SEGAH 2024

Abstract
Hospitalization has been identified as stress-inducing event that potentially contributes to depression and anxiety among children, particularly when the duration of hospital stay is prolonged. This scoping review seeks to identify the role of videogames and other interactive technology in reducing stress and promoting well-being, exploring the specific considerations for developing videogames for in- patient children and focusing on understanding various outcomes with different types of interactive technologies. The databases used in this research were ACM, PubMed, Wiley Library, yielding a total of 90 articles. Following the application of exclusion criteria 7 articles were selected for analysis. It is noteworthy that many of the included articles exhibit limitations, such as restricted study durations and a small number of participants. Addressing these limitations is crucial for establishing the long-term efficacy of interactive technology and videogames in promoting the well-being of in-patient children.

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