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Publicações

Publicações por Luis Barbosa

2013

Management System for Electronic Store A case study in the Engineering Department of UTAD

Autores
Gomes, J; Barbosa, L; Goncalves, R; Filipe, V;

Publicação
PROCEEDINGS OF THE 2013 8TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2013)

Abstract
This article describes an application proposal since the analysis till the development of a software, which presents itself as a solution to the existent management problem in the Electronics Store in the Engineering Department of University of Tras-os-Montes and Alto Douro. The study as followed a development methodology intrinsic to the problem and to all the features associated to management systems, with the main purpose to obtain a suitable solution by means of Information Technologies capable to support the users in the management of all services and resources of the store in a way completely integrated with the information systems that are more relevant to teaching activity. The solution was developed using Web technologies, enabling an optimized channel for accessing and managing all services and products provided by the store, increasing their efficiency, organization and ability to respond to requests made by all users.

2017

Multisensory virtual environment for firefighter training simulation Study of the impact of haptic feedback on task execution

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.

2016

The Impact of Body Position on the Usability of Multisensory Virtual Environments: Case study of a virtual bicycle

Autores
Melo, Miguel; Rocha, Tania; Barbosa, Luis; Bessa, Maximino;

Publicação
Proceedings of the 7th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion, DSAI 2016, Vila Real, Portugal, December 1-3, 2016

Abstract
There is a trend towards the use of Virtual Reality (VR) environments and its evolution has promoted new interaction approaches so there is a need for studying a number of factors that can have impact on its usability. This paper studies the impact of the body position on the usability of VR environments. For the effect, a case study was undertaken based on a bicycle ride that considers two body positions: riding the bicycle seated with the feet on the pedals and hands in the handlebar; and standing with the feet on the ground and the hands on the handlebar. On both cases they had control over the bicycle (steer and brakes). These two body positions were considered as they will allow studying in detail the impact of the different body positions: the first condition mimics the real body position of the depicted scenario while the second condition tests an alternate body position. Results regarding the system's effectiveness have shown an 100% success rate as all participants concluded the task successfully and there were no dropouts. The efficiency results have revealed that the more the participants used the VE the less the number of errors they made and that the completion time differences between the tested conditions were insignificant (> 0.5 seconds). As for satisfaction, participants reported a preference towards the standing position. Furthermore, results reveal that body position has impact on the users' performance but it does not necessarily affect their satisfaction over the virtual experience. © 2016 ACM.

2016

The impact of different exposure times to 360 degrees video experience on the sense of presence

Autores
Melo, M; Sampaio, S; Barbosa, L; Vasconcelos Raposo, J; Bessa, M;

Publicação
2016 23RD PORTUGUESE MEETING ON COMPUTER GRAPHICS AND INTERACTION (EPCGI)

Abstract
Equipment such as head-mounted displays are now available for the average consumer at affordable prices. This promotes the usage of this equipment for content consumption and demonstrations, thus it becomes important to establish the best practices for using this technology, namely guidelines in what concerns the recommended exposure time. Therefore, the purpose of this work is to study the impact of the exposure time on the feeling of presence while watching 360 degrees video using an head-mounted display. The independent variables of the study are the exposure time to the stimuli and gender of participants. There were tested four different exposure times: 1 minute, 3 minutes, 5 minutes and 7 minutes. For measuring presence, it was a Portuguese version of the Igroup Presence Questionnaire (IPQ) which considers also 3 presence subscales: spatial presence, realism and involvement. The results have revealed that there are few statistically significant differences for the given exposure times at the level of the sense of presence, apart from spatial presence and realism subscales, which consistently increased with exposure time for male participants and slightly decreased for female ones. Men always needed longer exposure times (> 1 minute) to report the highest scores, while women had the opposite behaviour, frequently reporting maximum scores for the shortest experiences.

2016

Software Readability Practices and the Importance of their Teaching

Autores
Sampaio, IB; Barbosa, L;

Publicação
2016 7TH INTERNATIONAL CONFERENCE ON INFORMATION AND COMMUNICATION SYSTEMS (ICICS)

Abstract
It is known that code readability has an impact on software quality. This paper introduces a preliminary list of 33 good practices for code readability that could be taught in object oriented programming courses of informatics programs. In this set are included practices with both positive and negative impact, the latter mainly from bad smells. A survey was made with OOP teachers in order to assess the significance of teaching a set of good practices. The results showed that teachers consider it important to teach the defined set. Such result was statistically significant. Still, the same level of significance was not awarded to all practices. Some additional results are presented.

2018

Immersive Edition of Multisensory 360 Videos

Autores
Coelho, H; Melo, M; Barbosa, L; Martins, J; Teixeira, MS; Bessa, M;

Publicação
Trends and Advances in Information Systems and Technologies - Volume 2 [WorldCIST'18, Naples, Italy, March 27-29, 2018]

Abstract
The current technologic proliferation has originated new paradigms concerning the production and consumption of multimedia content. This paper proposes a multisensory 360 video editor that allows producers to edit such contents with high levels of customization. This authoring tool allows the edition and visualization of 360 video with the novelty of allowing to complement the 360 video with multiple stimuli such as audio, haptics, and olfactory. In addition to this multisensory feature, the authoring tool allows customizing individually each of the stimuli to provide an optimal multisensory user experience. A usability evaluation has revealed the pertinence of the editor, where it was verified an effectiveness rate of 100%, only one help request out of 10 participants, and positive efficiency. Satisfaction-wise, results equally revealed high level of satisfaction as the average score was 8.3 out of 10. © Springer International Publishing AG, part of Springer Nature 2018.

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