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Publicações

Publicações por HASLab

2015

The Modelery: a model-based software development repository

Autores
Couto, R; Ribeiro, AMN; de Campos, JFCF;

Publicação
INTERNATIONAL JOURNAL OF WEB INFORMATION SYSTEMS

Abstract
Purpose - This paper aims to present the Modelery, a platform for collaborative repository to support model-based software development. The Modelery is a Web platform, composed both by a Web page and Web services for interoperability. Design/methodology/approach - By performing a study in the existing platforms, it was possible to achieve a set of issues to tackle. The issues enabled the possibility to define a set of requirements that allowed the authors to design a new platform, and to perform a model-driven software development process, which started from the requirements until reaching the final software solution. Findings - With this work, it was possible to perform a survey on the currently available artifacts repositories, categorize them and identify their shortcomings. This was essential to define the set of requirements for a new platform to overcome the identified issues. This process leads to a platform able to improve the currently available solutions, and validated in the scientific community. In this paper, the authors also explore the applications of the repository. First, they use the Modelery to replace an older model's repository. Second, they have enabled the communication between other tools and the Modelery via Web services. Originality/value - This work presents a new Web repository for software artifacts aimed at supporting researchers and software developers. The presented platform is an improvement over other platforms on the integration of artifacts repository, social functionalities and scientific publications integration. The authors conclude this paper by comparing the achieved platform in terms of functionalities, against the other analyzed platforms.

2015

Supporting the Design of an Ambient Assisted Living System Using Virtual Reality Prototypes

Autores
Campos, JC; Abade, T; Silva, JL; Harrison, MD;

Publicação
AMBIENT ASSISTED LIVING: ICT-BASED SOLUTIONS IN REAL LIFE SITUATIONS

Abstract
APEX, a framework for prototyping ubiquitous environments, is used to design an Ambient Assisted Living (AAL) system to enhance a care home for older people. The environment allows participants in the design process to experience the proposed design and enables developers to explore the design by rapidly developing alternatives. APEX provided the means to explore alternative designs through a virtual environment. It provides a mediating representation (a boundary object) allowing users to be involved in the design process. A group of residents in a city-based care home were involved in the design. The paper describes the design process and lessons learnt for the design of AAL systems.

2015

Welcome to EICS 2015

Autores
Ziegler, J; Nebeling, M; Nigay, L; Campos, J; Winckler, M;

Publicação
EICS 2015 - Proceedings of the 2015 ACM SIGCHI Symposium on Engineering Interactive Computing Systems

Abstract

2015

Reusing models and properties in the analysis of similar interactive devices

Autores
Harrison, MD; Campos, JC; Masci, P;

Publicação
INNOVATIONS IN SYSTEMS AND SOFTWARE ENGINEERING

Abstract
The paper is concerned with the comparative analysis of interactive devices. It compares two devices by checking systematically a set of template properties that are designed to explore important interface characteristics. The two devices are designed to support similar tasks in a clinical setting. The devices differ as a result of judgements based on a range of considerations including software. Variations between designs are often relatively subtle and do not always become evident through even relatively thorough user testing. Notwithstanding their subtlety, these differences may be important to the safety or usability of the device. The illustrated approach uses formal techniques to provide the analysis. This means that similar analysis can be applied systematically.

2015

Distance Perception in Immersive Environments - The Role of Photorealism

Autores
Silva, C; Mouta, S; Basso, D; Santos, J; Campos, J;

Publicação
PERCEPTION

Abstract
Immersive environments (IE) are being increasingly used in order to perform psychophysical experiments. The versatility in terms of stimuli presentation and control and the less time-consuming procedures are their greatest strengths. However, to ensure that IE results can be generalized to real world scenarios we must first provide evidence that performance in IE is quantitatively indistinguishable from performance in real-world. Our goal was to perceptually validate distance perception for CAVE-like IEs. Participants performed a Frontal Matching Distance Task (Durgin & Li, 2011) in three different conditions: real-world scenario (RWS); photorealistic IE (IEPH) and non-photorealistic IE (IENPH). Underestimation of distance was found across all the conditions, with a significant difference between the three conditions (Wilks’ Lambda = .38, F(2,134)= 110.8, p<.01, significant pairwise differences with p<.01). We found a mean error of 2.3 meters for the RWS, 5 meters for the IEPH, and of 6 meters for the IENPH in a pooled data set of 5 participants. Results indicate that while having a photorealistic IE with perspective and stereoscopic depth cues might not be enough to elicit a real-world performance in distance judgment tasks, nevertheless this type of environment minimizes the discrepancy between simulation and real-world when compared with non-photorealistic IEs.

2015

MODUS: uma metodologia de prototipagem de interfaces baseada em modelos

Autores
Machado, Marina; Campos, José C.; Couto, Rui;

Publicação

Abstract
A interface de utilizador é essencial para o sucesso de uma aplicação, ora a sua implementação requer tempo e esforço. Metodologias baseadas em modelos suportadas por uma geração automática têm sido propostas como solução para reduzir os custos de desenvolvimento. No entanto, um elevado nível de automação nestas abordagens requer o uso de modelos detalhados da interface, originando complicações. Por um lado, esta perspetiva é contrária a uma conceção baseada no progressivo refinamento de mockups, típica do desenvolvimento de interfaces. Por outro lado, obriga uma distinção entre os modelos utilizados na lógica de negócio e na interface. Este artigo propõe uma abordagem para gerar a interface de utilizador baseada diretamente em modelos estruturais da lógica de negócio. A identificação do domínio de aplicação é um factor chave da metodologia, permitindo automatizar o processo de geração. Por sua vez a separação entre conteúdo e forma favorece o refinamento iterativo das interfaces geradas.

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