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Publicações

Publicações por HumanISE

2021

Towards a Framework to Guide the Creation of Development Practices for Software Startups

Autores
Melegati, J;

Publicação
XP Workshops

Abstract
AbstractThe research on software startups has increased lately, focusing on describing how these companies’ unique context influences development practices. The next step for research is the creation of specific practices for these companies grounded in scientific results. An obstacle in this path is which dependent variable these novel practices should improve. A natural answer is these companies’ success. This position paper reviews the literature on new ventures and startups’ success to show that telling if a startup is successful or not is a complex issue. As a solution to this problem, this paper proposes a conceptual framework, suggesting that novel practices should improve success determinants or reduce inhibitors rather than focusing on the startups’ success. Three examples illustrate the framework’s use: hypotheses engineering, microservices, and BizDev. The identification of contributors and inhibitors for success of software startups could enrich the framework and indicate possible avenues for the creation of development practices specific tailored for these companies.

2021

Nipping Inaccessibility in the Bud: Opportunities and Challenges of Accessible Media Content Authoring

Autores
Duarte, C; Pereira, LS; Santos, A; Vicente, J; Rodrigues, A; Guerreiro, J; Coelho, J; Guerreiro, T;

Publicação
PROCEEDINGS OF THE 13TH ACM WEB SCIENCE CONFERENCE, COMPANION VOLUME, WEBSCI 2021

Abstract
Social media represents a large part of the content available on the Web. While the accessibility of the UIs of existing social media platforms has been improving, the same cannot be said about the accessibility of the content authored by their users. Specifically, the accessibility of multimedia content that is increasingly available given the ease of access to mobile devices with cameras. User research has revealed that accessible authoring practices are a foreign concept to most social media users, but also that they are motivated to adopt inclusive practices. Our work focuses on promoting awareness to accessible social media authoring practices and in assisting the authoring process. We have prototyped a Google Chrome extension and an Android application that can identify when a Twitter or a Facebook user is authoring content with images and suggests a text alternative for the image. By suggesting the alternative, we raise awareness to the accessible authoring process and make it easier for the user to include it in the tweet or post. Text alternatives may be suggested from different sources: descriptions entered by other users for the same image, analysis of the main concepts present in the image, or text present in the image, for instance. Our prototypes can also provide text alternatives on demand for images on any web page or Android application, not just social media. In this paper, we highlight some of the challenges faced to offer this support in different technological platforms (web and mobile), but also ones that are raised by the domain characteristics (e.g. detecting the same image, supporting different languages) and that can be addressed through AI based technologies.

2020

Serious Pervasive Games

Autores
Coelho, A; Rodrigues, R; Nóbrega, R; Jacob, J; Morgado, L; Cardoso, P; Zeller, Mv; Santos, L; de Sousa, AA;

Publicação
Frontiers Comput. Sci.

Abstract
Serious Pervasive Games extend themagic circle (Huizinga, 1938) to the players’ context and surrounding environment. The blend of both physical and fictive game worlds provides a push in player engagement and promotes situated learning approaches. Space and time, as well as social context, acquire a more meaningful impact on the gameplay. From pervasive learning towards science communication with location-based games, this article presents research and case studies that exemplify their benefits and related problems. Pervasive learning can be defined as “learning at the speed of need through formal, informal and social learning modalities” (Pontefract, 2013). The first case study—the BEACONING project—aims to contextualize the teaching and learning process, connecting it with problem-based game mechanics within STEM. The main goal of this project is to provide the missing connection between STEM subjects and real-world interactions and applications. The pedagogical foundation is supported on problem-based learning (PBL), in which active learning is in the center, and learners have to work with different tools and resources in order to solve problems (quests). Teachers create, facilitate, and assess pervasive and gamified learning activities (missions). Furthermore, these quests are gamified in order to provide non-linear game plots. In a second case study, we demonstrate and evaluate how natural heritage can benefit from pervasive games. This study is based on a set of location-based games for an existing natural park, which have been developed in order to provide enhanced experiences, as well as additional information about some species that are more difficult to observe or that are seasonal. Throughout the research and development of these projects, we have encountered and identified several problems, of different nature, present in pervasive games.

2020

Procedural Modeling for Cultural Heritage

Autores
Coelho, A; Sousa, A; Ferreira, FN;

Publicação
Visual Computing for Cultural Heritage

Abstract
Accurate 3D reconstruction and realistic visualization of cultural heritage allow experts to fine-tune their theories on the lost links in the history of civilization. Although the 3D reconstruction is a significant challenge, precisely because of the state of degradation over the years, it constitutes a crucial task for experts to study and interact with long disappeared settlements and structures. Furthermore, the public, in general, will be provided with the conditions to explore them in virtual environments, thus fostering cultural, social, and scientific participation. Highly accurate reconstruction is, nevertheless, a very complex task, where all stages of image synthesis must be carefully executed from highly detailed 3D models to obtain a faithful depiction of the object of interest. Meanwhile, the textual descriptions and geospatial data collected by archaeologists on-site may be used to overcome the absence of visual information. Still, this data will not suffice, in which case procedural modeling turns out to be essential to avoid a great deal of time and labor-consuming modeling processes. Procedural modeling tools automatically generate three-dimensional models through computational processes that extend the base information according to a specific algorithm. In order to avoid reprograming the procedural modeling systems, we use mathematical methods that operate on parametrical symbolic descriptions that, flexibly, can model different types of objects. The most used mathematical methods are fractal geometry and formal grammars, particularly L-systems and shape grammars. In this chapter, we will approach the current advances in the area of procedural modeling and how these tools can be used to generate 3D models of cultural heritage. We also explore the relevant dimension of time, extending the modeling tasks to 4D. These applications do not focus on very specific landmarks, like cathedrals or palaces, which require manual effort or image-based techniques to capture the model with a high level of visual fidelity. Instead, we focus on modeling cities and their evolutions or the surroundings of these landmarks, that allow for an increased automation of the modeling process. © 2020, Springer Nature Switzerland AG.

2020

Proceedings of the 15th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2020, Volume 1: GRAPP, Valletta, Malta, February 27-29, 2020

Autores
Bouatouch, K; de Sousa, AA; Braz, J;

Publicação
VISIGRAPP (1: GRAPP)

Abstract

2020

Foreword

Autores
Bouatouch K.; Sousa A.A.; Braz J.;

Publicação
Visigrapp 2020 Proceedings of the 15th International Joint Conference on Computer Vision Imaging and Computer Graphics Theory and Applications

Abstract

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