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Publicações

Publicações por HumanISE

2014

Development of a mechanical maintenance training simulator in OpenSimulator for F-16 aircraft engines

Autores
Pinheiro, A; Fernandes, P; Maia, AM; Cruz, G; Pedrosa, D; Fonseca, B; Paredes, H; Martins, P; Morgado, L; Rafael, J;

Publicação
Entertain. Comput.

Abstract
Mechanical maintenance of F-16 engines is carried out as a team effort involving 3-4 skilled engine technicians, but the details of its procedures and requisites change constantly, to improve safety, optimize resources, and respond to knowledge learned from field outcomes. This provides a challenge for development of training simulators, since simulated actions risk becoming obsolete rapidly and require costly reimplementation. This paper presents the development of a 3D mechanical maintenance training simulator for this context, using a low-cost simulation platform and a software architecture that separates simulation control from simulation visualization, in view of enabling more agile adaptation of simulators. This specific simulator aims to enable technician training to be enhanced with cooperation and context prior to the training phase with actual physical engines. We provide data in support of the feasibility of this approach, describing the requirements that were identified with the Portuguese Air Force, the overall software architecture of the system, the current stage of the prototype, and the outcomes of the first field tests with users.

2014

Exploring the Usage of 3D Virtual Worlds and Kinect Interaction in Exergames with Elderly

Autores
Paredes, H; Cassola, F; Morgado, L; de Carvalho, F; Ala, S; Cardoso, F; Fonseca, B; Martins, P;

Publicação
COMPUTERS HELPING PEOPLE WITH SPECIAL NEEDS, ICCHP 2014, PT I

Abstract
The combination of the potentialities of the interactive technologies, like exergames and the emerging motion capture devices with the ability of 3D virtual worlds for socialisation and context, can produce a platform to promote the physical activity of its users, which leverages its potential. The OnlineGym is an exploratory project based on an online 3D virtual worlds platform that allows users to interact with the system through the use of a motion capture device. This paper discusses the chosen technological approaches and the preliminary results of the experiments performed with users.

2014

Online-Gym: A 3D Virtual Gymnasium Using Kinect Interaction

Autores
Cassola, F; Morgado, L; de Carvalho, F; Paredes, H; Fonseca, B; Martins, P;

Publicação
Procedia Technology

Abstract

2014

Online-Gym: multiuser virtual gymnasium using RINIONS and multiple Kinect devices

Autores
Cassola, F; Paredes, H; Fonseca, B; Martins, P; Ala, S; Cardoso, F; de Carvalho, F; Morgado, L;

Publicação
2014 6TH INTERNATIONAL CONFERENCE ON GAMES AND VIRTUAL WORLDS FOR SERIOUS APPLICATIONS (VS-GAMES)

Abstract
To enhance older citizen's practice of physical exercise, we present the architecture, development, and pilot testing of a multiuser online gymnasium based on Kinect motion capture and OpenSimulator, which aims to enable socialization and supervision of exercise practice without travel requirements. The prototype was tested simultaneously with 4 elders at different locations, providing data on the feasibility of the approach and informing subsequent development and research.

2014

Preface

Autores
Cota M.P.; Barroso J.; Ferreira S.B.L.; Fonseca B.; Mikropoulos T.; Paredes H.;

Publicação
Procedia Computer Science

Abstract

2014

VIC - An Interactive Video System for Dynamic Visualization in Web and Mobile Platforms

Autores
Fonseca, B; Paredes, H; Martins, P; Alberto, A; Rego, J; Morgado, L; Santos, A;

Publicação
HCI (5)

Abstract
This paper presents an interactive video system that enables users to change the flow of video playback by interacting with hotspots that were predefined throughout the video streams. These hotspots are synchronized with the underlying video streams and the interactions result in smooth transitions between the preloaded targets. This approach allows the dynamic visualization of content by interacting with the hotspots and producing the consequent changes in the flow of the story. The system includes web-based and mobile video players specifically developed to deal with the interactive features, as well as a configuration tool that allows content managers to choose which pre-produced interaction possibilities will be used for a specific target audience. The interactive video solution presented herein has potential to be used as a powerful communication tool, in commercial, e-learning, accessibility and entertainment contexts. © 2014 Springer International Publishing.

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