Percorrer por autor "Cabral, Diogo"
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- Applying pen pressure, tilt and touch interactions to data visualizationsPublication . Cabral, Diogo; Ramos, Marcelo; Campos, Pedro F.Bimanual interactions using pen and touch are natural to humans and have proven and explored in previous research. However, most of the previous work has been limited to using cartesian coordinates of fingers and pen tip. In this work, we go further by exploring additional pen data, like pressure and tilt, combined with multi touch inputs. We apply this combination to two data visualizations: Bubble Chart and Linear Regression combined with a Radar. We have performed a preliminary user study comparing Pen and Touch interactions with Mouse input. We have found the Pen and Touch interactions can consume less time while looking for specific values in the Bubble Chart, whereas Mouse can be faster while looking for specific relation in Linear Regression and Radar.
- CreaSenses: fostering creativity through olfactory cuesPublication . Gonçalves, Frederica; Cabral, Diogo; Campos, PedroSmell is a strong trigger of memories and creativity. Different smells can create sensitive environments that can foster creative tasks. In this paper, we present CreaSenses, a study that includes olfactory cues, representing different types of sensitive environ ments such as “food” and “ambience” in a within-subject design. Our aim was to obtain a deeper understanding of which smell cues promote higher levels of creativity during the process of creative writing. We discuss the results in the light of creative senses and potential implications for the design of creativity support tools. In addition, our study was evaluated trough the Creativity Support Index.
- Creativity support tools and convergent thinking: a preliminary review on idea evaluation and selectionPublication . Rodrigues, Ana; Cabral, Diogo; Campos, Pedro F.; Pereira Campos, Pedro Filipe; Campos, PedroCreativity Support Tools (CSTs) have grown exponentially in the HCI field. However, this growth has always leaned towards diver gent thinking, thus neglecting convergentthinking. Weconfirmthis information based on a preliminary review between 2012 and 2022 in the ACM Digital Library. Our findings confirm that researchers and practitioners have been primarily interested in developing tools to support idea generation, minimizing studies on evaluating and selecting ideas. We focused our research on four major points: i) the domain of the tool, ii) the type of system and interface developed in the tools, iii) the methodology used, and iv) the creative context of Pedro Campos ITI/LARSyS and WowSystems, Lda., University of Madeira pedro.campos@iti.larsys.pt the tools. Based on this information, we contribute six guidelines to support the improvement of existing CSTs and the development of new CSTs.
- Exploring the creative process in a brainstorming session to develop a web-based system for idea selectionPublication . Rodrigues, Ana; Honório, David; Cabral, Diogo; Campos, Pedro F.; Pereira Campos, Pedro FilipeBetting on new and promising ideas is fundamental for innovation in various sectors, helping the world that faces so many adversi ties. To increase these ideas, the stages of evaluation and selection of ideas in the creative processes need to be improved and not neglected. To minimize this problem and contribute to the scien tific advance in the creativity-oriented HCI, we present a tool for selecting ideas used after brainstorming sessions. Our prototype is inspired by the conclusions of an observational study that we conducted with six students in a classroom, in which the students’ objective was to plan the making of a video for a social institution that helps the neediest people.
- From monitoring to assisting: a systematic review towards healthier workplacesPublication . Lopes, Laís; Rodrigues, Ana; Cabral, Diogo; Campos, Pedro; dos Santos Lopes, Laís; Campos, PedroLong-term stress is associated with a decline in global health, affecting social, intellectual, and economic development alike. Although comprehensive action plans have been implemented to provide people access to mental health services and promote mental well-being, employees’ mental health generally takes second place to productivity and profit in business settings. This review paper offers an overview of the current interactive approaches used for relieving work-related stress associated with mental health. Results from the 38 included studies show that affective computing is used mainly for monitoring purposes and is usually combined with tangible interfaces that collect workers’ physiological changes. Although the ability to sense and predict employees’ affective states can potentially improve mental health in the workplace, there is a substantial disparity between monitoring one’s health and the delivery of practical interventions to mitigate stress found in the surveyed studies. Designing systems that capitalize on embodied interaction principles is paramount, especially in the post-pandemic context, as the concepts of physical and mental safety take on new meanings that must be consciously and carefully addressed, particularly in workplace settings. Finally, this paper highlights the main design implications for the effective implementation of interfaces to help mitigate stress in the workplace.
- I smell creativity: exploring the effects of olfactory and auditory cues to support creative writing tasksPublication . Gonçalves, Frederica; Cabral, Diogo; Campos, Pedro; Schöning, JohannesHumans perceive different objects, scenes or places using all their senses. Our sensory richness also plays an important role for creative activities. Humans also recall those sensory experiences in order to spark creativity, e.g. while writing a text. This paper presents a study with 100 students, divided in groups, that explores the effect of auditory and olfactory cues and their combina tion during a creative writing exercise. Our results provide useful insights sug gesting that olfactory cues have an important role in the creative process of users and even when this type of cues are combined with auditory cues. We believe, that this type of modalities should gain more relevance on the development of creativity support tools and environments for supporting the creative writing pro cess.
- Increasing the museum visitor’s engagement through compelling storytelling based on interactive explorationsPublication . Rodrigues, Ana; Campos, Pedro; Cabral, Diogo; Pereira Campos, Pedro FilipeToday, technology offers exciting and news possibilities to bring vis itors closer to museums. The museological universe has developed a lot over the last years, presenting today with innovative characteristics thanks to the digital realms, losing the characteristics of traditional and static museums. As a result of this development, the requirements of visitors increased. In this paper, we introduce a new approach to making the visitor experience more immersive and engaging. We present “StoryWall”, a tangible user inter face. We created a sensorial experience by presenting the content through touch, vision, and sound. As the main contribution to HCI in museums, we report on the utilization of this interactive installation as a case study. Preliminary results bring important design implications for this context: how can one develop and implement innovative technology in museums without dis turbing the traditional environment and other constraints? We also report on how designers can balance the impact brought by technology in museums and ways to inspire exploratory behaviors as well as promote collaboration among visitors.
- Sense.Seat: inducing improved mood and cognition through multisensorial primingPublication . Campos, Pedro F.; Cabral, Diogo; Gonçalves, Frederica; Pereira Campos, Pedro Filipe; Gonçalves, FredericaABSTRACT Diogo Cabral Madeira-ITI, Univ. of Madeira Campus Univ. da Penteada 9000-930 Funchal, Portugal +351 291 721 006 diogo.cabral@m-iti.org User interface software and technologies have been evolving significantly and rapidly. This poster presents a break through user experience that leverages multisensorial prim ing and embedded interaction and introduces an interactive piece of furniture called Sense.Seat. Sensory stimuli such as calm colors, lavender and other scents as well as ambient soundscapes have been traditionally used to spark creativity and promote well-being. Sense.Seat is the first computa tional multisensorial seat that can be digitally controlled and vary the frequency and intensity of visual, auditory and ol factory stimulus. It is a new user interface shaped as a seat or pod that primes the user for inducing improved mood and cognition, therefore improving the work environment.
- To Binge or not To Binge: viewers’ moods and behaviors during the consumption of subscribed video streamingPublication . Cabral, Diogo; Castro, Deborah; Rigby, Jacob M.; Vasanth, Harry; Cameirão, Mónica S.; Bermúdez i Badia, Sergi; Nisi, ValentinaThe popularity of internet-distributed TV entertainment services, such as Netflix, has transformed TV consumption behavior. Currently, the level of control viewers have over their TV experiences, along with the release of com plete seasons at once, are some of the factors that stimulate the so-called binge watching phenomenon (the consumption of several episodes of a program in a single sitting). Most of binge-watching studies have focused on viewers’ habits and health effects. This paper presents a study that relates to viewers’ behaviors and moods. It was carried out with 13 young participants at their home, watching online content, collecting physiological, inertial, and self-reported data. We iden tify and compare binge-watching with non-binge-watching behaviors. Our results suggest that while viewers recur to online serial entertainment in pursuit of lei sure related needs, such as relaxation, relief from boredom and escapism, the act of binge-watching tends to make them feel rather unsatisfied with no change in Arousal. Nevertheless, in binge-watching the Positive Affect increases while the Negative decreases. Moreover, watching a single episode only, tends to result in increased arousal and but not necessarily in increased satisfaction. This prelimi nary finding can be the starting point of fruitful future investigations on unpack ing further motives and nuances from this outcome.
