Percorrer por autor "Campos, Pedro F."
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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.
- CHI 2013 human work interaction design (HWID) SIG: past history and future challengesPublication . Clemmensen, Torkil; Campos, Pedro F.; Katre, Dinesh S.; Abdelnour-Nocera, Jose; Lopes, Arminda; Orngreen, Rikke; Minocha, ShaileyIn this SIG we aim to introduce the IFIP 13.6 Human Work Interaction Design (HWID) approach to the CHI audience. The HWID working group aims at establishing relationships between extensive empirical work-domain studies and HCI design. We invite participants from industry and academia with an interest on empirical work analysis, HCI, interaction design and usability and user experience in work situations and in the workplace. This SIG is a vital step towards creating a CHI2014 workshop on this topic.
- Co-designing companions in virtual natural environments for enhanced well-being: insights from dementia informal caregiversPublication . Peres, Beatriz; Lopes, Daniel S; Jorge, Joaquim; Campos, Pedro F.; Rodrigues Jardim Rino Peres, Beatriz; Pereira Campos, Pedro Filipe; Campos, PedroInformal caregivers of family members with Alzheimer’s Disease and Related Dementias (ADRD) perform an often difficult and emo tionally demanding task. The combination of Virtual Natural Envi ronments (VNEs) and some form of social interaction could help meet some caregiver needs but remains unexplored. In this study, we investigate how ADRD informal caregivers envision compan ionship in the context of VR nature. Through co-design sessions with 15 ADRD informal caregivers, the thematic analysis identified four main themes: companionship needs, physical presence, vir tual presence, and characteristics and behaviors. Diverse types of companions were suggested, with a preference for empathetic, cred ible, and authentic companionship. Design opportunities include integrating physical and virtual companionship within VNEs. This research highlights the importance of designing companions that help caregivers feel understood. Considering informal caregivers’ perspectives is integral to developing interventions that effectively address their emotional and social well-being.
- 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.
- DreamScape: fostering financial cognition through a serious gamePublication . Santos, Ana; Freitas, Constança; Bala, Paulo; Campos, Pedro F.; Dionisio, Mara; Bala, Paulo; Pereira Campos, Pedro Filipe; Campos, Pedro; Dionisio, MaraFinancial literacy is critical for economic empowerment, yet access to effective financial education remains uneven. Serious games provide an interactive and accessible approach to financial education, fostering decision-making and cognitive development through im mersive gameplay. In this demonstration, we present DreamScape, a narrative-driven serious game designed to teach financial literacy through interactive storytelling and puzzle-based mini-games. By leveraging narrative immersion and problem-solving mechanics, this online demo illustrates how interactive systems and creative design can foster economic empowerment, contributing to a more financially literate and equitable society.
- Eidolon: exploring the complexities of prolonged grief disorder through a digital gamePublication . Tomé, Filipe Pinheiro; Pires, Ana Cristina; Vasconcelos, Francisco; Campos, Pedro F.; Pereira Campos, Pedro Filipe; Campos, PedroEidolon is an innovative first-person thriller game that explores prolonged grief through a thought-provoking narrative. The digital game integrates escape room mechanics based on the five stages of grief, providing an immersive experience that encourages players to reflect on emotional loss. By combining the realism of Unreal Engine and MetaHumans with live-action footage, Eidolon offers a unique approach to narrative that tackles complex psychological themes. Our game will potentially raise awareness of Prolonged Grief Disorder and contribute to the emerging research on how emotionally challenging video games can positively impact players in meaningful ways.
- 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.
- Exploring the impact of transmedia storytelling on financial literacy: a pilot evaluation with young adultsPublication . Freitas, Constança; Santos, Ana; Campos, Pedro F.; Bala, Paulo; Dionisio, Mara; Pereira Campos, Pedro Filipe; Campos, Pedro; Bala, Paulo; Dionisio, MaraFinancial literacy is an essential skill for all young adults. However, conventional education practices may not always effectively mo tivate young adults to learn about finances. The combination of different forms of narrative and visuals in transmedia storytelling provides an engaging solution to this problem. Our approach con sisted of a web-based game, a board game, and a social media page. The web game has a stronger storytelling aspect where users need to find the characters on a map according to their financial strug gles; the social media page goes hand in hand with the web game because it gives further clues to find the characters; and the board game focuses more on the financial concepts and the collabora tive aspect of the game. We conducted a pilot study to evaluate the effectiveness of our design approach. Our findings highlight the transformative potential of transmedia storytelling to create innovative financial learning experiences.
- How do motivational text messages impact motivation to exercise?Publication . Duro, Ligia; Campos, Pedro F.; Romão, Teresa; Karapanos, Evangelos; Pereira Campos, Pedro Filipe; Karapanos, EvangelosWe study the motives of regular and non-regular exercisers’ engagement with motivational text messages and the importance individuals attribute to visual presentation. A total of 160 individuals were surveyed (80 regular exercisers and 80 non regular exercisers). We found regular exercisers use motivational text messages in order to encourage their exercise routine. Non regular exercisers use motivational text messages mainly to try to boost their exercise motivation. Individuals, independent of their exercise profile, prefer to see motivational text messages presented in a mixed way, sometimes as text-only and sometimes embedded in a visual presentation. Participants reported that an aesthetically appealing visual presentation helps instill a positive feeling regarding the text, and the visual presentation was considered as important as the textual content. We conclude with a number of implications for the design of activity trackers.
- Human work interaction design for pervasive and smart workplacesPublication . Campos, Pedro F.; Lopes, Arminda; Clemmensen, Torkil; Abdelnour-Nocera, JosePervasive and smart technologies have pushed work place configuration beyond linear logic and physical boundaries. As a result, workers’ experience of and ac cess to technology is increasingly pervasive, and their agency constantly reconfigured. While this in certain areas of work is not new (e.g., technology mediation and decision support in air traffic control), more recent developments in other domains such as healthcare (e.g., Augmented Reality in Computer Aided Surgery) have raised challenging issues for HCI researchers and practitioners. The question now is: how to improve the quality of workers’ experience and outputs? This workshop focuses on answering this question to support professionals, academia, national labs, and industry engaged in human work analysis and interac tion design for the workplace. Conversely, tools, proce dures, and professional competences for designing hu man-centered technologies for pervasive and smart workplaces will be discussed.
