Percorrer por autor "Jorge, Joaquim"
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- 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.
- Collaborative 3d visualization on large screen displaysPublication . Mendes, Daniel; Sousa, Maurício; Araújo, Bruno; Ferreira, Alfredo; Noronha, Hildegardo; Campos, Pedro; Soares, Luciano; Raposo, Alberto; Jorge, JoaquimLarge Scale Displays, besides their visualization capabilities, can provide a great sense of immersion to a geographically distributed group of people engaging in collaborative work. This paper presents a system that uses remotely located wall sized displays, to o↵er immersive, interactive collaborative visualization and review of 3D CAD models for engineering applications.
- Combining EEG data with place and plausibility responses as an approach to measuring presence in outdoor virtual environmentsPublication . Azevedo, António Sérgio; Jorge, Joaquim; Campos, PedroOutdoor virtual environments (OVEs) are becoming increasingly popular, as they allow a sense of presence in places that are inaccessible or protected from human intervention. These virtual environments (VEs) need to address physical modalities other than vision and hearing. We analyze the influence of four different physical modalities (vision, hearing, haptics, and olfaction) on the sense of presence on a virtual journey through the sea and the Laurissilva Forest of Funchal, Portugal. We applied Slater et al.’s (2010) method together with data gathered by the Emotiv EPOC EEG in an OVE setting. In such a setting, the combination of haptics and hearing are more important than the typical virtual environment (vision and hearing) in terms of place and plausibility illusions. Our analysis is particularly important for designers interested in crafting similar VEs because we classify different physical modalities according to their importance in enhancing presence.
- Designing a mobile collaborative system for navigating and reviewing oil industry cad modelsPublication . Noronha, Hildegardo; Campos, Pedro; Jorge, Joaquim; Araújo, Bruno de; Soares, Luciano; Raposo, AlbertoIn this paper, we describe an industrial experience with the creation of a new product for collaboratively navigating and reviewing 3D engineering models, applied to the oil industry. Together with professional oil industry engineers from a large oil company, a team of HCI researchers per formed task analysis and storyboards, designed, imple mented and qualitatively evaluated a prototype that com bines the power of mobility brought by tablets with new navigation modes that employ every sensor present in the tablet to deliver a better experience. The system was the target of a qualitative assessment made by architects and oil industry engineering experts. Lessons learned are valuable, both in terms of performance and experience design, issues that necessarily arise when creating new collaborative vir tual reality systems
- Erratum to: Foot-turistic multimedia: designing interactive multimedia installations for shoe shopsPublication . Campos, Pedro; Campos, Miguel; Freitas, Paulo; Jorge, Joaquim
- Foot-turistic multimedia: designing interactive multimedia installations for shoe shopsPublication . Campos, Pedro; Campos, Miguel; Freitas, Paulo; Jorge, JoaquimThe amount of money spent in a store is positively correlated with the amount of time spent inside. We argue this is an opportunity for multimedia installations that can entertain shoppers and promote interaction with the shop’s products. This was the main principle behind our design idea for two interactive installations specifically conceived for shoe shops. We present two applications of interactive multimedia to shoe shopping: an interactive semantic mirror and an interactive window logo. We also describe the results of ethnographic studies, before and after the design process. Our contribution is two-fold: (i) we develop and apply a new multimedia architecture that combines RFID in-store technology with high-end motion detection algorithms, and (ii) we describe one of the first few studies about multimedia installations for improving the shoe shopping experience, in what we call “foot-turistic” interactions.
- Fostering collaboration in kindergarten through an augmented reality gamePublication . Campos, Pedro; Pessanha, Sofia; Jorge, JoaquimKindergarten children are a very special class of users, since they are in a primary stage of life, when they must learn how to live in society, e.g. to listen and respect the others’ opinions, share the same objects and also help each other. This study presents an Augmented Reality game, in which kinder garten children were able to collaborate in a spontaneous way supported by motivation, enjoyment and curiosity. This game allows children to explore concepts like the animals and the en vironments they live in by using Augmented Reality markers and a wooden board. These markers are the game pieces and through them children are able to manipulate 3D virtual models. Experiments were performed with several classes of students in different schools. Results suggest that the game is effective in maintaining high levels of motivation and collaboration among children, particularly when using immediate feedback.
- How high can expectations go? Practitioner issues and risks of interactive installationsPublication . Campos, Pedro; Campos, Miguel; Jorge, Joaquim
- A mobile system for collaborative design and review of large scale virtual reality modelsPublication . Campos, Pedro; Pereira Campos, Pedro Filipe; Gouveia, Duarte; Noronha, Hildegardo; Noronha, Hildegardo; Jorge, Joaquim; Jorge, JoaquimSeveral tools and research prototypes have been developed with the goal of improving the visualization, manipulation, design and review of 3D virtual reality models. However, most of the interactive technologies deployed in real world engineering contexts are still difficult to use. We present a novel virtual reality system specifically designed to support the needs of engineering teams working at oil platforms. CEDAR (Collaborative Engineering Design And Review) is based on multitouch and accelerometer input, and was designed and evaluated in close cooperation with researchers and engineers of a large oil industry company. The system allows the navigation, reviewing and annotation of 3D CAD (Computer-Aided Design) models in a mobile, collaborative context.
