Publicações em Atas de Congressos/Conferências, etc.
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Percorrer Publicações em Atas de Congressos/Conferências, etc. por Domínios Científicos e Tecnológicos (FOS) "Ciências Naturais::Ciências da Computação e da Informação"
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- Applied depth cameras In sports biomechanicsPublication . Maciejewski, Konrad; Martins, Francisco; Pestana Martins, João Francisco; Martinho, Diogo; Martinho, Diogo; Sliż, Maciej; Sarmento, Hugo; Gouveia, Élvio Rúbio; Gouveia, Élvio Rúbio; Gouveia, Elvio Rúbio; Gouveia, Elvio Rúbio; Przednowek, Krzysztof
- Athlete security management: the case of the Madeira Island Ultra Trail EventPublication . Marques, Eduardo; Miguel Dias Marques, Eduardo; Pinheiro, Ricardo
- 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.
- Collaboration meets interactive surfaces (CMIS): walls, tables, mobiles, and wearablesPublication . Anslow, Craig; Campos, Pedro; Grisoni, Laurent; Lucero, Andres; Pereira Campos, Pedro FilipeThis workshop proposes to bring together researchers who are interested in improving collaborative experiences through the combination of multiple interaction surfaces with diverse sizes and formats, ranging from large-scale walls, to tables, mobiles, and wearables. The opportunities for innovation exist, but the ITS, CHI, CSCW, and other HCI communities have not yet thoroughly addressed the prob lem of bringing effective collaboration activities together using multiple interactive surfaces, especially in complex work domains. Of particular interest is the potential synergy that one can obtain by effectively combining different-sized surfaces and sharing information between devices.
- 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.
- FitFest: designing a narrative-driven exergame to engage active seniors in physical activityPublication . Freitas, Eva; Noronha, Hildegardo; França, Cíntia; Gouveia, Élvio; Bala, Paulo; Campos, Pedro; Dionísio, Mara; França, Cíntia; Gouveia, Elvio Rúbio; Gouveia, Elvio Rúbio; Gouveia, Élvio Rúbio; Bala, Paulo; Pereira Campos, Pedro Filipe; Campos, Pedro; Dionisio, MaraExergaming is a modern approach frequently used to promote physical activity at all ages while playing digital games. Given that physical health deteriorates with age, that older people tend to live sedentary lifestyles and that they get tired faster due to lack of physical stimulation, maintaining a healthy lifestyle and regular exercise routine is important to avoid unintentional injuries. Taking into account interviews and a focus group with seniors and fitness professionals, this paper reports on the design and development of an exergame for seniors to complement their weekly exercise classes. Fit Fest is an exergame for seniors that leverages narra tive and sociocultural connections to create an engaging exercise experience.
- 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.
- How does the visual aesthetics of positively-framed messages impact their motivational capacity?Publication . Duro, Ligia; Romão, Teresa; Karapanos, Evangelos; Campos, Pedro; Karapanos, Evangelos; Pereira Campos, Pedro FilipeMany people nowadays engage with motivational text messages embedded in a visual presentation. However, empirical studies of the impact of textual messages on users’ motivation to exercise have paid little attention to how their visual appeal impacts their motivational capacity. We conducted an online experiment to explore the impact of visual aesthetics on the motivational capacity of positively-framed textual messages. Participants were assigned to three conditions: positively-framed messages a) presented as text-only (no-aesthetics), b) presented with high visual appeal (beautiful), and c) presented with low visual appeal (ugly). Contrary to our expectations, the perceived visual appeal of a message show no impact on its motivational capacity in terms of how motivating it was perceived to be, nor on extrinsic identified behavior regulation. The implications of these results on the design of interactive systems, and physical activity trackers in particular, are discussed herein.
- M-dimensions: a framework for evaluating and comparing interactive installations in museumsPublication . Gonçalves, Lígia; Campos, Pedro; Sousa, Margarida; Pereira Campos, Pedro FilipeDesigning and evaluating digital interactive experiences for museums requires scrupulous attention to every aspect that contributes to an engaging and rich learning experience. The evaluation of interactive installations in museums is a very demanding endeavor due to the intersection of multi ple research fields, such as human computer interaction, design and multimedia, museum studies, audience research, etc. In this paper we introduce a novel framework with ten di mensions for guiding the design and evaluation of interac tive installations, specifically tailored to museums. The conception of the framework was based on current usability evaluation methods and principles as well as museology literature. It was then iteratively refined and finally validat ed with and a long-term study about interactivity in all the interactive museums of a specific geographic region. The results obtained emphasize the importance of adopting the proposed framework for future research on interactive museums evaluation.
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