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  • Fostering collaboration in kindergarten through an augmented reality game
    Publication . Campos, Pedro; Pessanha, Sofia; Jorge, Joaquim
    Kindergarten 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.
  • Interactive installations: tales from the trenches
    Publication . Campos, Pedro; Campos, Miguel; Jorge, Joaquim A.
    Breakthrough innovation can be interpreted as research translated in to products that the market accepts. The process of market translation of several products developed by WowSystems, a Portuguese company specialized in novel interaction paradigms, is explained in this paper as a case study shedding some light into how innovation centers can better promote innovation, in the form of well-succeeded products. We describe two paradigmatic “tales from the trenches” and conclude with some guidelines that were outlined on the basis of more than three years delivering fifty interactive installations.
  • Designing a mobile collaborative system for navigating and reviewing oil industry cad models
    Publication . Noronha, Hildegardo; Campos, Pedro; Jorge, Joaquim; Araújo, Bruno de; Soares, Luciano; Raposo, Alberto
    In 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
  • Combining EEG data with place and plausibility responses as an approach to measuring presence in outdoor virtual environments
    Publication . Azevedo, António Sérgio; Jorge, Joaquim; Campos, Pedro
    Outdoor 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.
  • Foot-turistic multimedia: designing interactive multimedia installations for shoe shops
    Publication . Campos, Pedro; Campos, Miguel; Freitas, Paulo; Jorge, Joaquim
    The 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.