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- HomeTree: an art inspired mobile eco-feedback visualizationPublication . Quintal, Filipe; Nisi, Valentina; Nunes, Nuno; Barreto, Mary; Pereira, LucasThis paper presents HomeTree a prototype of an art-inspired mobile eco feedback system. The system is implemented on a tablet PC and relies on a non intrusive energy-monitoring infrastructure to access consumption and power event information. Our prototype addresses an important problem in eco feedback, which is the fact that users loose interest about their energy consump tion after a period of several weeks. To accomplish this HomeTree implements a dual visualization strategy. Initially HomeTree presents users with a screensa ver that shows energy consumption mapped in a dynamic illustration of the lo cal forest. Through this strategy we leverage the emotional connection between the short-term energy consumption and the long-term effects on nature through the local depicted landscape. In a second mode of operation users can interact with HomeTree directly by checking the historical records of their consumption data, and check which days or weeks they have reduced or increased consump tion. Furthermore a comparison with a more objective baseline, such as the city of Funchal energy consumption is provided, in order to give users a sense of the level of their consumption in a wider context.
- Beanstalk: a community based passive wi-fi tracking system for analysing tourism dynamicsPublication . Nunes, Nuno; Ribeiro, Miguel; Prandi, Catia; Nisi, ValentinaThis paper presents Beanstalk, an interactive platform to assist communities in easily running systematic analysis of mobility patterns of tourists at their destinations, contributing in new ways in visualizing spatio-temporal mobility data for forecasting, tracking trends, detecting patterns and noticing anomalies. The approach takes advantage of a combination of passive Wi-Fi tracking and ground truth data provided by tourism authorities. By analyzing a large dataset for a medium sized European island, we provide evidence of the accuracy and effectiveness of this low-cost method in inferring topological characteristics of tourist behavior and relevant typologies of trip itineraries. This helps decision makers in the touristic sector to plan and manage actions geared towards improving the sustainability and competitiveness of their touristic regions. In particular, we argue that in a world where sensing data is becoming inexpensive, there is an opportunity to use this approach to deliver data back to local communities which are empowered to act and leverage this information.
- When the Elephant Trumps": A Comparative Study on Spatial Audio for Orientation in 360◦ VideosPublication . Bala, Paulo; Masu, Raul; Nisi, Valentina; Nunes, NunoOrientation is an emerging issue in cinematic Virtual Reality (VR), as viewers may fail in locating points of interest. Recent strategies to tackle this research problem have investigated the role of cues, specifically diegetic sound effects. In this paper, we examine the use of sound spatialization for orien tation purposes, namely by studying different spatialization conditions ("none", "partial", and "full" spatial manipulation) of multitrack soundtracks. We performed a between-subject mixed-methods study with 36 participants, aided by Cue Control, a tool we developed for dynamic spatial sound edit ing and data collection/analysis. Based on existing literature on orientation cues in 360◦ and theories on human listening, we discuss situations in which the spatialization was more ef fective (namely, "full" spatial manipulation both when using only music and when combining music and diegetic effects), and how this can be used by creators of 360◦ videos.
- Enhancing sustainable mobility awareness by exploiting multi-sourced data: the case study of the Madeira islandsPublication . Prandi, Catia; Nunes, Nuno; Ribeiro, Miguel; Nisi, ValentinaIn this paper we present a low-cost infrastructure to collect a variety of location-based multi-sourced data with the aim of providing personalized services and raising awareness for sustainable mobility solutions. The gathered data can be used to provide: (i) citizens and tourists with personalized location-based services to increase sustainability awareness; (ii) local authorities and tourism boards with a tool to identify and prevent mobility issues; and (iii) transport companies with an instrument to support urban mobility planning decisions. To collect data, we exploited a low-cost Wi-Fi passive tracking system and we augmented this infrastructure using sensors for detecting environmental conditions. To achieve this, we provided 60 points of interest and 20 buses with our solution, to spread out the sensors over the entire Madeira Island. Using the gathered data, we developed different scenarios to prove that in a world where sensing data is becoming inexpensive, there are opportunities to use our approach to deliver data back to the citizens, empowering local communities, with the goal of promoting sustainable mobility and tourism.
- Modeling Adoption, Security, and Privacy of COVID-19 Apps: Findings and Recommendations From an Empirical Study Using the Unified Theory of Acceptance and Use of TechnologyPublication . Nunes, Nuno; Adamo, Greta; Ribeiro, Miguel; Gouveia, Bruna R.; Gouveia, Élvio Rúbio; Teixeira, Pedro; Nisi, ValentinaBackground: The global health crisis caused by COVID-19 has drastically changed human society in a relatively short time. However, this crisis has offered insights into the different roles that such a worldwide virus plays in the lives of people and how those have been affected, as well as eventually proposing new solutions. From the beginning of the pandemic, technology solutions have featured prominently in virus control and in the frame of reference for international travel, especially contact tracing and passenger locator applications. Objective: The objective of this paper is to study specific areas of technology acceptance and adoption following a unified theory of acceptance and use of technology (UTAUT) research model. Methods: We presented a research model based on UTAUT constructs to study the determinants for adoption of COVID-19–related apps using a questionnaire. We tested the model via confirmatory factor analysis (CFA) and structural equation modeling (SEM) using travelers’ data from an insular tourist region. Results: Our model explained 90.3% of the intention to use (N=9555) and showed an increased understanding of the vital role of safety, security, privacy, and trust in the usage intention of safety apps. Results also showed how the impact of COVID-19 is not a strong predictor of adoption, while age, education level, and social capital are essential moderators of behavioral intention. Conclusions: In terms of scientific impact, the results described here provide important insights and contributions not only for researchers but also for policy and decision makers by explaining the reasons behind the adoption and usage of apps designed for COVID-19.
- Passive Wi-Fi monitoring in the wild: a long-term study across multiple location typologiesPublication . Ribeiro, Miguel; Nunes, Nuno; Nisi, Valentina; Schöning, JohannesIn this paper, we present a systematic analysis of large-scale human mobility patterns obtained from a passive Wi-Fi tracking system, deployed across different location typologies. We have deployed a system to cover urban areas served by public transportation systems as well as very isolated and rural areas. Over 4 years, we collected 572 million data points from a total of 82 routers covering an area of 2.8 km2. In this paper we provide a systematic analysis of the data and discuss how our low-cost approach can be used to help communities and policymakers to make decisions to improve people’s mobility at high temporal and spatial resolution by inferring presence characteristics against several sources of ground truth. Also, we present an automatic classification technique that can identify location types based on collected data.
- Augmented Reality Museum’s Gaming for Digital Natives: Haunted Encounters in the Carvalhal’s PalacePublication . Nisi, Valentina; Cesário, Vanessa; Nunes, NunoMemories of Carvalhal’s Palace – Haunted Encounters is an Aug mented Reality (AR) location-based game which involves players in uncovering the mystery behind the haunted aspects of a museum premises. The game de ployed at the Natural History Museum of Funchal makes use of mobile interac tive AR and gaming strategies to promote the engagement of teenage visitors (digital natives) in museum experiences. Through this game, the audience em barks in a journey through the museum spaces, collecting scientific information about selected exhibits, while interacting with their tridimensional (3D) AR mod els. The audience’s interactions with the museum exhibits are rewarded with pieces of a map, which will guide them to a hidden location, the scientific library of the museum. There participants can finally unlock the mysteries they have been summoned to solve. The game’s goal stems from the fact that digital native teenagers are identified as an audience group that is often excluded from a mu seum’s curatorial strategies [1] and as consequence, they appears to be generally disinterested in what museums might offer [2]. In this article, we present the de scription and rational behind Memories of Carvalhal’s Palace: Haunted Encoun ters mobile gaming application and then discuss the results of first empirical tests performed to evaluate the usefulness and usability of the game.
- Evaluation of yasmine’s adventures: exploring the socio-cultural potential of location aware multimedia storiesPublication . Dionisio, Mara; Barreto, Mary; Nisi, Valentina; Nunes, Nuno; Hanna, Julian; Herlo, Bianca; Schubert, JenniferThis paper describes Yasmine’s Adventures, a location aware multi‐ media story designed as a location based service for a museum. Yasmine’s Adventures follows a young local girl (Yasmine) through a series of short animated adventures, tailored specifically to engage visitors in exploring the rela‐ tively neglected streets of the area in which the museum is situated. Yasmine’s perceptions of the landmarks, identified by community members themselves, reflect the real concerns of the community. Results from the evaluation of the user’s experience suggest location connection and perception changes when loca‐ tive media narratives include learning, understanding and discovery elements.
- Yasmine’s adventures: an interactive urban exploring the sociocultural potential of digital entertainmentPublication . Nisi, Valentina; Dionisio, Mara; Hanna, Julian; Ferreira, Luis; Nunes, NunoUrban computing systems impact quality of life in densely populated areas. With the widespread availability of wireless networks and portable devices, ur ban areas are fast becoming a hybrid of the physical environment and the digital datasphere. This paper describes Yasmine’s Adventures, a location aware story telling platform that leverages on urban computing strategies to create an inter active walk through the Mehringplatz area, surrounding the Jewish Museum in Berlin. Yasmine’s Adventures (YA) is a mobile application that delivers a se quence of animations clips tailored specifically to the Mehringplatz neighbour hood. The story follows an adventurous local girl as she walks home alone, vis iting local landmarks. Yasmine’s perceptions of the landmarks, identified by community members in an earlier workshop, reflect the real concerns of the community. This interactive experience was created to engage visitors of the Jewish Museum to explore the relatively neglected streets of the area in which the museum is situated.
- A mixed reality neighborhood tour: understanding visitor experience and perceptionsPublication . Nisi, Valentina; Dionisio, Mara; Barreto, Mary; Nunes, NunoMuseums are increasingly turning to technology to improve their offerings. This presents an opportunity to surrounding neighborhoods to take advantage of the museum in order to connect with visitors and offer them a glimpse into their community. The work presented in this article contributes to advancing the state of the art in designing Mixed Reality (MR) entertainment experiences by presenting and discussing Yasmine’s Adventures (YA), a mobile application aiming to extend the museum visitor’s experience into the surrounding neighborhood. YA demonstrates the potential of MR in engaging visitors to explore neglected urban areas. This is achieved by incorporating the opinions of community members, and other contextual information, into a fictional story telling journey, delivered through a MR entertainment experience distributed in real space. Consequently, users are provided with opportunity to connect with enriched portraits of these spaces. Results from a quantitative and qualitative evaluation showed that participants’ perception of the neighborhood was positively affected by the experience, which fostered curiosity and willingness to explore the neighborhood both at the spatial and social levels. By taking the tour, participants increased their interest in interacting with locals and fostered greater knowledge of the area, which they were willing to share after experiencing it.