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Resultados da pesquisa

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  • " In search of light": enhancing touristic recommender services with local weather data
    Publication . Dionisio, Mara; Paulino, Teresa; Suri, Trisha; Autzen, Nicolas; Schöning, Johannes
    Many destinations’ economies strongly rely on tourism. Therefore, it is crucial to meet tourists’ expectations, so they will return to the destination. The geographical formation of certain touristic islands often leads to local climates where it can be rainy and windy on one side of the island, whereas the other part is sunny. In this paper, we present a novel use for a network of sensors, LightBeam, a mobile location-based application aiming to improve the tourists’ experience. The application focuses on providing real-time guidance for tourists seeking sunlight to maximize their holiday experience by suggesting the closest points of interest (POIs) to the user with the “best sunlight”. To achieve this, we implemented and installed a network of geospatial sensors. The data from the sensor network is combined with the current location of the users to provide recommendations. We report on the initial design and prototype of LightBeam.
  • DreamScope Catcher: a Touch Sensitive Interface to Catch Dreams
    Publication . Dionisio, Mara; Bala, Paulo; Trindade, Rui; Nisi, Valentina; Nunes, Nuno Jardim
    Dream Scope is the interactive, stand alone, self contained portion of a bigger Art installation named Lucid Peninsula. The goal of the installation is to offer a way for people to experience the future through a physical interactive installation. To achieve this aim we designed and developed the interactive DreamScope device, while the Time’s Up collective designed and built the physical installation. On one side with the DreamViewer binoculars enable participants to see the Lucid Peninsula fictional world and absorb data relating to factors such as air quality, presence of plant and other life forms, etc. On the other side of the installation, the audience will be able to borrow mobile devices (DreamCatchers) and ‘catch’ the dreams of the inhabitants of the peninsula, which are mixed with memories of the world before it was transformed.
  • Seven stories: location based story-delivery system
    Publication . Dionisio, Mara Sofia Gomes; Nisi, Valentina
    Location aware content-based experiences have a substantial tradition in HCI, several projects over the last two decades have explored the association of digital media to specific locations or objects. However, a large portion of the literature has little focus on the creative side of designing of the experience and on the iterative process of user evaluations. In this thesis we present two iterations in the design and evaluation of a location based story delivery system (LBSDS), inspired by local folklore and oral storytelling in Madeira. We started by testing an already existing location based story platform, PlaceWear, with short multimedia clips that recounted local traditions and folktales, to this experience we called iLand. An initial evaluation of iLand, was conducted; we shadowed users during the experience and then they responded to a questionnaire. By analyzing the evaluation results we uncovered several issues that informed the redesign of the system itself as well as part of the story content. The outcome of this re design was the 7Stories experience. In the new experience we performed the integration of visual markers in the interface and the framing of the fragmented story content through the literary technique of the narrator. This was done aiming to improving the connection of the audience to the physical context where the experience is delivered. The 7Stories experience was evaluated following a similar methodology to the iLand evaluation but the user’s experience resulted considerably different; because of the same setting for the experience in both versions and the constancy of the most of the content across the two versions we were able to assess the specific effect of the new design and discuss its strengths and shortcomings. Although we did not run a formal and strict comparative test between the two evaluations, it is evident from the collected data how the specific design changes to our LBSDS influenced the user experience.
  • Estimated energy expenditure in youth while playing active video games: a systematic review
    Publication . França, Cíntia; Ashraf, Sadaf; Santos, Francisco; Dionísio, Mara; Ihle, Andreas; Marques, Adilson; Nascimento, Marcelo de Maio; Gouveia, Élvio Rúbio; França, Cíntia; Dionisio, Mara; Marques, Adilson; de Maio Nascimento, Marcelo; Gouveia, Élvio Rúbio; Baeta Santos, Francisco José
    Sedentary behavior and inadequate energy expenditure are serious global public health concerns among youngsters. The exponential growth in technology emerges as a valuable opportunity to foster physical activity, particularly through active video games. We performed a systematic review following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines in PubMed, Web of Science, Cochrane, and Scopus to provide a comprehensive view of the literature on energy expenditure levels among adolescents while playing active video games. Among the 574 manuscripts identified at the first screening stage, 23 were retained for analysis. Ten studies were characterized by longitudinal and thirteen by cross-sectional designs. The results showed that short-term active video games elicited energy expenditure values comparable to moderate-intensity physical activity (3–6 METs). However, in intervention programs (with at least six weeks) the results indicate no significant effects of active video games on youngsters’ energy expenditure levels and physical activity profiles between baseline and follow-up assessments. Overall, active video games based on sports and dance were the most used, and boys tended to achieve higher energy expenditure than girls. The diversity of methods implemented limits comparing results and drawing generalized conclusions. However, considering its attractiveness to youth, active video games might emerge as a complementary tool to traditional physical activities promoted in schools and local communities. Details regarding gender differences and contradictory results of longitudinal approaches should be considered in future research based on standardized methods.
  • Financial DreamScape: puzzle narrative games for financial education
    Publication . Santos, Ana; Freitas, Constança; Bala, Paulo; Campos, Pedro; Dionisio, Mara; Bala, Paulo; Campos, Pedro; Dionisio, Mara
    Financial literacy is essential for personal and national economic well-being, demanding attention in today’s dynamic society. How ever, a concerning trend persists where individuals may lack basic fnancial knowledge; this is common even among individuals with a high level of education. This gap is especially concerning for young adults, as it prevents them from making informed decisions, managing fnances efectively, and securing a stable future. This paper presents the development and pilot evaluation of a serious puzzle game prototype to enhance fnancial literacy among young adults. The pilot evaluation (N=7) explores various game mechan ics to deliver engaging fnancial education. Initial fndings indicate promising potential for serious puzzle games in facilitating fnancial literacy. The research aims to contribute insights into pedagogi cal strategies and game design enhancements, fostering informed decision-making and economic stability among young adults.
  • FitFest: designing a narrative-driven exergame to engage active seniors in physical activity
    Publication . 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; Campos, Pedro Filipe Pereira ; Campos, Pedro; Dionisio, Mara
    Exergaming 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.
  • Tapest[o]ry: an interactive tapestry to raise awareness of marine noise pollution
    Publication . Santos, Laura; Campos, Pedro; Dionisio, Mara; Quintal Santos, Laura Sofia; Campos, Pedro Filipe Pereira ; Campos, Pedro; Dionisio, Mara
    Through the years, the tapestry technique has been used for utilitarian purposes and to tell stories. In our artwork, we took inspiration from this ancient craft and the need to reconnect with our senses. This piece invites visitors to touch, feel, and listen. Tapest[o]ry is a living tapestry that listens and responds with a narrative representing the sea’s natural “murmurs” and harmful anthropogenic sounds. The tapestry is turned into an interactive artwork by combining layers of wool, crochet, and felt intertwined with hidden conductive threads. Through storytelling and audience interaction, Tapest[o]ry hopes to awaken empathy for the invisible chaos in our oceans and invite reflection on how we, too, are part of this delicate rhythm.
  • DreamScape: fostering financial cognition through a serious game
    Publication . Santos, Ana; Freitas, Constança; Bala, Paulo; Campos, Pedro F.; Dionisio, Mara; Bala, Paulo; Campos, Pedro Filipe Pereira ; Campos, Pedro; Dionisio, Mara
    Financial 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.
  • Tapest[o]ry: promoting marine noise pollution awareness through an Interactive tangible tapestry
    Publication . Santos, Laura; Olim, Sandra M. Câmara; Campos, Pedro; Dionisio, Mara; Campos, Pedro Filipe Pereira ; Campos, Pedro; Dionisio, Mara; Quintal Santos, Laura Sofia
    Our ancestors communicated stories through tapestries, using them to adorn public and private spaces. Traditionally, these tapestries were static artworks hanging on walls without audience interaction. Nevertheless, textiles offer a versatile medium, crafted from diverse materials and colours and manipulated to produce unique, touch responsive textures. Our work integrates the tactile capabilities of weaving with capacitive sensor technology to create an interactive art installation that fosters non-formal learning and raises aware ness about marine noise pollution and its harmful effects on marine ecosystems. Marine animals, particularly cetaceans, rely heavily on sound for communication, navigation, and hunting. Noise pollution disrupts these essential functions, presenting severe threats to their survival. By harnessing the storytelling potential of tapestries and the power of capacitive sensors connected to a microcontroller, we developed a unique and immersive art installation that educates the public and decision-makers about these pressing issues. This study evaluates the impact of this interactive tapestry on its audi ence. Qualitative and quantitative results suggest valuable insights, showcasing that Tapest[o]ry engages participants through its tan gible storytelling interface, fostering emotional responses such as empathy and compassion. Participants shared their thoughts about awareness of marine noise pollution, demonstrating the possible use of interactive art installations as storytelling tools. Our findings highlight the potential of integrating traditional textile techniques with interactive technology and storytelling to create powerful educational experiences outside formal learning environments, en couraging personal reflection and support for environmental issues.
  • TapeStory: exploring the storytelling potential of interactive tapestries
    Publication . Santos, Laura; Mara Dionisio; Pedro Campos; Dionisio, Mara; Campos, Pedro Filipe Pereira ; Quintal Santos, Laura Sofia
    Traditionally, these tapestries were static artworks hanging on walls without any interaction from the audience. Nevertheless, textiles offer a versatile medium, which can be crafted from various materials and colours and manipulated to produce unique, touch-responsive textures. Our vision is to integrate the tactile capabilities of weaving with capacitive sensor technology to create a media-immersed interactive art installation that explores the negative impact of noise pollution on marine life ecosystems. Marine animals, particularly cetaceans, heavily rely on sound for communication, navigation, and hunting, and noise pollution can disrupt these essential functions. By harnessing the storytelling potential of tapestries and the power of capacitive sensors connected to microcontrollers, we developed a storytelling experience with a unique embodied interface that aims to educate the general audience about pressing issues such as marine noise pollution.