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Research Project

Sensing and Community Open Data for Understanding the impact of Tourism

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Publications

SeaMote - Interactive Remotely Operated Apparatus for Aquatic Expeditions
Publication . Radeta, Marko; Ribeiro, Miguel; Vasconcelos, Dinarte; Lopes, Jorge; Sousa, Michael; Monteiro, João; Nunes, Nuno Jardim
IoT has been widely adopted by HCI communities and citi zen scientists to sense and control the surrounding environments. While their applications are mostly reported in urban settings, they remain scarce in aquatic settings. Oceans are undergoing an immense increase of human generated pollution ranging from noise to marine litter, where current USV solutions to detect its impact on environment remain at high cost. In our study, we design a first low-cost, long-range, radio controlled USV, based on IoT and LoRa, intended to be used for aquatic expeditions collecting environmental telemetry. We gather temperature, humidity, GPS position, footage and provide a mobile interface for remote control ling the USV. With this pilot study, we provide an initial study of the suitable simplistic GUI for long-range remote sensing in aquatic setting. We discuss the findings and propose future applications and Internet of Water Things as future research direction.
LoRattle - An Exploratory Game with a Purpose Using LoRa and IoT
Publication . Radeta, Marko; Ribeiro, Miguel; Vasconcelos, Dinarte; Nunes, Nuno Jardim
The Internet of Things (IoT) is opening new possibilities for sensing, monitoring and actuating in urban environments. They sup port a shift to a hybrid network of humans and things collaborating in production, transmission and processing of data through low-cost and low power devices connected via long-range (LoRa) wide area networks (WAN). This paper describes a 2-player duel game based on IoT con trollers and LoRa radio communication protocol. Here we report on the main evaluation dimensions of this new design space for games, namely: (i) game usability (SUS) leading to an above average score; (ii) affective states of the players (SAM) depicting pleasant and engaging gameplay, while players retain control; (iii) radio coverage perception (RCP) show ing that most participants did not change their perception of the radio distance after playing. Finally, we discuss the findings and propose future interactive applications to take advantage of this design space.

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Funding agency

Fundação para a Ciência e a Tecnologia

Funding programme

Funding Award Number

SFRH/BD/135854/2018

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