12 research outputs found
On the usage of different work analysis methods for collaborative review of large scale 3D CAD models
Human work interaction design is an emerging discipline that aims to
encourage empirical studies and conceptualizations of the interaction among
humans, their variegated social contexts and the technology they use both with in and across these contexts. In this paper we describe and elaborate around the
usage of different work analysis methods in a complex, real world work do main: collaborative review of large-scale 3D engineering models. The analysis
is based on (i) input from experts in the oil platform engineering field, (ii) pre vious and related work and (iii) application of different methods considering the
recent advances in technology. We conclude that hierarchical task analysis was
not effective in obtaining a clear, common vision about the work domain. Sto ryboarding was the most useful technique as it allowed discovering novelty fac tors that differentiate the solution and improve the usability of the product,
thereby supporting the human work at offshore engineering design and review
sessions.info:eu-repo/semantics/publishedVersio
The Impact of Virtual Reality Nature Environments on Calmness, Arousal and Energy: a Multi-Method Study
Virtual Reality is the current media's epitome of Immersiveness, Presence and Suspension of
Disbelief. Both research and gaming industry communities have been building on this in order to
exhaustively research and explore feelings of high-adrenaline, scariness, panic and other visceral
and instinctive feelings. We take the opposite approach and try to prove that Virtual Reality can also
be used to induce feelings of relaxation and soothingness effectively and strongly. Therefore, it could
be used to improve the mental health of people who cannot be exposed to situations that induce said
feelings. In our experiments, we found that Virtual Reality can be used to induce a strong sense of
Calmness and to reduce the sense of Arousal and Energy, with a high degree of significance, having
an effect with short-duration exposures. We also found hints that Virtual Reality may have an effect in
the circadian cycle's regulation by exposing the subjects to a virtual sunset.info:eu-repo/semantics/publishedVersio
How much Sample Rate is actually needed? Arm Tracking in Virtual Reality
There are plenty of studies dealing with the delays and other relations between head movements
and visual response on Virtual Reality setups using head mounted displays. Most of those studies
also present some consequences of deviating from those values. Yet, the rest of the human body
remains relatively unmapped. In this paper, we present the data found during our research about
vision-arm coordination. This data can be used to help build better and more efficient human computer interfaces, especially those that rely on a virtual avatar with a body and have resource
restriction like battery or bandwidth. We tested body tracking Sample Rates ranging from 15 Hz up
to 120 Hz (corresponding to total latencies ranging from 37 ms to 95.4 ms) and found out no
significant user performance differences. We did, however, find that a small percentage of users
are, indeed, capable of noticing the changes in Sample Rate. Based on the found results, we advise
that, if one is trying to save battery, bandwidth or processor cycles, a low body tracking Sample
Rate could be used with no negative effects on user performance.info:eu-repo/semantics/publishedVersio
On the usage of different work analysis methods for collaborative review of large scale 3D CAD models
Human work interaction design is an emerging discipline that aims to
encourage empirical studies and conceptualizations of the interaction among
humans, their variegated social contexts and the technology they use both with in and across these contexts. In this paper we describe and elaborate around the
usage of different work analysis methods in a complex, real world work do main: collaborative review of large-scale 3D engineering models. The analysis
is based on (i) input from experts in the oil platform engineering field, (ii) pre vious and related work and (iii) application of different methods considering the
recent advances in technology. We conclude that hierarchical task analysis was
not effective in obtaining a clear, common vision about the work domain. Sto ryboarding was the most useful technique as it allowed discovering novelty fac tors that differentiate the solution and improve the usability of the product,
thereby supporting the human work at offshore engineering design and review
sessions.info:eu-repo/semantics/publishedVersio
Don鈥檛 Forget to Take Some Time to Yourself: The Effect of Mobile Phone Reminders on Self-care Subdomains of Informal Caregivers
The lives of informal caregivers can get so busy and overwhelmed
that they stop caring for themselves. A simple daily mobile phone
reminder may be enough to restore some of their self-care. In this
study, we explore the effects of reminders in the lives of informal
caregivers, specifically in the Mindful Self-Care Scale subdomains.
We found positive effects in the Supportive Relationships and the
Mindful Relaxation subdomains with medium effects. Despite not
being statistically significant, the Mindful Awareness and the Self Compassion and Purpose subdomains have low enough p-values
for us to argue that they may create positive effects if coupled
with extra call-to-action features. This should be explored in future
studies. The Supportive Structure subdomain seems to have no
relation or be affected in any relevant way by the reminders.info:eu-repo/semantics/publishedVersio
LoRaquatica: Studying Range and Location Estimation using LoRa and IoT in Aquatic Sensing
While ubiquitous computing remains vastly applied
in urban environments, their applications in ocean environment
remain scarce due to the limitations in range and cost of current
radio technology. This hinders environmental telemetry in the
oceans and other remote areas. In this study, we explore the
usage of IoT and Long Range Radio Communication (LoRa) in
ocean environments. We study the maximum distance for LoRa
and a potential location estimation based on the same technology
using the passive RSSI analysis. Using three coastal based nodes
and a node mounted on a sea vessel, we report a maximum range
of 83.6km. We also achieve a location error within a radius
of 3.4km (4% of maximum distance) in the sea. These results
support marine biologist expeditions, allowing them to use low cost, long-lasting and easy to deploy solutions for tracking marine
objects and species in open ocean, providing them data in near real-time. We discuss the findings from used models, outlining
limitations, and providing a scenario for future ubiquitous IoT
applications for tracking sea objects.info:eu-repo/semantics/publishedVersio
Designing a mobile collaborative system for navigating and reviewing oil industry cad models
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 systemsinfo:eu-repo/semantics/publishedVersio
Collaborative 3d visualization on large screen displays
Large Scale Displays, besides their visualization
capabilities, can provide a great sense of immersion to a
geographically distributed group of people engaging in
collaborative work. This paper presents a system that uses
remotely located wall sized displays, to o鈫礶r immersive,
interactive collaborative visualization and review of 3D
CAD models for engineering applications.info:eu-repo/semantics/publishedVersio
Hovercraft telemanipulation virtual models and interface design
A control system was designed to allow humans to manually drive an, usually
automatic, two wheeled hovercraft. The size, the mass and the way of driving this
vehicle proves to be an issue for the everyday, untrained person to achieve.
During this thesis several control layouts were designed with the objective of
creating an intuitive and easy way of driving such a vehicle. At the end two where usertested
using a simulation (also developed during this thesis) of the said hovercraft set
against obstacles similar to those expected to be encountered on its real environment.
The two layouts are just slightly apart in performance but numerous issues were
found that can be used to redesign a better control layout. This means that no definitive
winner was found but a foundation for a better design was indeed found.Universidade da Madeir
Hovercraft telemanipulation virtual models and interface design
A control system was designed to allow humans to manually drive an, usually
automatic, two wheeled hovercraft. The size, the mass and the way of driving this
vehicle proves to be an issue for the everyday, untrained person to achieve.
During this thesis several control layouts were designed with the objective of
creating an intuitive and easy way of driving such a vehicle. At the end two where usertested
using a simulation (also developed during this thesis) of the said hovercraft set
against obstacles similar to those expected to be encountered on its real environment.
The two layouts are just slightly apart in performance but numerous issues were
found that can be used to redesign a better control layout. This means that no definitive
winner was found but a foundation for a better design was indeed found.Universidade da Madeir