22 research outputs found
Activity providers for Inven!RA
This report details the operation of Web services for platforms implementing the Inven!RA architecture and the data formats for parameter passing and responses.N/
Using choreographies to support the gamification process on the development of an application to reduce electricity costs
Building automation systems contribute to reduce electricity costs by managing distributed energy resources in an efficient way. However, a large share of consumption cannot be optimized through automation alone, since it mainly depends on human interactions. Gamification can be used as one form of changing users’ behaviours [1], but its implementation does require assumptions on the behaviour patterns that need to
be identified, encouraged, or discouraged. To tackle this problem, we propose a framework that joins building automation solutions with gamification techniques to enable behavioural demand response.info:eu-repo/semantics/publishedVersio
Immersive authoring of virtual reality training
The use of VR in industrial training contributes to reduce costs and risks, supporting more frequent and diversified use of experiential learning activities, an approach with proven results. In this work, we present an innovative immersive authoring tool for experiential learning in VR-based training. It enables a trainer to structure an entire VR training course in an immersive environment, defining its sub-components, models, tools, and settings, as well as specifying by demonstration the actions to be performed by trainees. The trainees performing the immersive training course have their actions recorded and matched to the ones specified by the trainer.info:eu-repo/semantics/publishedVersio
A novel tool for immersive authoring of experiential learning in virtual reality
Training in VR can reduce risks and costs while allowing frequent and diversified experiential learning activities. We present a novel VR immersive authoring tool for experiential learning courses with industrial machinery. A trainer can create a course from scratch, defining all its components (structure, models, tools, and settings).
The actions which trainees should perform can be specified by
demonstration. After completing the course, trainees’ actions will
be matched against the trainer’s.info:eu-repo/semantics/publishedVersio
Online Gym : um ginásio virtual 3D integrando a kinect : análise comparativa de bibliotecas de suporte
Workshop realizado na Universidade de Coimbra de 9-11 de julho de 2014A sincronização online de ginástica potencia novas possibilidades para melhorar o bem-estar fÃsico e social das pessoas com restrições de deslocação. A nossa
proposta passa pela criação de uma plataforma 3D - Online Gym - que permita que os utilizadores interajam e participem em sessões online de ginástica em grupo
através do Microsoft Kinect.
No presente artigo, com vista à concretização desta proposta, analisamos três alternativas tecnológicas para a implementação de serviços de deteção de
movimentos que possam ser integrados em
plataformas gráficas multiutilizador. Nos resultados, expõem-se as caracterÃsticas de cada uma e o impacte respetivo para sua utilização na concretização desta
proposta ou outras iniciativas similares
Acupuncture for tinnitus immediate relief
The treatment of tinnitus, wich is defined as conscientious perception of a sound originated in the ears or nervous system, represents until the current days a great challenge. The use of Acupuncture (ACP) is based on the stimulation with needles of specific points on the human anatomy. A prospective, randomizaded and double-blinded study was carried through in 76 patients taken care of in the Clinic of Tinnitus of the Department of Otorhinolaringology and Head and Neck Surgery of the UNIFESP-EPM in the period understood between April and June of 2005. All the patients had humming complaint and had been submitted to clinical anamnese, physical examination and subsidiary exams in order to investigate its etiology. The patients then were directed to a first researcher that determined an initial numeric value of the humming through Visual Analoge Scale(VAS), varying from 0 to 10 points. After this, had been directed for another room in which an acupuncturist doctor, who did not have access to the initial evaluation, separated the patients in Group Control and Group Study according to the attendance order, in alternating way. The ACP point used in patients of the Group Study places 6,5 cm above of the apex of the auditory pavilion in the parietal region. The point used in the Group Control places 3 cm above of the previous point, in the same vertical line. Then they had been sent back to the initial room for a new evaluation by the first researcher, where they had been guided to redefine the subjective score of the humming. Among the 76 studied patients, 29 were male (38,2%) and 47 female (61,8%), with average age 56,9 + 12,0 years. The Groups Study and Control had counted on 38 patients each. Through the Anova test it was evidenced that it had significant difference (p<0,001) between the moments pre and post needling and that in the group Study this improvement is more evident (p=0,0127). The t-independent test showed that it had a significant difference (p=0,017) between the two moments in the groups Study and Control. We conclude that there was significant reduction of the counting of the moments pre and post needling in both the groups, and in the group study the reduction is greater that in the group control.O zumbido, definido como percepção consciente de um som originado nas orelhas ou no sistema nervoso do paciente, representa até os dias atuais um grande desafio no que concerne seu tratamento, baseia-se na estimulação com agulhas de pontos especÃficos definidos sobre a anatomia humana. A utilização da Acupuntura (ACP) em sintomas como o zumbido assemelha-se ao modelo aplicado nos quadros álgicos, já que ambos estão relacionados como experiência sensorial e emocional subjetiva e desagradável. OBJETIVO: Estudar a eficácia da acupuntura no alÃvio sintomático de forma aguda no zumbido. FORMA DE ESTUDO: ClÃnico prospectivo. MATERIAL E MÉTODO: Foi realizado um estudo prospectivo, randomizado e duplo-cego em 76 pacientes atendidos no Ambulatório de Zumbido do Departamento de Otorrinolaringologia e Cirurgia de Cabeça e Pescoço da UNIFESP-EPM no perÃodo compreendido entre abril e junho de 2005. Todos os pacientes tinham queixa de zumbido e foram submetidos a anamnese clÃnica, exame fÃsico e exames subsidiários a fim de se investigar sua etiologia. Os pacientes eram então encaminhados a um primeiro pesquisador que determinou um valor numérico subjetivo inicial do zumbido através de Escala Visual Analógica (EVA), variando de 0 a 10 pontos. Após isto, foram encaminhados para outra sala na qual um médico acupunturista, que não tinha acesso à avaliação inicial, separou os pacientes em Grupo Controle e Grupo Estudo de acordo com a ordem de atendimento, de maneira alternada. O ponto de ACP utilizado nos pacientes do Grupo Estudo situa-se a 6,5cm acima do ápice do pavilhão auditivo na região têmporo-parietal. O ponto utilizado no Grupo Controle situa-se 3cm acima do ponto anterior, na mesma linha vertical. Foram então encaminhados à sala inicial para uma nova avaliação pelo primeiro pesquisador, onde foram orientados a redefinir o escore subjetivo do zumbido. RESULTADOS: Dos 76 pacientes estudados, 29 eram do sexo masculino (38,2%) e 47 do sexo feminino (61,8%), com idade média 56,9 + 12,0 anos. Os Grupos Estudo e Controle contaram com 38 pacientes cada. Através do teste Anova foi constatado que houve diferença significante (p<0,001) entre os momentos pré e pós-agulhamento e que no grupo Estudo essa melhora é bem maior (p = 0,0127). O teste t-independente mostrou que houve uma diferença significante (p=0,017) entre os escores pré e pós-agulhamento nos grupos Estudo e Controle. CONCLUSÃO: ConcluÃmos que houve redução significante da contagem dos momentos pré e pós-agulhamento em ambos os grupos (controle e estudo), sendo que no grupo estudo a redução é maior que no grupo controle.UNIFESP-EPMUNIFESP-EPM Depto. de ORL e CCPUNIFESP-EPM Liga Acadêmica de OtorrinolaringologiaUNIFESP, EPM, Depto. de ORL e CCPUNIFESP, EPM Liga Acadêmica de OtorrinolaringologiaSciEL
Online-Gym : multiuser virtual gymnasium using RINIONS and multiple kinect devices
Conferência internacional realizada na Universidade de Malta, de 9-12 de setembro de 2014To enhance older citizen’s practice of physical exercise, we present the architecture, development, and pilot
testing of a multiuser online gymnasium based on Kinect motion capture and OpenSimulator, which aims to enable socialization and supervision of exercise practice without travel requirements.
The prototype was tested simultaneously with 4 elders at different locations, providing data on the feasibility of the approach and informing subsequent development and research
Design and evaluation of a choreography-based virtual reality authoring tool for experiential learning in industrial training
The use of virtual reality (VR) for industrial training
helps minimize risks and costs by allowing more frequent and
varied use of experiential learning activities, leading to active and
improved learning. However, creating VR training experiences
is costly and time-consuming, requiring software development
experts. Additionally, current authoring tools lack integration with
existing data and are desktop-oriented, which detach the pedagogic
process of creating the immersive experience from experiencing it
in a situated context. In this article, we present a novel interactive
approach for immersive authoring of VR-based experiential
training by the trainers themselves, from inside the virtual
environment and without the support of development experts. The
design includes identifying interactable elements, such as 3-D
models, equipment, tools, settings, and environment. The trainer
also specifies by demonstration the actions to be performed by
trainees, as a virtual choreography. During course execution,
trainees’ activities are also registered as virtual choreographies and
matched to those specified by the trainer. Thus, trainer and trainee
are culturally situated within their area semantics and social
discourse, rather than adopting concepts of the VR system for the
learning content. We conducted a usability case study with
professionals from an international wind energy company, using
detailed models of wind turbines and real-world procedures.
Trainers set up a training course using the immersive authoring
tool, and trainees executed the course. The learning experience and
usability were analyzed, and the training was certified by
comparing real-world task completion between a user who had
undergone virtual training and a user who did not.Manuscript received 25 June 2021; revised 30 November 2021 and 18 February 2022; accepted 2 March 2022. Date of publication 7 March 2022; date of current version 21 October 2022. This work was supported in part by the ERDF - European Regional Development Fund through the Operational Programme for Competitiveness and Internationalisation - COMPETE 2020 under the Portugal 2020 Partnership Agreement, in part by the Portuguese National Innovation Agency (ANI) under Project POCI-01-0247-FEDER038524, and in part by Portuguese funding agency, FCT - Fundação para a Ciência e a Tecnologia, under Project UIDB/50014/2020. An earlier version of this paper was presented in part at the 2021 IEEE Conference on Virtual Reality and 3D UserInterfaces[DOI: 10.1109/VRW52623.2021.00199].(Corresponding author:
Fernando Cassola.) Fernando Cassola, Daniel Mendes, and Ant onio Coelho are with the INESC
TEC, and Faculty of Engineering, University of Porto, 4099-002 Porto, Portugal (e-mail: [email protected]; [email protected]; [email protected]). Manuel Pinto and Hugo Paredes are with the INESC TEC and University of Tras-os-Montes e Alto Douro, 5000-801 Vila Real, Portugal (e-mail: [email protected]; [email protected]).
Leonel Morgado is with the INESC TEC and Universidade Aberta, 1250-100 Lisboa, Portugal (e-mail: [email protected]).
Sara Costa, Luıs Anjos, David Marques, Filipe Rosa, Ana Maia, and Helga Tavares are with the Vestas Wind Systems, 2670-327 Loures, Portugal (email: [email protected]; [email protected]; [email protected]; [email protected]; [email protected]; [email protected]).
Digital Object Identifier 10.1109/TLT.2022.3157065info:eu-repo/semantics/publishedVersio
Using virtual choreographies to identify office users' behaviors to target behavior change based on their potential to impact energy consumption
Reducing office buildings’ energy consumption can contribute significantly towards carbon
reduction commitments since it represents ∼40% of total energy consumption. Major components
of this are lighting, electrical equipment, heating, and central cooling systems. Solid evidence
demonstrates that individual occupants’ behaviors impact these energy consumption components.
In this work, we propose the methodology of using virtual choreographies to identify and prioritize
behavior-change interventions for office users based on the potential impact of specific behaviors on
energy consumption. We studied the energy-related office behaviors of individuals by combining
three sources of data: direct observations, electricity meters, and computer logs. Data show that
there are behaviors with significant consumption impact but with little potential for behavioral
change, while other behaviors have substantial potential for lowering energy consumption via
behavioral change.Work financed by the funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme (grant agreement nº. 768935).
Moreover, this work is financed by National Funds through the Portuguese funding agency, FCT— Fundação para a Ciência e a Tecnologia, within project LA/P/0063/2020info:eu-repo/semantics/publishedVersio
Exploring the usage of 3D virtual worlds and kinect interaction in exergames with elderly
The combination of the potentialities of the interactive technologies, like exergames and the emerging motion capture devices with the ability of 3D virtual worlds for socialisation and context, can produce a platform to promote the physical activity of its users, which leverages its potential. The OnlineGym is an exploratory project based on an online 3D virtual worlds platform that allows users to interact with the system through the use of a motion capture device. This paper discusses the chosen technological approaches and the preliminary results of the experiments performed with users