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São João da Madeira, Portugal

Campos P.,Madeira Interactive Technologies Institute | Ferreira A.,University of Lisbon
Computer Supported Cooperative Work: CSCW: An International Journal | Year: 2015

The special issue of JCSCW aims to disseminate experiences regarding collaborative user interface design techniques that were designed for, or adapted to, people involved in all kinds of collaborative activities, either remote or co-located. This special issue begins with the paper 'Towards Concurrent Multi-Tasking in Shareable Interfaces'. Authors Carles JuliaÁ and Sergi JordaÁ analyze how a common tool for CSCW, shareable interfaces can be enhanced by the capabilities of general computing multi-tasking. 'Tracking Deictic Gestures over Large Interactive Surfaces', by Ali Alavi and Andreas Kunz, describes a system for keeping track of non-verbal communication elements which convey precious information in a remote CSCW context. Markus Rittenbruch and his colleagues present new ways of 'Supporting Collaboration on Very Large-Scale Interactive Wall Surfaces'. The interaction and collaboration medium described is the CubIT system, a number of tiled multitouch screens topped with a projection screen above the multi-touch screens. This issue ends with an insightful paper from David Benyon, titled 'Blended Spaces for Collaboration', which discusses the design of interactive collaborative environments from the perspective of blended spaces. Source


Karapanos E.,Madeira Interactive Technologies Institute
Interactions | Year: 2015

Technologies for behavior change have immense potential. Consider, for instance, the case of physical activity trackers. The healthcare systems are facing unprecedented challenges. Western lifestyles, now spreading throughout the world, have had a direct impact on the increase of chronic diseases, which today account for nearly 40 percent of mortality cases. Despite significant recent advances, one could argue that research and practice in behavior-change technologies are still in their infancy. The industry is currently following a technology push paradigm, appealing to the user's interest in experimenting with self-quantification. Ensuring engagement over the long term is not just a question for research; it is highly relevant for industry as well. While the current market is largely dominated by the aesthetics of wearable devices and their user interfaces, and not many structural differences exist among the products from a behavior-change perspective, it is very likely that with the increasing saturation of the market, companies will be required to prove the effectiveness of their products in supporting behavior change. Source


Cameirao M.S.,University Pompeu Fabra | Badia S.B.I.,Madeira Interactive Technologies Institute | Duarte E.,Institute Hospital Del Mar dInvestigacions Mediques | Frisoli A.,SantAnna School of Advanced Studies | And 2 more authors.
Stroke | Year: 2012

BACKGROUND AND PURPOSE-: Although there is strong evidence on the beneficial effects of virtual reality (VR)-based rehabilitation, it is not yet well understood how the different aspects of these systems affect recovery. Consequently, we do not exactly know what features of VR neurorehabilitation systems are decisive in conveying their beneficial effects. METHODS-: To specifically address this issue, we developed 3 different configurations of the same VR-based rehabilitation system, the Rehabilitation Gaming System, using 3 different interface technologies: vision-based tracking, haptics, and a passive exoskeleton. Forty-four patients with chronic stroke were randomly allocated to one of the configurations and used the system for 35 minutes a day for 5 days a week during 4 weeks. RESULTS-: Our results revealed significant within-subject improvements at most of the standard clinical evaluation scales for all groups. Specifically we observe that the beneficial effects of VR-based training are modulated by the use/nonuse of compensatory movement strategies and the specific sensorimotor contingencies presented to the user, that is, visual feedback versus combined visual haptic feedback. CONCLUSIONS-: Our findings suggest that the beneficial effects of VR-based neurorehabilitation systems such as the Rehabilitation Gaming System for the treatment of chronic stroke depend on the specific interface systems used. These results have strong implications for the design of future VR rehabilitation strategies that aim at maximizing functional outcomes and their retention. © 2012 American Heart Association, Inc. Source


Karapanos E.,Madeira Interactive Technologies Institute | Jain J.,Google | Hassenzahl M.,Folkwang University of the Arts
Conference on Human Factors in Computing Systems - Proceedings | Year: 2012

The interest in longitudinal studies of users' experiences and behaviors with interactive products is mounting, while recent methodological advances have enabled new ways to elicit as well as process longitudinal data. With this workshop we want to establish a forum for the exchange of knowledge and discussion on novel theories, methods and experiences gained through case studies of longitudinal HCI research. This is an effort towards the collection of best practices for an edited book publication. © 2012 Authors. Source


Karapanos E.,Madeira Interactive Technologies Institute | Martens J.-B.,TU Eindhoven | Hassenzahl M.,Folkwang University of the Arts
International Journal of Human Computer Studies | Year: 2012

We present iScale, a survey tool for the retrospective elicitation of longitudinal user experience data. iScale aims to minimize retrospection bias and employs graphing to impose a process during the reconstruction of ones experiences. Two versions, the constructive and the value-account iScale, were motivated by two distinct theories on how people reconstruct emotional experiences from memory. These two versions were tested in two separate studies. Study 1 aimed at providing qualitative insight into the use of iScale and compared its performance to that of free-hand graphing. Study 2 compared the two versions of iScale to free recall, a control condition that does not impose structure on the reconstruction process. Overall, iScale resulted in an increase in the amount, the richness, and the test-retest consistency of recalled information as compared to free recall. These results provide support for the viability of retrospective techniques as a cost-effective alternative to longitudinal studies. © 2012 Elsevier Ltd All rights reserved. Source

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