- Multimedia Communication and Technology
- Digital Games and Media
- Video Analysis and Summarization
- Context-Aware Activity Recognition Systems
- Innovative Human-Technology Interaction
- Impact of Technology on Adolescents
- Interactive and Immersive Displays
- Robotics and Automated Systems
- Peer-to-Peer Network Technologies
- Augmented Reality Applications
- Mobile and Web Applications
- Usability and User Interface Design
- Human Motion and Animation
- Environmental Education and Sustainability
- Network Traffic and Congestion Control
- Media Influence and Health
- Traffic Prediction and Management Techniques
- Music and Audio Processing
- Image and Video Quality Assessment
- IoT and Edge/Fog Computing
- Human Mobility and Location-Based Analysis
- Geographic Information Systems Studies
- Behavioral Health and Interventions
- Urban Green Space and Health
- Data Visualization and Analytics
University of Lisbon
1995-2019
Ciência Viva
2015-2018
Madan Parque
2015-2018
European Organization for Nuclear Research
2018
Universidade Nova de Lisboa
1995-2017
YDreams (Portugal)
2003-2011
University of Évora
2003-2009
Significance Aerosol particles can form and grow by gas-to-particle conversion eventually act as seeds for cloud droplets, influencing global climate. Volatile organic compounds emitted from plants are oxidized in the atmosphere, resulting products drive particle growth. We measure growth biogenic vapors with a well-controlled laboratory setup over wide range of tropospheric temperatures. While higher temperatures lead to increased reaction rates concentrations highly molecules, lower allow...
This paper explores the use of persuasive technology concepts to induce behaviour changes towards a better environmental consciousness, through mobile phones and public displays. More specifically, reports design, development evaluation Gaea, location-based multiplayer game, which prompts people recycle virtual objects within specified spatial context. Initial user tests were conducted evaluate Gaea's ability during small-scale event. Later on, usability, primarily its gameplay, evaluated...
This paper describes the work carried out in InStory project. has goal of defining and implementing a platform for mobile storytelling, information access, gaming activities. The flexible computational architecture that integrates heterogeneous devices, different media formats support narrative modes system is driven validated by set story threads narratives are centered on exploration physical spaces. combined with perspective sharing between users providing historic context. project also...
This paper describes the design and evaluation of a new feature included on second screen application for real-time interaction during live sports TV broadcasts. allows remote users to bet if goal is about happen soccer match, increasing their interest, engagement excitement towards broadcasted event. To achieve these objectives, we used an eyes-free method so would not need constantly shift attention from mobile device every time might happen. We conducted study, with real application,...
This paper introduces IVO (Integrated Virtual Operator), a framework to build and deploy context-aware mobile applications using smartphones as the ubiquitous interaction device. The uses an event-driven workflow model support dynamic nature of applications, is designed enable non-programmers create run new applications. An application described set workflows triggered by events that are automatically generated in runtime sensing environment, either through smartphone's own sensors, or...
The exchange of opinions through chat-based services or social networks while watching TV shows has become a common practice. However, the use these platforms requires users to shift their attention from whatever device they are accessing them with. This may be problem in case live sports broadcasts, since it can cause users/viewers miss important events. Addressing this issue, we introduce WeFeel, system that enhances experience remote spectators broadcasted events, by allowing share and...
When using mobile screen apps on touch-based devices to interact with live sports TV broadcasts, people need keep an eye those devices, since they do not provide tactile feedback. If the app requires user interaction when something exciting is about happen screen, needs shift attention from spoiling whole experience. This paper presents WeBet, a game that prompts users bet if goal during football match, without requiring their visual attention. WeBet aims study this concept conveys...
With the widespread use of social networks, sharing emotions has become easy and accessible to anyone with a smartphone or computer. In this paper, we present system capable generating automatic highlight videos sports match TV broadcasts based on shared by spectators during match, audio, analysis movement manual annotations (when available). Our also allows for user query video extract specific clips, such as dangerous attacking plays certain team. preliminary results were encouraging,...
This paper presents a mobile context-aware tourist guide application created with the IVO platform. (Integrated Virtual Operator) enables end-users to quickly build and deploy applications without need write any programming code, using smartphones as ubiquitous interaction device. Aiming at exploring use of platform leisure entertainment applications, developed makes most features available in IVO. Using only tools provided by platform, Builder Outlook, users can define temporal spatial...
There is a need to deliver personalized experiences in terms of synchronization between television broadcasts and second screen applications avoid frustrating experiences. However, within gaming scenario based on TV broadcasts, if players synchronize with delay higher than the real broadcast, they will have an unfair advantage over others. To solve this issue, we introduce software-based solution called Sync2FairPlay that can be integrated any application. It provides universal mechanism...
In this paper, we present an experimental study to evaluate the users' preferences and potential of sharing emotions during live sports broadcasts. First, whether participants prefer visualise opinions on mobile device or television while using a second screen application, then assess automatically create appealing content. Results show that users do not have clear preference for any two emotion visualization methods, but revealed very positive insights regarding use shared video highlights.