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PublicaçãoAcesso Restrito
Implementation human-computer interaction on the Internet of Things Technologies: A bibliometric analysis
2024-05-11 - Solis Pino, Andrés Felipe; Agudelo, Andrés Felipe; Ruiz, Pablo H.; Mon, Alicia; Collazos, Cesar Alberto; Moreira, Fernando
Human-computer interaction has acquired a preponderant role in the domain of the Internet of Things, facilitating the creation of intuitive interfaces and improving user experiences. Despite this, there needs to be more secondary studies characterizing this domain's current state and conceptual structure, leading to a limited understanding of the field. A bibliometric analysis systematically examined 2106 articles published between 2008 and 2023 from Scopus and Web of Science. Publication metadata was analyzed using Bibliometrix and VOSviewer tools to determine significant trends and patterns in the domain. The study results indicate that the annual growth rate of publications was 41.88%, suggesting a growing interest in the field. China led in productivity and funding, followed by the U.S. and the European Union. The research spanned several disciplines, including computer science, engineering, and mathematics, with key research areas focusing on wearables, gamification, and edge computing. The study's main conclusion relates to this domain's rapid growth and multidisciplinary nature, emphasizing user-centered design to address human needs and provide intuitive interactions. It was found that, as the Internet of Things becomes more widespread, human-computer interaction is set to play a critical role in shaping future Internet of Things environments.
PublicaçãoAcesso Restrito
Heuristics for designing pervasive game experiences in the older adult population
2024-05-13 - Cardona, Johnny Salazar; Gutiérrez Vela, Francisco Luis; Arango Lopez, Jeferson; Moreira, Fernando
Older adults face significant challenges when trying to incorporate contemporary technology into their lives, which negatively impacts their ability to take full advantage of technological advances in their daily routines. This problem is particularly evident in the entertainment domain, where technological video games can be beneficial to those who venture to use them. Although a growing number of older people are adopting digital games in their daily activities, increasing technological sophistication also creates obstacles in their adaptation process. An example of this is the proliferation of pervasive technological games, which make use of devices such as virtual assistants, sensors embedded in mobile devices, and virtual reality to provide advantages to the older adult population. This article will address the fundamental aspects aimed at improving the game experience in these pervasive environments, taking into consideration the specific needs of this demographic group. This results in the specification of a set of heuristics that can be used to identify potential design problems in game-based systems with some degree of pervasiveness oriented to the elderly population.
PublicaçãoAcesso Restrito
Building and analyzing an Open Educational Resource Repository on the Inovaula Platform
2024-05-13 - Albuquerque, Rafael L. S. M.; Gomes, Alex Sandro; Queiros, Leandro Marques; Silva, Carlos José Pereira da; Moreira, Fernando
Given the increasing adoption of Digital Information and Communication Technologies (DICTs) in teaching practices, it is observed that there are still practices that do not fully benefit from the culture of sharing and reusing Digital Educational Resources (DERs) available on the internet. In this study, a new repository integrated into a lesson planning support platform was developed and evaluated. To assess the efficacy of the repository, a semi-structured interview, and the System Usability Scale (SUS) questionnaire were used, aiming to measure usability. The results indicated satisfactory usability, with an average score of 86.96. When asked about the utility of the repository, participants perceived that the system positively contributes to the reuse of educational resources in the classroom.