ITI Researchers at CMU (USA) for the Visiting Faculty and Researchers Program

ITI researchers Élvio Gouveia and Bongkeum Jeong are visiting Carnegie Mellon University, in the USA, in the scope of the Visiting Faculty and Researchers Program supported by CMU Portugal and FCT. A total of 10 Portuguese researchers are participating in order to develop research in the ICT areas.  It will then be possible to identify common research areas and perhaps originate future collaborations. Online article in Sapo.

 

Élvio Rúbio Gouveia: Department of Physical Education and Sport at Universidade da Madeira, ITI, LARSyS.
Department and Host at Carnegie Mellon University: Human-Computer Interaction Institute (School of Computer Science), Professor Daniel Siewiorek.
Research Area: Technologies for the improvement of Quality of Life (QoL).

 

 

 

Bongkeum Jeong: ITI, LARSyS.
Department and Host at Carnegie Mellon University: Human-Computer Interaction Institute (School of Computer Science), Professor Jason Hong.
Research Area: interactive technologies for HCI, issues of wearable computing, mobile computing, and context-aware computing.

 

 

 

 

ITI and Carnegie Mellon University partnership

ITI and Carnegie Mellon University are looking into having a project in the health and well-being areas. For this reason, Élvio Gouveia was at Carnegie Mellong University, in Pittsburgh in the beginning of July in order to discuss a possible partnership. Élvio Gouveia was interviewed for the local news tv channel in Madeira. Watch the interview https://youtu.be/-an8Jur8ook.

Interview to ITI researchers in the scope of the 600 years of Madeira

ITI researchers Marko Radeta, Diogo Cabral, Shujoy Chakraborty, Mónica Cameirão – and PhD student Fábio Pereira were interviewed in Madeira about the research being done. This was aired on RTP 1 Portuguese tv channel, on July 1, in the scope of the 600 years of Madeira festivities. Watch the video https://youtu.be/VhiChWEzoiY

RIS3 Program meeting and visit

ARDITI organized a RIS3 (https://ris3.arditi.pt/) meeting that took place at Madeira Tecnopolo, on July 10. Several members of ARDITI, ITI, UMa, and OOM attended it. The meeting was followed by visits to the institutes and the University of Madeira.

RIS3, which is about research and innovation for smart specialization strategies, is also a process of continuous collective development imposed by the European Commission, in the scope of the Cohesion Policy for 2014-2020, developing an identification, in each region, of priority regions for research and innovation community funds attribution.

RIS3 Madeira thematic areas are Tourism; Oceans Resources and Technology; Health and well-being; Agri-food quality; Sustainability, management, and infrastructure maintenance; Bio-sustainability; Energy, mobility and climate change; Information and Technology Communication.

ITI at CHI 2019

ITI (Interactive Technologies Institute) will have a large presence at CHI 2019, which is taking place in Glasgow, UK on May 4-9. This ACM conference on Human Factors in Computing Systems is the premier international conference of Human-Computer Interaction. This year, several Full Papers and Late Breaking Works have been accepted from ITI members.

List of Full Papers

‘When the Elephant Trumps'”: A Comparative Study on Spatial Audio for Orientation in 360º Videos – Paulo Bala, Raul Masu, Valentina Nisi, and Nuno Nunes

Abstract

Orientation is an emerging issue in cinematic Virtual Reality (VR), as viewers may fail in locating points of interest. Recent strategies to tackle this research problem have investigated the role of cues, specifically diegetic sound effects. In this paper, we examine the use of sound spatialization for orientation purposes, namely by studying different spatialization conditions (“none”, “partial”, and “full” spatial manipulation) of multitrack soundtracks. We performed a between-subject mixed-methods study with 36 participants, aided by Cue Control, a tool we developed for dynamic spatial sound editing and data collection/analysis. Based on existing literature on orientation cues in 360◦ and theories on human listening, we discuss situations in which the spatialization was more effective (namely, “full” spatial manipulation both when using only music and when combining music and diegetic effects), and how this can be used by creators of 360◦ videos.

23 Ways to Nudge: A Review of Technology-Mediated Nudging in Human-Computer Interaction – Ana Caraban, Evangelos Karapanos, Daniel Gonçalves, Pedro Campos

Abstract

Ten years ago, Thaler and Sunstein introduced the notion of nudging to talk about how subtle changes in the ‘choice architecture’ can alter people’s behaviors in predictable ways. This idea was eagerly adopted in HCI and applied in multiple contexts, including health, sustainability and privacy. Despite this, we still lack an understanding of how to design effective technology-mediated nudges. In this paper we present a systematic review of the use of nudging in HCI research with the goal of laying out the design space of technology-mediated nudging – the why (i.e., which cognitive biases do nudges combat) and the how (i.e., what exact mechanisms do nudges employ to incur behavior change). All in all, we found 23 distinct mechanisms of nudging, grouped in 6 categories, and leveraging 15 different cognitive biases. We present these as a framework for technology-mediated nudging, and discuss the factors shaping nudges’ effectiveness and their ethical implications.

Dissent by Design: A Manifesto for CHI Manifestos – Simone Ashby, Julian Hanna, Sónia Matos, Alexis Faria, Ricardo Rodrigues (invited for the ‘alt.chi special’ event)

Abstract

The past decade has seen a welcome rise in critical reflection in HCI [29,13,3,19,20,21]. But the use of manifestos – not to promote but to provoke – is still rare in comparison to more established disciplines. Digital activism has given new life to the manifesto, and the manifesto may in turn give new life to CHI – prompting new ideas by temporarily liberating scholars from the confines of careful speech and rational argument. We present a manifesto for manifestos; a chance for the CHI community to question its status quo and dream of its possible futures using our purpose-built authoring tools.

The Role of Physical Props in VR Climbing Environments – Peter Schulz, Dmitry Alexandrovsky, Felix Putze, Rainer Malaka, Johannes Schöning

Abstract

Dealing with fear of falling is a challenge in sport climbing. Virtual reality (VR) research suggests that using physical and reality-based interaction increases the presence in VR. In this paper, we present a study that investigates the influence of physical props on presence, stress and anxiety in a VR climbing environment involving whole body movement. To help climbers overcoming fear of falling, we compared three different conditions: Climbing in reality at 10 m height, physical climbing in VR (with props attached to the climbing wall) and virtual climbing in VR using game controllers. From subjective reports and biosignals, our results show that climbing with props in VR increases the anxiety and sense of realism in VR for sport climbing. This suggests that VR in combination with physical props are an effective simulation setup to induce the sense of height.

List of Late Breaking Works

A Mouse (H)Over a Hot-Spot Survey: An Exploration of Patterns of Hesitation through Cursor Movement Metrics – Lucas Pereira

Abstract

This paper presents the results of an empirical exploration of ten cursor movement metrics designed to measure respondent hesitation in online surveys. As a use case, this paper considers an online survey aimed at exploring how people gauge the electricity consumption of domestic appliances. The results show that despite the fact that the metrics measure different aspects of the mouse trajectories there is an agreement with respect to the appliances the generated higher levels of hesitation.

MyTukxi: Low Cost Smart Charging form Small Scale EVs – Filipe Quintal, Sabrina Scuri, Mary Barreto, Lucas Pereira, Dino Vasconcelos and Daniel Pestana

Abstract

As the electrification of the transportation sector grows the electric grid must handle the new load resulting from electric vehicles (EV) charging. The integration of this new load in the grid has been subject to work in the smart-charging research field, however, while normal-sized EVs often offer chargers or other functions that support smart-charging, smaller EVs do not, which could be problematic. Especially considering that the consumption of small EV when aggregated can be significant. This article presents the motivation and development behind the development of MyTukxi, a hardware and software system that aims at implementing smart-charging algorithms for low consuming electric vehicles (EV), interacting with drivers to compensate for the lack of smart-charging functionalities in such vehicles.

Digitally Augmenting the Physical Ground Space with Timed Visual Cues for Crutch-Assisted Walking – Beatriz Peres, Pedro Campos, Aida Azadegan

Abstract

This late-breaking work presents initial results regarding a novel mobile-projection system, aimed at helping people to learn how to walk with crutches. The existing projection-based solutions for gait training disorders are based on walking over a fixed surface (usually a treadmill). In contrast, our solution projects visual cues (footprints and crutch icons) directly into the floor, augmenting the physical space surrounding the crutches, in a portable way. Walking with crutches is a learning skill that requires continuous repetition and constant attention to detail to make sure they are being used correctly, avoiding negative consequences, such as falls or injuries. We conducted expert consultation sessions, and we identified the main issues that patients face when walking with crutches. This informed the design of Augmented Crutches. We performed a qualitative evaluation and conclude with design implications: the importance of timing, self-assurance and awareness.

Visual Quotes: Does Aesthetic Appeal Influence How Perceived Motivating Text Messages Impact Short-Term Exercise Motivation? – Lígia Duro, Pedro Campos, Teresa Romão, Evangelos Karapanos

Abstract

Visual Quotes, or the communication of motivational text messages in a visual format, are increasingly used across social media and online communities. While physical activity trackers could leverage visual quotes, empirical studies of activity tracking in HCI research have paid little attention to this phenomenon and their potential effects on motivation. In this work, we conducted an online experiment (129 participants) to evaluate the impact of aesthetic appeal in motivational text messages as it relates to extrinsic identified behavior regulation. This is the type of motivation linked to the initial adoption of exercise behavior. The results of our study demonstrate that a perceived motivating text message presented with different levels of aesthetic appeal — ugly, neutral, beautiful — has the same impact on the motivation linked to short-term exercise (extrinsic identified behavior regulation). In other words, the perceived aesthetic appeal did not influence the motivating capability of textual messages for encouraging physical activity.

MementoKey: Keeping Passwords in Mind – Bongkeum Jeong, Alexander Vallat, Chris Csíkszentmihályi, Junwu Park, Dulce Pacheco

Abstract

In this paper, we introduce a novel system of password generation, MementoKey, consisting of private words that exist only in a user’s memory and a corresponding set of public (non-secret) words that will facilitate users’ recall of the private words, which they are associated with. We will demonstrate how MementoKey offers a useful alternative to existing options for storing passwords in password managers, or to using cryptographically weak, but memorable, passwords. We have conducted a user study to evaluate the word-association technique for recalling passwords, and the effectiveness of our prototype software training and checking system to guide the user successfully through the memorization process. Our study involving 60 diverse participants indicates that our prototype can effectively lead users through a visualization and memorization technique to create a strong word-association memory between pairs of adjectives and nouns.

Student Research Competition

Guidelines for Combining Storytelling and Gamification: Which Features Would Teenagers Desire to Have a More Enjoyable Museum Experience? – Vanessa Cesário

Abstract

While museums are often designed to engage and interest a wide variety of audiences, teenagers are a neglected segment. This PhD research in Digital Media explores how digital technologies can facilitate natural history museums in creating immersive museum experiences for teenagers (15–18 years old), especially through digital storytelling and gamification frameworks. This contribution would be a set of guidelines that will aid in designing interactive experiences inside these museums. So far, we have involved a total of 155 teens through co-design sessions, 130 in focus groups, and 98 in usability studies, as well as 3 museums, 12 curators, and 17 master students. Through qualitative analysis, our preliminary findings suggest that teenagers value gamification and storytelling elements when thinking about enjoyable museum tours, while curators value story-based narratives as the most prominent method to provide enjoyable museum experience for teens. Based on the findings identified, and in collaboration with the Madeira-ITI, two interactive mobile experiences targeted at teenagers were developed for the Natural History Museum of Funchal, Portugal.


→  Researchers Paulo Bala, Raul Masu, Valentina Nisi, and Nuno Nunes have proudly received a CHI 2019 Honourable Mention with the paper ‘When the Elephant Trumps’: a Comparative Study on Spatial Audio for Orientation in 360º Videos.”

 

 

CMU Portugal partnership reinforcement

The Minister of Science, Technology and Higher Education, Manuel Heitor, visited on February 1st Carnegie Mellon University (CMU) on an official visit, along with a Portuguese delegation of 15 people, which included the President of Fundação para a Ciência e Tecnologia (FCT), Paulo Ferrão; Carnegie Mellon Portugal Program National Co-Director, Nuno Nunes; representatives of Industry, including REN and Altice; and faculty members of several Portuguese universities and research centers.

The visit was focused on strengthening the cooperation in ICT between the Portuguese Government and CMU through the Carnegie Mellon Portugal Program (CMU Portugal), by promoting strategic networking meetings among the Portuguese delegation and research groups, faculty, and leaders of CMU. The visit was hosted by the Director at CMU of the CMU | Portugal Program José Moura and included discussions with James Garrett, CMU’s Provost, and Farnam Jahanian, CMU’s President.

On January 31, the Portugal delegation had a chance to discuss their research on one-to-one meetings with CMU researchers to identify synergies and break new ground for future collaborations.

On February 1st the agenda was more inclusive and provided an overall approach to CMU research and education initiatives. The Portuguese delegation had a warm welcome from CMU Provost James H. Garrett during a working lunch where the Portuguese Minister presented the national strategy for Artificial Intelligence “AI Portugal 2030.”

CMU Portugal Directors, Nuno Nunes and José M. F. Moura, presented a program overview (presentation) and announced some of the future initiatives such as the launch of new Executive Training Programs, the takeoff of both Faculty and Student exchange programs between Carnegie Mellon and Portuguese universities, and a call for large research projects that will launch soon. This call for projects will be the first launched in Phase III of the CMU|Portugal Program under the Global Science and Technology Partnerships (GoPortugal) initiative. The planned global budget is 18 M€ and will fund collaborative R&D projects between companies, non-corporate entities of the R&D system under the scope of the Portuguese international partnerships, which includes the Carnegie Mellon University (CMU) Portugal partnership. For this call, CMU Portugal projects will focus on the broad ICT area with a focus in Data Science and Engineering; Artificial Intelligence and Machine Learning; Autonomy and Mobility; Cloud Computing; Design in a Variety of Societal Settings and Applications. The expected opening date for the call is February and more information will soon be available at our website and social media pages.

Link to presentation (full video)

Source

Madeira Safe to Discover: App for travelers on pandemic times

The new Madeira Safe to Discover App is now available! This app allows its users (travelers) to earn free experiences by offering tickets to local attractions in both Madeira and Porto Santo islands. All they have to do is to comply with the security measures stipulated by the regional health authorities, and, for example, submitting their COVID-19 PCR tests will give them extra points. At the same time, travelers are helping to systematize travel and health procedures information in one platform.

Prof. Nuno J. Nunes is leading the research team responsible for the design of the app’s structure from Técnico/Interactive Technologies Institute (ITI / LARSyS) as part of the project Maré – Anonymous Mobilization of Return to normality to mitigate the covid-19 epidemic,” funded by Fundação para a Ciência e Tecnologia (FCT), under the 2nd call of “RESEARCH 4 COVID-19”.

The main objective of this project is to develop a platform to digitally track people that can be later used to respond to problems caused by the pandemic, not depriving the citizens’ right to anonymity.

As an alternative to tracking contacts in a pandemic context, this app focuses on citizens and a way to help them to go back to normal after the first state of emergency since the pandemic started.

As Professor Nuno explained, in an interview for Técnico, “we want our project to be an open and available experimentation platform for civil and scientific communities, not only in the context of COVID-19” meaning that it can be later on adopted by other communities and for different purposes.

 

Users can earn the highest number of points by submitting this Covid-19 PCR Test/Certificate and be entitled to a Silver experience. Points are earned as follows:

– Register on the Madeira Safe to Discover App – 5 points;
– Fill out the epidemiological survey before or at you arrival – 5 points;
– Submit a Covid-19 PCR Test/Certificate which has been done prior to your arrival – 30 points;
– Activate permission for push notifications – 5 points;
– Share the app on your social networks – 5 points;
– Use the app daily – 1 point per day;
– Confirm your health status daily by clicking on the “How I feel” tab – 1 point for each survey (with a maximum of 2 points per day).

The project aims to highlight Madeira and Porto Santo as safe holiday destinations, also seeking to boost the activity of local tourism and entertainment agents, as well as promoting a set of diverse experiences aimed at various target groups.

The app is an extension of the MadeiraSafe.com project that has already controlled 300,000 people at Madeira’s airports and ports.