Publications
During the year of 2022, the Interactive Technologies Institute research team has excelled in the production of scientific outputs. The team has successfully published 94 papers in journals, 76 in international conferences and 26 book chapters
2017
Faria, R.; Brito, Lina; Baras, Karolina; Silva, José Luís
Smart mobility: A survey Conference
2017 International Conference on Internet of Things for the Global Community (IoTGC), IEEE IEEE, Funchal, 2017.
@conference{10566,
title = {Smart mobility: A survey},
author = {R. Faria and Lina Brito and Karolina Baras and José Luís Silva},
doi = {10.1109/IoTGC.2017.8008972},
year = {2017},
date = {2017-07-01},
urldate = {2017-07-01},
booktitle = {2017 International Conference on Internet of Things for the Global Community (IoTGC)},
publisher = {IEEE},
address = {Funchal},
organization = {IEEE},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Niforatos, Evangelos; Vourvopoulos, Athanasios; Langheinrich, Marc
Understanding the potential of human–machine crowdsourcing for weather data Journal Article
In: Special Issue on Mobile and Situated Crowdsourcing, vol. 102, pp. 54–68, 2017, ISSN: 1071-5819.
@article{10349,
title = {Understanding the potential of human–machine crowdsourcing for weather data},
author = {Evangelos Niforatos and Athanasios Vourvopoulos and Marc Langheinrich},
url = {http://www.sciencedirect.com/science/article/pii/S1071581916301343},
doi = {10.1016/j.ijhcs.2016.10.002},
issn = {1071-5819},
year = {2017},
date = {2017-01-01},
journal = {Special Issue on Mobile and Situated Crowdsourcing},
volume = {102},
pages = {54–68},
abstract = {<p>Reliable weather estimation traditionally requires a dense network of meteorological measurement stations. The concept of participatory sensing promises to alleviate this requirement by crowdsourcing weather data from an ideally very large set of participating users instead. Participation may involve nothing more than downloading a corresponding app to enable the collection of such data, given that modern smartphones contain a plethora of weather-related sensors. To understand the potential of participatory sensing for weather estimation, and how humans can be put textquotedblleftin the looptextquotedblright to further improve such sensing, we created Atmos – a crowdsourcing weather app that not only periodically samples smartphonestextquoteright sensors for weather measurements, but also allows users to enter their own estimates of both current and future weather conditions. We present the results of a 32-month public deployment of Atmos on the Google Play Store, showing that a combination of both types of textquotedblleftsensingtextquotedblright results in accurate temperature estimates, featuring an average error rate of 2.7 textdegreeC, whereas when using only user inputs, the average error rate drops to 1.86 textdegreeC.</p>},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
2016
Prandi, Catia; Salomoni, P.; Roccetti, M.; Nisi, Valentina; Nunes, Nuno
Walking with Geo-Zombie: A pervasive game to engage people in urban crowdsourcing Conference
2016 International Conference on Computing, Networking and Communications (ICNC), 2016.
@conference{10163,
title = {Walking with Geo-Zombie: A pervasive game to engage people in urban crowdsourcing},
author = {Catia Prandi and P. Salomoni and M. Roccetti and Valentina Nisi and Nuno Nunes},
doi = {10.1109/ICCNC.2016.7440545},
year = {2016},
date = {2016-02-01},
booktitle = {2016 International Conference on Computing, Networking and Communications (ICNC)},
abstract = {<p>In this paper we present results gathered from field trials while using a pervasive game, called Geo-Zombie. It intermixes reality with virtual zombies, providing a game experience to be lived in the urban environment. Geo-Zombie is designed for a specific goal: engaging people in collecting geo-referenced data about urban accessibility. The game has been designed with the aim to involve a large number of players/volunteers in the activity of signaling urban barriers while walking. To get ammo to react to a zombie attack, in fact, players can sense/map (crowdsensing) urban barriers and facilities and transmit those information back to an operative center (crowdsourcing). With the aim to assess the efficacy of Geo-Zombie, we conducted real experiments contrasting three different mobile apps, specifically designed to: i) simply collect urban information without providing any gaming experience (Basic), ii) reward volunteers that participate in the crowdsourcing activity (Reward), and iii) provide fun and entertainment to players who contribute (Geo-Zombie). We here provide results along two different perspectives: a quantitative one (e.g., number of collected data and similar) and a qualitative one (i.e., the playerstextquoteright experience). These results confirm the feasibility and suitability of our approach and stimulate interesting discussions</p>},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}