Publication statistics

Pub. period:2007-2012
Pub. count:13
Number of co-authors:10



Co-authors

Number of publications with 3 favourite co-authors:

Luis Carrico:11
Marco de Sá:6
Tiago Antunes:2

 

 

Productive colleagues

Luís Duarte's 3 most productive colleagues in number of publications:

Luis Carrico:46
Marco de Sá:22
Nuno Guimarães:9
 
 
 

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Luís Duarte

 

Publications by Luís Duarte (bibliography)

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2012
 
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Carrico, Luis, de Sá, Marco, Duarte, Luís and Antunes, Tiago (2012): Therapy: location-aware assessment and tasks. In: Proceedings of the 2012 Augmented Human International Conference 2012. p. 2. Available online

In this paper, we present a system that allows therapists to assess and engage patients' in activities triggered by specific stressing contexts. The system is composed by: 1) a web application that the therapist uses to specify the activities and its triggering conditions; and 2) a mobile app that measures physiologic characteristics and challenges the patient to perform the activities according to those conditions. This toolset is part of an extended cognitive behaviour therapy framework. The preliminary evaluation results are encouraging and indicate that the system can be of use and usable for direct application in therapy procedures.

© All rights reserved Carrico et al. and/or ACM Press

 
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Duarte, Luís, Antunes, Tiago and Carrico, Luis (2012): Can you feel it?: sharing heart beats with Augmento. In: Proceedings of the 2012 Augmented Human International Conference 2012. p. 4. Available online

This paper presents Augmento, a system which aims at providing individuals with an asynchronous approach of reinforcing the bonds with their relatives by sharing emotions when they are in the vicinity of places which hold special memories of their lives. Augmento capitalizes on existing technologies to accomplish its goal, ranging from the usage of location based services, to the retrieval of the individual's physiological signals to convey typically occluded information between individuals, more particularly in long-distance relationships. The paper presents the general vision for the system, its workflow, architecture, scenarios and early prototypes. We performed an early assessment of the system and, in particular, we were interested in obtaining valuable insight whether vibrotactile feedback would be suited to convey and mimic an individual's heartbeat rate value to other users. The results for this testing period are presented and discussed in the paper.

© All rights reserved Duarte et al. and/or ACM Press

 
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Duarte, Luís and Carrico, Luis (2012): User performance tweaking in videogames: a physiological perspective of player reactions. In: Proceedings of the 2012 Augmented Human International Conference 2012. p. 5. Available online

The videogame industry has suffered significant modifications in the last years, broadening its horizons towards a more casual market. This market expansion not only brings new opportunities from an interaction point-of-view, but also new challenges with the inclusion of users who are not accustomed to these games. This paper presents part of an ongoing study which aims at providing a better understanding of player behavior both from an interactive and a physiological standpoint. The experiment addressed here assesses different gameplay mechanics influence not only a subset of the players' physiological signals, but also their performance and interactive behavior.

© All rights reserved Duarte and Carrico and/or ACM Press

 
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Duarte, Luís and Carrico, Luis (2012): Power me Up!: an interactive and physiological perspective on videogames' temporary bonus rewards. In: Proceedings of the 4th International Conference Fun and Games 2012. pp. 55-63. Available online

The videogame industry has suffered significant modifications in the last years, broadening its horizons towards a more casual market. This market expansion not only brings new opportunities from an interaction point-of-view, but also new challenges with the inclusion of users who are not accustomed to these games. This paper presents part of an ongoing study which aims at providing a better understanding of player behavior both from an interactive and a physiological standpoint. The experiment addressed here assesses how the presence of two different types of bonuses, commonly found in videogames, are capable of altering certain user interaction patterns and how these affect a subset of their physiological signals. Results are accompanied with statistical tests which reinforce the empirical data.

© All rights reserved Duarte and Carrico and/or ACM Press

 
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Carvalho, Jaime, Duarte, Luís and Carrico, Luis (2012): Puzzle games: player strategies across different interaction modalities. In: Proceedings of the 4th International Conference Fun and Games 2012. pp. 64-72. Available online

This paper presents the design of a puzzle game for the Android platform along with a study on puzzle solving strategies across different interaction modalities. Solving puzzles is among the oldest challenges and entertainment activities available to us. However, despite major technological advances, the design of such games has never provided individuals with challenges beyond visual puzzles. We capitalized on this opportunity to tackle the design of puzzles which go beyond visual cues, utilizing sound and vibration feedback as well to offer a fresh challenge to players. Along with the design of this game, our research focused on analyzing puzzle solving strategies applied by users. In particular, this paper details a study in which we analyzed if players apply the same strategy to solve a visual and a audio puzzle. Results point that players often opt to solve prominent areas first, leaving more abstract zones to the end, independently from the interaction modality involved.

© All rights reserved Carvalho et al. and/or ACM Press

 
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Duarte, Luís and Carrico, Luis (2012): "Blue pill or red pill?": placebo effect and the outcome on physiological & player performance metrics. In: Proceedings of the 4th International Conference Fun and Games 2012. pp. 93-96. Available online

In the videogame industry, designers have always explored techniques which provide incentives to keep the players' interest and temporarily boost their performance to accomplish the game's goals. Current literature and research is yet to properly assess the effects this type of mechanic has on players. Taking inspiration from other domains, we present a research which aims at assessing the usage of placebos to incentivize players without directly giving them an edge on the game. This paper presents recent results of an analysis on how the introduction of placebo incentives affects players from both a physiological and performance perspectives. We conducted the experiment with a casual game, addressing metrics such as the players' heartbeat rate, heart rate variability, accuracy and score. Results have shown that a placebo incentive has similar effects to a real counterpart. We finalize this contribution with the discussion of strategies for the inclusion and dissemination of this design option in videogames.

© All rights reserved Duarte and Carrico and/or ACM Press

2010
 
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Duarte, Luís (2010): Interaction assessment through physiological interfaces in collaborative & mobile environments. In: Proceedings of 12th Conference on Human-computer interaction with mobile devices and services 2010. pp. 491-492. Available online

 
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Duarte, Luís, de Sá, Marco and Carrico, Luis (2010): Physiological data gathering in mobile environments. In: Proceedings of the 2010 International Conference on Uniquitous Computing 2010. pp. 405-406. Available online

Mobile environments and applications have been the target of extensive research with a focus on usability assessment methods and combating user experience issues. These methods rely mostly on observable data, discarding a significant amount of data which can be captured from the users. Physiological measures capture is a growing research theme in which biological signals are used as means to interact with an application. This type of interaction allows researchers to access data which would otherwise be concealed using traditional assessment techniques. This paper describes the use of such interaction techniques in mobile environments through the use of a comprehensive platform which integrates means to assess users' heartbeat rate.

© All rights reserved Duarte et al. and/or their publisher

 
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Oliveira, Inês, Grigore, Ovidiu, Guimarães, Nuno and Duarte, Luís (2010): Relevance of EEG input signals in the augmented human reader. In: Proceedings of the 2010 Augmented Human International Conference 2010. p. 5. Available online

This paper studies the discrimination of electroencephalographic (EEG) signals based in their capacity to identify silent attentive visual reading activities versus non reading states. The use of physiological signals is growing in the design of interactive systems due to their relevance in the improvement of the coupling between user states and application behavior. Reading is pervasive in visual user interfaces. In previous work, we integrated EEG signals in prototypical applications, designed to analyze reading tasks. This work searches for signals that are most relevant for reading detection procedures. More specifically, this study determines which features, input signals, and frequency bands are more significant for discrimination between reading and non-reading classes. This optimization is critical for an efficient and real time implementation of EEG processing software components, a basic requirement for the future applications. We use probabilistic similarity metrics, independent of the classification algorithm. All analyses are performed after determining the power spectrum density of delta, theta, alpha, beta and gamma rhythms. The results about the relevance of the input signals are validated with functional neurosciences knowledge. The experiences have been performed in a conventional HCI lab, with non clinical EEG equipment and setup. This is an explicit and voluntary condition. We anticipate that future mobile and wireless EEG capture devices will allow this work to be generalized to common applications.

© All rights reserved Oliveira et al. and/or ACM Press

2008
 
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de Sá, Marco, Carrico, Luis, Duarte, Luís and Reis, Tiago (2008): A framework for mobile evaluation. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 2673-2678. Available online

In this paper we present a software framework which supports the construction and evaluation of mixed-fidelity prototypes for mobile devices. The framework is available for desktop and mobile devices and allows designers and users to 1) test the prototypes on actual devices; 2) gather usage information, both passively and actively supporting contextual and ubiquitous evaluation; 3) convey common prototyping procedures with effective data gathering methods that can be used on ubiquitous scenarios; 4) support in-situ prototyping and participatory design on-the-go. We address the framework's features and its contributions to the evaluation of applications for mobile devices and the field of mobile interaction design, presenting real-life case studies and achieved results.

© All rights reserved de Sá et al. and/or ACM Press

 
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de Sá, Marco, Carrico, Luis, Duarte, Luís and Reis, Tiago (2008): A mixed-fidelity prototyping tool for mobile devices. In: Levialdi, Stefano (ed.) AVI 2008 - Proceedings of the working conference on Advanced Visual Interfaces May 28-30, 2008, Napoli, Italy. pp. 225-232. Available online

2007
 
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Carrico, Luis, de Sá, Marco, Duarte, Luís and Carvalho, João (2007): Managing Group Therapy Through Multiple Devices. In: Jacko, Julie A. (ed.) HCI International 2007 - 12th International Conference - Part IV 2007. pp. 427-436. Available online

 
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Duarte, Luís, Carrico, Luis, de Sá, Marco and Luís, Diogo (2007): Joints - Addressing Group Psychotherapy Requirements. In: Cardoso, Jorge, Cordeiro, José and Filipe, Joaquim (eds.) ICEIS 2007 - Proceedings of the Ninth International Conference on Enterprise Information Systems Volume HCI June 12-16, 2007, Funchal, Portugal. pp. 306-309.

 
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