Teresa Romão

dblp:67/1161 · DBLP profile ↗
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29ranked-venue papers
1as first author
6since 2021 · last 2024
0000-0002-3678-5626ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 26 · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 14 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2024 Periodic fable discovery: an augmented reality serious game to introduce and motivate young children towards chemistry
Sandra Câmara Olim, Valentina Nisi, Teresa Romão
Multim. Tools Appl.3
2024 Promoting Family Play through Asymmetric Game Design
abstract
For families, where abilities, motivations, and availability vary widely, opportunities for intergenerational play are limited. Designing games that cater to these differences remains an open challenge. In this paper, we first identify barriers related with time and expertise. Next, we propose asymmetric game design and asynchronous play to reconcile children's and adults' requirements; and interdependent gameplay mechanics to foster real-world interactions. Following this approach, we designed a testbed game and conducted a mixed-methods remote study with six pairs of adult-child family members. Our results showcase how asymmetric, asynchronous experiences can be leveraged to create novel gaming experiences that meet the requirements of family play. We discuss how interdependent progress can be designed to promote real-world interactions, creating pervasive conversational topics that permeate the family routine.
Pedro Pais, David Gonçalves, Kathrin Maria Gerling, Teresa Romão, Tiago João Vieira Guerreiro, André Rodrigues 0002
Proc. ACM Hum. Comput. Interact.4
2023 Exploring Emotions: Study of Five Design Workshops for Generating Ideas for Emotional Self-report Interfaces
Carla Nave, Francisco Nunes, Teresa Romão, Nuno Correia 0001
INTERACT (1)3
2023 Investigating performance ecologies using screen scores: a case study
Raul Masu, Mela Bettega, Nuno N. Correia, Teresa Romão
Pers. Ubiquitous Comput.4
2021 Towards Identifying Augmented Reality Unique Attributes to Facilitate Chemistry Learning
Sandra Câmara Olim, Valentina Nisi, Teresa Romão
INTERACT (5)3
2021 Encouraging Chemistry Learning Through an Augmented Reality Magic Game
Ana Margarida Sousa, Teresa Romão
INTERACT (3)2
2019 Model-Driven Framework for Human Machine Interaction Design in Industry 4.0
Patrícia Leal, Rui Neves Madeira, Teresa Romão
INTERACT (4)3
2019 Mobile augmented reality techniques for emergency response
abstract
In an emergency situation, each response agent must act quickly and accurately. The support of a mobile device that can provide an appropriate insight of the surroundings and that allows users to exchange information with the other members of the emergency teams, can prevent harm and even save many lives. This paper presents a mobile application that integrates a georeferenced system with augmented reality techniques, in order to serve the needs of the operatives in emergency situations. The work intends to introduce solutions which optimize the performance with which the user takes advantage of the mobile application, such as the organization of the data flow that is displayed and the augmentation of the surrounding area. User studies were conducted with members of the National Navy. The results were positive although there are still some aspects that should be improved.
Nuno Correia 0001, Teresa Romão, Isabel L. Nunes, Mário Simões-Marques
MobiQuitous3
2017 Exploring the Use of Second Screen Devices During Live Sports Broadcasts to Promote Social Interaction
Marco Cruz, Teresa Romão, Pedro Centieiro, A. Eduardo Dias
ACE2
2016 Automatic Generation of Sport Video Highlights Based on Fan's Emotions and Content
abstract
With the widespread use of social networks, sharing emotions has become easy and accessible to anyone with a smartphone or a computer. In this paper, we present a system capable of generating automatic highlight videos of sports match TV broadcasts based on the emotions shared by the spectators during the match, the audio, the analysis of the movement and manual annotations (when available). Our system also allows for the user to query the video to extract specific clips, such as dangerous attacking plays of a certain team. Our preliminary results were encouraging, showing that the creation of these summaries can be successfully done in very short time.
Guilherme Fião, Teresa Romão, Nuno Correia 0001, Pedro Centieiro, A. Eduardo Dias
ACE2
2016 Exploring Emotions through Painting, Photography and Expressive Writing: an Early Experimental User Study
abstract
This paper presents a working prototype of PaintMyEmotions, an interactive self-reflection instrument that allows individuals to assess, express and monitor their affective states in a fun and engaging way. Despite the ever-increasing popularity of eHealth technologies, online interventions and research studies often present severe problems of attrition (low adherence to the program and/or high drop-out rates). To increase the chances for success of our project and subsequent research, we decided to test early and often, involving users from the beginning, in an iterative design cycle. In this article, we describe the process and the results of an early exploratory user study, where we analyzed the performance and usability of a working prototype, studied its potential, and explored aspects like engagement and joy of use.
Carla Nave, Nuno Correia 0001, Teresa Romão
ACE3
2015 In sync with fair play!: delivering a synchronized and cheat-preventing second screen gaming experience
abstract
There is a need to deliver personalized experiences in terms of synchronization between television broadcasts and second screen applications to avoid frustrating experiences. However, within a second screen gaming scenario based on TV broadcasts, if players synchronize with a delay higher than the real delay of the TV broadcast, they will have an unfair advantage over the others. To solve this issue, we introduce a software-based solution called Sync2FairPlay that can be integrated in any second screen gaming application. It provides a universal synchronization mechanism that helps users to achieve a pleasant second screen experience, while automatically dealing with cheating to provide a fair gaming experience. We also describe the user tests performed to validate our idea and the different components of Sync2FairPlay.
Pedro Centieiro, Rui Neves Madeira, Teresa Romão, A. Eduardo Dias, Nuno Correia 0001
Advances in Computer Entertainment3
2015 Emotion sharing during live sports broadcasts: studying its potential and the users' preferences
abstract
In this paper, we present an experimental study to evaluate the users' preferences and the potential of sharing emotions during live sports broadcasts. First, we evaluate whether participants prefer to visualise emotions and opinions on the mobile device or on the television while using a second screen application, and then we assess the potential of sharing emotions to automatically create appealing content. Results show that users do not have a clear preference for any of the two emotion visualization methods, but revealed very positive insights regarding the use of shared emotions to create video highlights.
Pedro Centieiro, Teresa Romão, A. Eduardo Dias
Advances in Computer Entertainment2
2015 Synchronising Live Second Screen Applications with TV Broadcasts Through User Feedback
Pedro Centieiro, Teresa Romão, A. Eduardo Dias, Rui Neves Madeira
INTERACT (3)2
2015 Making Sense of EveXL, a DSL for Context Awareness
abstract
The development of reactive, context aware mobile applications can be a complex task. EveWorks is an engine that provides event detection capabilities to other applications in mobile platforms, interfacing with them through expressions written in EveXL, its own domain-specific language. EveXL is bui
Bruno Cardoso, Teresa Romão
MobiQuitous2
2015 A Synchronisation Mechanism based on User Feedback for Second Screen Applications
abstract
In this paper we present an interaction mechanism that allows TV viewers to synchronise their second screen applications in a simple and effortless way. This mechanism relies on the user feedback to deliver in-sync second screen events, and was designed as a universal solution that can be used on an
Pedro Centieiro, Teresa Romão, A. Eduardo Dias, Rui Neves Madeira
MobiQuitous2
2015 Avoiding "...too late!" - Expressing and Detecting Opportunity with EveWorks and EveXL
abstract
Adaptability is a desirable feature for context-aware applications to support the deployment of meaningful interactions on mobile devices. As such, flexible enough architectures are necessary to provide direct answers to applications requiring changes in their reactive behavior at runtime. To address this challenge, we present EveWorks, an Android application running on mobile devices, offering context-aware reactive services to other applications. Contrary to the norm found on the literature, EveWorks relies on definition of events of interest through expressions written in EveXL (EveWorks Expression Language), an original scripting language interpreted at runtime, thereby granting the desired adaptability to client context-aware applications. We evaluated the viability of EveWorks and EveXL and obtained evidence that EveXL is legible and straightforward, and is an adequate tool to express events. On the other hand, the results support EveWorks as a valid approach to facilitate development of reactive applications.
Bruno Cardoso, Teresa Romão
MoMM2
2015 On Sounder Ground: CAAT, a Viable Widget for Affective Reaction Assessment
abstract
The reliable assessment of affective reactions to stimuli is paramount in a variety of scientific fields, including HCI (Human-Computer Interaction). Variation of emotional states over time, however, warrants the need for quick measurements of emotions. To address it, new tools for quick assessments of affective states have been developed. In this work, we explore the CAAT (Circumplex Affective Assessment Tool), an instrument with a unique design in the scope of affect assessment -- a graphical control element -- that makes it amenable to seamless integration in user interfaces. We briefly describe the CAAT and present a multi-dimensional evaluation that evidences the tool's viability. We have assessed its test-retest reliability, construct validity and quickness of use, by collecting data through an unsupervised, web-based user study. Results show high test-retest reliability, evidence the tool's construct validity and confirm its quickness of use, making it a good fit for longitudinal studies and systems requiring quick assessments of emotional reactions.
Bruno Cardoso, Osvaldo Santos, Teresa Romão
UIST3
2014 If you can feel it, you can share it!: a system for sharing emotions during live sports broadcasts
abstract
The exchange of opinions through chat-based services or social networks while watching TV shows has become a common practice. However, the use of these platforms requires users to shift their attention from the TV to whatever device they are accessing them with. This may be a problem in the case of live sports broadcasts, since it can cause users/viewers to miss important events. Addressing this issue, we introduce WeFeel, a system that enhances the experience of remote spectators of broadcasted sports events, by allowing them to share their opinions and emotions with friends through the TV screen using a mobile device. Results from user tests were highly positive, with participants manifesting great interest in using WeFeel.
Pedro Centieiro, Bruno Cardoso, Teresa Romão, A. Eduardo Dias
Advances in Computer Entertainment3
2014 From the lab to the world: studying real-time second screen interaction with live sports
abstract
This paper describes the design and evaluation of a new feature included on a second screen application for real-time interaction during live sports TV broadcasts. This feature allows remote users to bet if a goal is about to happen during a soccer match, increasing their interest, engagement and excitement towards the broadcasted event. To achieve these objectives, we used an eyes-free interaction method so users would not need to constantly shift their attention from the TV screen to the mobile device every time a goal might happen. We conducted an evaluation study, with the real users of the application, which is available on the market, to gather the users' feedback regarding their experience and the use of the interaction method. Results may give a considerable contribution to future researchers in this field, regarding the challenges involved when deploying real-time interactions during live broadcasted events.
Pedro Centieiro, Teresa Romão, A. Eduardo Dias
Advances in Computer Entertainment2
2013 eVision: A Mobile Game to Improve Environmental Awareness
Bruno Santos 0006, Teresa Romão, A. Eduardo Dias, Pedro Centieiro
Advances in Computer Entertainment2
2013 Enhancing remote live sports experiences through an eyes-free interaction
abstract
When using mobile screen apps on touch-based mobile devices to interact with live sports TV broadcasts, people need to keep an eye on those devices, since they do not provide tactile feedback. If the app on the mobile screen requires user interaction when something exciting is about to happen on the TV screen, the user needs to shift attention from the TV to the mobile screen, spoiling the whole experience. This paper presents WeBet, a mobile game that prompts users to bet if a goal is about to happen during a football match, without requiring their visual attention. WeBet aims to study if this concept conveys an exciting user experience by allowing a natural interaction with the mobile screen without looking at it. Results from a preliminary user test helped to validate our approach and identified important refinements for future work.
Pedro Centieiro, Teresa Romão, A. Eduardo Dias
Mobile HCI2
2012 Applaud Having Fun: A Mobile Game to Cheer Your Favourite Sports Team
Pedro Centieiro, Teresa Romão, A. Eduardo Dias
Advances in Computer Entertainment2
2012 When Away Applaud Anyway
Pedro Centieiro, Teresa Romão, A. Eduardo Dias
Advances in Computer Entertainment2
2012 A Gesture Interface Game for Energy Consumption Awareness
Ricardo Salvador, Teresa Romão, Pedro Centieiro
Advances in Computer Entertainment2
2012 Changing Environmental Behaviors through Smartphone-Based Augmented Experiences
Bruno Santos 0006, Teresa Romão, A. Eduardo Dias, Pedro Centieiro, Ana Bárbara Teixeira
Advances in Computer Entertainment2
2012 An event-driven workflow framework to develop context-aware mobile applications
abstract
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 framework uses an event-driven workflow model to support the dynamic nature of context-aware applications, and is designed to enable non-programmers to create and run new mobile applications. An IVO application is described as a set of workflows triggered by events that are automatically generated in runtime by sensing the environment, either through the smartphone's own sensors, or using a sensor infrastructure external to the smartphone. This paper describes, in more detail, the Android client developed to validate the framework's usability and usefulness, and discusses the usability tests of an application developed with the framework.
Valentim Realinho, Teresa Romão, A. Eduardo Dias
MUM2
2011 Testing the Usability of a Platform for Rapid Development of Mobile Context-Aware Applications
Valentim Realinho, A. Eduardo Dias, Teresa Romão
INTERACT (3)3
2004 ANTS--Augmented Environments
Teresa Romão, Nuno Correia 0001, A. Eduardo Dias, José Danado, Adelaide Trabuco, Carlos Santos 0001, Rossana Santos, António S. Câmara, Edmundo Nobre
Comput. Graph.1