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Hugo Fuks

dblp:21/5671 · DBLP profile ↗
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18ranked-venue papers
5as first author
0since 2021 · last 2015
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 13 · 3 first-authorApplied, interdisciplinary, general and emerging computing · 5Databases, data management, data science and information retrieval · 2 · 2 first-authorArtificial intelligence and machine learning · 1Software engineering, systems software and programming languages · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Ubiquitous computing and smart environments · 24% Accessibility and assistive technology · 19% Interaction techniques and input · 19%

Topics — the 8 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Accessibility and assistive technology › assistive technology for visual impairment
assistive technology for blind users
0.212015
Landmark identification with wearables for supporting spatial awareness by blind persons · UbiComp 2015
Haptics and multimodal interaction
haptic feedback
0.212015
Landmark identification with wearables for supporting spatial awareness by blind persons · UbiComp 2015
Ubiquitous computing and smart environments › location-based services
indoor navigation
0.212015
Landmark identification with wearables for supporting spatial awareness by blind persons · UbiComp 2015
Interaction techniques and input › mobile interaction › wearable device interaction
wearable feedback
0.212015
Landmark identification with wearables for supporting spatial awareness by blind persons · UbiComp 2015
Design research and methods
participatory design
0.112012
Collaborative museums: an approach to co-design · CSCW 2012
Ubiquitous computing and smart environments
indoor localization
0.112015
Landmark identification with wearables for supporting spatial awareness by blind persons · UbiComp 2015
Immersive interaction › virtual reality experience › immersion
immersive experience
0.012012
Collaborative museums: an approach to co-design · CSCW 2012
Collaborative and social computing
museum experience
0.012012
Collaborative museums: an approach to co-design · CSCW 2012

Methods — techniques the papers use, named apart from their topics

co-creation workshop · 0.4observational study · 0.2prototyping · 0.1ethnography · 0.1
YearPublicationVenuePosition
2015 AmbLEDs collaborative healthcare for AAL systems
abstract
Ambient Assisted Living (AAL) applications aim to allow elderly, sick and disabled people to stay safely at home while collaboratively assisted by their family, friends and medical staff. In principle, AAL amalgamated with Internet of Things introduces a new healthcare connectivity paradigm that interconnects mobile apps and sensors allowing constant monitoring of the patient. By hiding technology into light fixtures, in this paper we propose AmbLEDs, a mobile ambient light sensing system, as an alternative to spreading sensors that are perceived as invasive, such as cameras, microphones, microcontrollers, tags or wearables, in order to create a crowdware ubiquitous context-aware system for recognizing, informing and alerting home environmental changes and human activities to support continuous proactive care.
Márcio Cunha, Hugo Fuks
CSCWD2
2015 Landmark identification with wearables for supporting spatial awareness by blind persons
abstract
This paper describes our research on feedback mechanisms of wearables for supporting indoor landmark identification in the context of blind pedestrians' mobility. It contributes with a promising alternative to audible patterns, which are consistently related to the 'masking phenomenon'. It also contributes with many lessons and insights that could benefit the designer of wearables for blind users. We started from an observational study followed by co-creation workshops with designers and potential users. The resulting prototypes were used in two Case Studies. The first study investigated the occurrence of 'masking', a problem caused by technology that affects negatively the sensorial perception of the wearer. The second study investigated the usefulness of the wearables for the identification of landmarks. The wearable succeeded in both tests for the particular context in which it was used.
Wallace C. Ugulino, Hugo Fuks
UbiComp2
2015 Hairware: The Conscious Use of Unconscious Auto-contact Behaviors
abstract
Beauty Technology is a wearable computing paradigm that uses the body's surface as an interactive platform by integrating technology into beauty products applied directly to one's skin, fingernails and hair. Hairware is a Beauty Technology Prototype that connects chemically metalized hair extensions to a microcontroller turning it into an input device for triggering different objects. Hairware acts as a capacitive touch sensor that detects touch variations on hair and uses machine learning algorithms in order to recognize user's intention. Normally, while someone touches her own hair, unconsciously she is bringing comfort to herself and at the same time is emitting a non-verbal message decodable by an observer. However, when she replays that touch on Hairware, she is not just emitting a message to an observer, because touching her hair would trigger an object, creating in this way, a concealed interface to different devices. Therefore, Hairware brings the opportunity to make conscious use of an unconscious auto-contact behavior. We present Hairware's hardware and software implementation.
Katia Vega, Márcio Cunha, Hugo Fuks
IUI3
2014 Beauty tech nails: interactive technology at your fingertips
abstract
Looking for wearables that are fashionable, smart and augment human interaction, we introduce the term Beauty Technology as an emergent field in Wearable Computing. It is an on-body computing approach that turns non-invasive, wireless and without power required electromagnetic devices into beauty products for interacting with different surfaces and devices. This paper describes the materials and the prototyping process used in the making of Beauty Tech Nails exemplifying its application in everyday beauty products.
Katia Vega, Hugo Fuks
TEI2
2012 Collaborative museums: an approach to co-design
abstract
This paper describes a systemic approach to co-design of collaborative museums, using ethnography, co-creation workshops and fast prototyping, amongst other Social Science and Human Centered Design methods. Focused on the creation of immersive and collaborative museum experiences, it provides a rationale for involving carefully selected multidisciplinary teams and users in the entire design cycle, and presents a process that supports this task, from research to development, pointing its value and limitations. In order to bring the discussion into context and exemplify the use of a group of methods that can support collaborative design, it introduces the case of a Brazilian Planetarium and Science Museum.
Hugo Fuks, Heloisa Moura, Debora Cardador, Katia Vega, Wallace C. Ugulino, Marcos Barbato
CSCW1
2012 Community Association Map - Processing Inter-community Relationships
Dárlinton Barbosa Feres Carvalho, Hugo Fuks, Carlos José Pereira de Lucena
WEBIST2
2011 Blogics! A Learning Tool for Enabling Wearable Computing Modules for Beginners
Eduardo Velloso, Denise Filippo, Hugo Fuks
ICCE3
2011 New technologies for dynamic tattoo art
abstract
With the development of new technologies, new dynamic epithelial artifacts (new tattoos) are designed, enabling new types of situated and embodied multimodal communication. New tattoos (NTs) turn the skin into a source of dynamic and reversible inscription, possibly responsive to fine-grained organic variations, and dependent on oriented local perturbation. As new aesthetic-cognitive artifacts, NTs alter the operational and semiotic dimension of the skin, transforming it into a new frame of interactive interface. This paper aims at introducing some epithelial prostheses based on new biocompatible materials and technologies.
Breno Bitarello, Hugo Fuks, João Queiroz
TEI2
2010 An Approach for Developing Component-Based Groupware Product Lines Using the Groupware Workbench
Bruno Gadelha, Elder Cirilo, Marco Aurélio Gerosa, Hugo Fuks, Carlos José Pereira de Lucena
SPLC5
2009 Towards the use of collaborative virtual environments to crew unmanned oil platforms
abstract
This paper presents a human-centered vision of unmanned but crewed platforms, combining an onshore collaborative hybrid environment and an intelligent offshore oilfield. Computer science plays a major role in this vision since digital environments are paramount for the job. We discuss the importance of research in the fields of computer graphics, virtual reality and computer supported cooperative work in this context and present the basic technologies needed to accomplish the task. We instantiate our vision appointing the results of some initial experiments using virtual reality in submarine installation operations.
Hugo Fuks, Alberto Barbosa Raposo, Simone D. J. Barbosa, Heloisa Moura, Andreia Soares, Márcio Cunha, Marcelo Gattass, Carlos José Pereira de Lucena
CSCWD1
2008 Educational technology for collaborative virtual environments
abstract
3D information systems for education must be investigated and adopted for a more involving form of learning. It is in this context that we propose the use of Second Life as an environment for collaborative learning and generation of new educational content. Second Life is a simulator of real life and relationships, an entirely three-dimensional virtual world. There, besides interacting with users from the whole world in real time, it is also possible to create one's own objects and businesses, and generate new alternatives of content, exchange of information, and learning.
Márcio Cunha, Alberto Barbosa Raposo, Hugo Fuks
CSCWD3
2008 Inter- and intra-relationships between communication coordination and cooperation in the scope of the 3C Collaboration Model
abstract
Based on the 3C collaboration model, this article descries the mapping of a variety of collaboration forms onto inter-relationships between communication, coordination and cooperation. In order to investigate how to provide computational support for these three functional collaboration dimensions the analysis shifts from the inter-relationships between these three dimensions to their intra-relationships. Finally, Gestalt psychology principles are used to discuss the suitability of the approach to human perception.
Hugo Fuks, Alberto Barbosa Raposo, Marco Aurélio Gerosa, Mariano Gomes Pimentel, Denise Filippo, Carlos José Pereira de Lucena
CSCWD1
2008 The Analysis of a Case Study for Group Programming Learning
abstract
This paper describes a case study on group programming learning that has as central components the identification of specific demands for such domain and the requirement analysis for collaborative programming learning, using the record of activities and codes developed.
Thais Helena Chaves de Castro, Hugo Fuks, Marcos Andre Fernandez Sposito, Alberto Nogueira de Castro Júnior
ICALT2
2006 Foreword
Hugo Fuks, Stephan G. Lukosch
Int. J. Cooperative Inf. Syst.1
2005 Towards an engineering approach for groupware development: learning from the AulaNet LMS development
abstract
This paper presents the AulaNet learning management system, its architecture and the collaboration model that guided its development and that was refined during this process. A case study of an online course indicates the necessity to have an architectural support for collaboration aspects and a collaboration-based engineering approach to groupware development. This approach, groupware engineering, is based on software engineering and on concepts originated in the field of CSCW.
Marco Aurélio Gerosa, Mariano Gomes Pimentel, Alberto Barbosa Raposo, Hugo Fuks, Carlos José Pereira de Lucena
CSCWD (1)4
2005 Applying the 3C model to groupware development
abstract
This paper introduces an approach based on the 3C (communication, coordination and cooperation) collaboration model to the development of collaborative systems. The 3C model is studied by means of a detailed analysis of each of its three elements, followed by a case study of a learningware application and the methodology of a web-based course, both designed based on this model. Moreover, this paper describes a component-based system architecture following this 3C approach.
Hugo Fuks, Alberto Barbosa Raposo, Marco Aurélio Gerosa, Carlos José Pereira de Lucena
Int. J. Cooperative Inf. Syst.1
2004 Analyzing Discourse Structure to Coordinate Educational Forums
Marco Aurélio Gerosa, Mariano Gomes Pimentel, Hugo Fuks, Carlos José Pereira de Lucena
Intelligent Tutoring Systems3
2002 Using Groupware Tools to Extend the Organizational Memory wih Collaboration Aspects
abstract
In this paper is described how computer supported cooperative work can be used to enhance project development memory, focusing on software development. The collaboration model that is presented is based upon the concepts of communication, coordination and cooperation. Each of these concepts is analyzed regarding software specification. The paper presents some examples of systems that seek to capture and refine group ideas through the process of argumentation. The paper also shows how the building of project memory can facilitate the recovery of the context and the reasoning that led to the taking of project decisions.
Marco Aurélio Gerosa, Hugo Fuks, Alberto Barbosa Raposo, Luís Henrique Raja Gabaglia Mitchell
CSCWD2