2023
Cesário, Vanessa; Bala, Paulo; Ma, Shuhao; Nisi, Valentina
Fostering social inclusion: empathic approaches for migrant-centred design Proceedings Article
In: IASDR 2023: Life-Changing Design, 2023.
@inproceedings{cesario_fostering_2023,
title = {Fostering social inclusion: empathic approaches for migrant-centred design},
author = {Vanessa Ces\'{a}rio and Paulo Bala and Shuhao Ma and Valentina Nisi},
url = {https://dl.designresearchsociety.org/iasdr/iasdr2023/fullpapers/8},
doi = {10.21606/iasdr.2023.122},
year = {2023},
date = {2023-10-01},
urldate = {2023-10-01},
booktitle = {IASDR 2023: Life-Changing Design},
keywords = {},
pubstate = {published},
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}
Nisi, Valentina; Bala, Paulo; Cesário, Vanessa; James, Stuart; Bue, Alessio Del; Nunes, Nuno Jardim
"Connected to the people": Social Inclusion & Cohesion in Action through a Cultural Heritage Digital Tool Journal Article
In: Proc. ACM Hum.-Comput. Interact., vol. 7, no. CSCW2, 2023, (Place: New York, NY, USA Publisher: Association for Computing Machinery).
@article{nisi_connected_2023,
title = {"Connected to the people": Social Inclusion \& Cohesion in Action through a Cultural Heritage Digital Tool},
author = {Valentina Nisi and Paulo Bala and Vanessa Ces\'{a}rio and Stuart James and Alessio Del Bue and Nuno Jardim Nunes},
url = {https://doi.org/10.1145/3610168},
doi = {10.1145/3610168},
year = {2023},
date = {2023-10-01},
urldate = {2023-10-01},
journal = {Proc. ACM Hum.-Comput. Interact.},
volume = {7},
number = {CSCW2},
note = {Place: New York, NY, USA Publisher: Association for Computing Machinery},
keywords = {},
pubstate = {published},
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Bala, Paulo; Sanches, Pedro; Cesário, Vanessa; Leão, Sarah; Rodrigues, Catarina; Nunes, Nuno Jardim; Nisi, Valentina
Towards Critical Heritage in the wild: Analysing Discomfort through Collaborative Autoethnography Proceedings Article
In: Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery, Hamburg, Germany, 2023.
@inproceedings{bala2023,
title = {Towards Critical Heritage in the wild: Analysing Discomfort through Collaborative Autoethnography},
author = {Paulo Bala and Pedro Sanches and Vanessa Ces\'{a}rio and Sarah Le\~{a}o and Catarina Rodrigues and Nuno Jardim Nunes and Valentina Nisi},
url = {https://doi.org/10.1145/3544548.3581274},
doi = {10.1145/3544548.3581274},
year = {2023},
date = {2023-04-25},
urldate = {2023-04-25},
booktitle = {Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems},
publisher = {Association for Computing Machinery},
address = {Hamburg, Germany},
series = {CHI '23},
abstract = {As we engaged in designing digital interventions for intercultural dialogues around public cultural heritage sites, we saw an opportunity to surface multiple interpretations and points of view of history and shine a critical lens on current societal issues. To do so, we present the results of a collaborative auto-ethnography of alternative tours accompanied by intercultural guides, to explore sensory and embodied engagements with cultural heritage sites in a southern European capital. By focusing on the differences in how we experienced the heritage sites, we analyse the duality of discomfort, a common concept in HCI, in that it can both be deployed as a resource for designing systems that can transform people’s understanding of history or it can be a hindrance for engagement, having an unequal effect on individuals.},
keywords = {},
pubstate = {published},
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}
Nisi, Valentina; Bala, Paulo; Bostock, Hollie; Cesário, Vanessa; Nunes, Nuno Jardim
“Before Gentrification, We Claim for Habitation”: Eliciting Values and Assets through Cultural Heritage Storytelling Proceedings Article
In: Proceedings of the 2023 ACM Designing Interactive Systems Conference, pp. 2423–2436, Association for Computing Machinery, New York, NY, USA, 2023, ISBN: 978-1-4503-9893-0.
@inproceedings{nisi_before_2023,
title = {“Before Gentrification, We Claim for Habitation”: Eliciting Values and Assets through Cultural Heritage Storytelling},
author = {Valentina Nisi and Paulo Bala and Hollie Bostock and Vanessa Ces\'{a}rio and Nuno Jardim Nunes},
url = {https://doi.org/10.1145/3563657.3596124},
doi = {10.1145/3563657.3596124},
isbn = {978-1-4503-9893-0},
year = {2023},
date = {2023-01-01},
urldate = {2023-01-01},
booktitle = {Proceedings of the 2023 ACM Designing Interactive Systems Conference},
pages = {2423--2436},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
series = {DIS '23},
abstract = {This pictorial outlines findings from a field study part of an inclusive digital storytelling project, which aims to develop digital tools for migrant communities to share their lived cultural heritage (CH). The field study intended to discern migrants’ perceptions of cultural heritage through a one-week story-based photo challenge involving ten young adult migrants in Lisbon, Portugal. We analysed the data highlighting participant values and heritage meaning-making. We highlight the unfolding of cultural heritage thematics through their daily journeys in the hosting country's landscapes. Human-Computer Interaction (HCI) strives to secure an inclusive and socially just impact for technology. With a focus on participants’ assets and values, results from this study point towards sensitising concepts contributing to facilitating the design of inclusive digital tools for telling of lived cultural heritage experiences of migrant communities.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Ma, Shuhao; Bala, Paulo; Nisi, Valentina; Zimmerman, John; Nunes, Nuno Jardim
Uncovering Gig Worker-Centered Design Opportunities in Food Delivery Work Proceedings Article
In: Proceedings of the 2023 ACM Designing Interactive Systems Conference, pp. 688–701, Association for Computing Machinery, New York, NY, USA, 2023, ISBN: 978-1-4503-9893-0.
@inproceedings{ma_uncovering_2023,
title = {Uncovering Gig Worker-Centered Design Opportunities in Food Delivery Work},
author = {Shuhao Ma and Paulo Bala and Valentina Nisi and John Zimmerman and Nuno Jardim Nunes},
url = {https://doi.org/10.1145/3563657.3596123},
doi = {10.1145/3563657.3596123},
isbn = {978-1-4503-9893-0},
year = {2023},
date = {2023-01-01},
urldate = {2023-01-01},
booktitle = {Proceedings of the 2023 ACM Designing Interactive Systems Conference},
pages = {688--701},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
series = {DIS '23},
abstract = {The gig economy and digital labor platforms, such as food delivery, have become essential while also troubling the current socioeconomic landscape. Delivery platforms promise entry-level work, flexibility, and other benefits. However, researchers remain divided on if these platforms benefit workers and society at large. This study aims to shed light on the comprehensive challenges in food delivery work, uncovering gig worker-centered design opportunities to improve the lives of food couriers. Adopting an exploratory research process, we analyzed 19 ride-along food delivery videos and performed nine semi-structured interviews with food couriers in Portugal. Our findings illustrated the complexity and challenging nature of delivery work due to the entangled physical, digital, social, natural, and human factors. We captured and discussed gig worker-centered opportunities that surfaced from work challenges, echoing the needs of food couriers about supporting work, justice, inclusion, and work vision.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Nisi, Valentina; James, Stuart; Bala, Paulo; Bue, Alessio Del; Nunes, Nuno Jardim
Inclusive Digital Storytelling: Artificial Intelligence and Augmented Reality to Re-centre Stories from the Margins Proceedings Article
In: Holloway-Attaway, Lissa; Murray, John T. (Ed.): Interactive Storytelling, pp. 117–137, Springer Nature Switzerland, Cham, 2023, ISBN: 978-3-031-47654-9 978-3-031-47655-6, (Series Title: Lecture Notes in Computer Science).
@inproceedings{holloway-attaway_inclusive_2023,
title = {Inclusive Digital Storytelling: Artificial Intelligence and Augmented Reality to Re-centre Stories from the Margins},
author = {Valentina Nisi and Stuart James and Paulo Bala and Alessio Del Bue and Nuno Jardim Nunes},
editor = {Lissa Holloway-Attaway and John T. Murray},
url = {https://link.springer.com/10.1007/978-3-031-47655-6_8},
doi = {10.1007/978-3-031-47655-6_8},
isbn = {978-3-031-47654-9 978-3-031-47655-6},
year = {2023},
date = {2023-01-01},
urldate = {2023-01-01},
booktitle = {Interactive Storytelling},
volume = {14383},
pages = {117\textendash137},
publisher = {Springer Nature Switzerland},
address = {Cham},
note = {Series Title: Lecture Notes in Computer Science},
keywords = {},
pubstate = {published},
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}
2022
Bala, Paulo; James, Stuart; Bue, Alessio Del; Nisi, Valentina
In: Vosmeer, Mirjam; Holloway-Attaway, Lissa (Ed.): Interactive Storytelling, vol. 13762, pp. 139–158, Springer International Publishing, Cham, 2022, ISBN: 978-3-031-22297-9 978-3-031-22298-6, (Series Title: Lecture Notes in Computer Science).
@incollection{bala_writing_2022,
title = {Writing with (Digital) Scissors: Designing a Text Editing Tool for Assisted Storytelling Using Crowd-Generated Content},
author = {Paulo Bala and Stuart James and Alessio Del Bue and Valentina Nisi},
editor = {Mirjam Vosmeer and Lissa Holloway-Attaway},
doi = {10.1007/978-3-031-22298-6_9},
isbn = {978-3-031-22297-9 978-3-031-22298-6},
year = {2022},
date = {2022-01-01},
urldate = {2022-01-01},
booktitle = {Interactive Storytelling},
volume = {13762},
pages = {139--158},
publisher = {Springer International Publishing},
address = {Cham},
note = {Series Title: Lecture Notes in Computer Science},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
2021
Bala, Paulo; Nisi, Valentina; Dionisio, Mara; Nunes, Nuno Jardim; James, Stuart
Square Peg, Round Hole: A Case Study on Using Visual Question & Answering in Games Proceedings Article
In: Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play, pp. 133–139, Association for Computing Machinery, Virtual Event, Austria, 2021, ISBN: 9781450383561.
@inproceedings{BalaCHIPLAY2021,
title = {Square Peg, Round Hole: A Case Study on Using Visual Question \& Answering in Games},
author = {Paulo Bala and Valentina Nisi and Mara Dionisio and Nuno Jardim Nunes and Stuart James},
doi = {10.1145/3450337.3483466},
isbn = {9781450383561},
year = {2021},
date = {2021-10-20},
booktitle = {Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play},
pages = {133\textendash139},
publisher = {Association for Computing Machinery},
address = {Virtual Event, Austria},
series = {CHI PLAY '21},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Bala, Paulo; Oakley, Ian; Nisi, Valentina; Nunes, Nuno
Dynamic Field of View Restriction in 360º Video: Aligning Optical Flow and Visual SLAM to Mitigate VIMS Proceedings Article
In: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery, New York, NY, USA, 2021.
@inproceedings{BalaCHI2021,
title = {Dynamic Field of View Restriction in 360º Video: Aligning Optical Flow and Visual SLAM to Mitigate VIMS},
author = {Paulo Bala and Ian Oakley and Valentina Nisi and Nuno Nunes },
url = {https://dl.acm.org/citation.cfm?id=3411764.3445499},
doi = {https://doi.org/10.1145/3411764.3445499},
year = {2021},
date = {2021-05-08},
urldate = {2021-05-08},
booktitle = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
abstract = {Head-Mounted Display based Virtual Reality is proliferating. However, Visually Induced Motion Sickness (VIMS), which prevents many from using VR without discomfort, bars widespread adoption. Prior work has shown that limiting the Field of View (FoV) can reduce VIMS at a cost of also reducing presence. Systems that dynamically adjust a user's FoV may be able to balance these concerns. To explore this idea, we present a technique for standard 360º video that shrinks FoVs only during VIMS inducing scenes. It uses Visual Simultaneous Localization and Mapping and peripheral optical flow to compute camera movements and reduces FoV during rapid motion or optical flow. A user study (N=23) comparing 360º video with unrestricted-FoVs (90º), reduced fixed-FoVs (40º) and dynamic-FoVs (40º-90º) revealed that dynamic-FoVs mitigate VIMS while maintaining presence. We close by discussing the user experience of dynamic-FoVs and recommendations for how they can help make VR comfortable and immersive for all.},
keywords = {},
pubstate = {published},
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}
Dionísio, Mara; Nisi, Valentina; Xin, Jin; Bala, Paulo; James, Stuart; Nunes, Nuno Jardim
Amnesia in the Atlantic: An AI Driven Serious Game on Marine Biodiversity Book Section
In: Hauge, Jannicke Baalsrud; Cardoso, Jorge C. S.; Roque, Licínio; Gonzalez-Calero, Pedro A (Ed.): Entertainment Computing – ICEC 2021, vol. 13056, pp. 427–432, Springer International Publishing, Cham, 2021, ISBN: 978-3-030-89393-4 978-3-030-89394-1, (Series Title: Lecture Notes in Computer Science).
@incollection{dionisio_amnesia_2021,
title = {Amnesia in the Atlantic: An AI Driven Serious Game on Marine Biodiversity},
author = {Mara Dion\'{i}sio and Valentina Nisi and Jin Xin and Paulo Bala and Stuart James and Nuno Jardim Nunes},
editor = {Jannicke Baalsrud Hauge and Jorge C. S. Cardoso and Lic\'{i}nio Roque and Pedro A Gonzalez-Calero},
url = {https://link.springer.com/10.1007/978-3-030-89394-1_35},
doi = {10.1007/978-3-030-89394-1_35},
isbn = {978-3-030-89393-4 978-3-030-89394-1},
year = {2021},
date = {2021-01-01},
urldate = {2021-11-02},
booktitle = {Entertainment Computing \textendash ICEC 2021},
volume = {13056},
pages = {427--432},
publisher = {Springer International Publishing},
address = {Cham},
note = {Series Title: Lecture Notes in Computer Science},
keywords = {},
pubstate = {published},
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}
2020
Bala, Paulo; Dionisio, Mara; Oliveira, Sarah; Andrade, Tânia; Nisi, Valentina
Tell a Tail: Leveraging XR for a Transmedia on Animal Welfare Proceedings Article
In: Entertainment Computing – ICEC 2020, Springer, 2020.
@inproceedings{Bala2020c,
title = {Tell a Tail: Leveraging XR for a Transmedia on Animal Welfare},
author = {Paulo Bala and Mara Dionisio and Sarah Oliveira and T\^{a}nia Andrade and Valentina Nisi},
url = {https://www.springer.com/gp/book/9783030657352},
year = {2020},
date = {2020-11-14},
booktitle = {Entertainment Computing \textendash ICEC 2020},
publisher = {Springer},
abstract = {Playful interactions and storytelling become a powerful conduit for educational-entertainment experiences aimed at informing and critiquing social issues. In this paper, we describe the design of a transmedia experience, which uses its separate channels to deconstruct a complex social issue, while maintaining a coordinated and consistent story experience. Tell a Tail explores the welfare issues of companion animals through (1) a branching comic book extended with Augmented Reality scenes, and (2) an immersive 360o documentary about the rescue of abandoned companion animals. Our contribution is the rationale and design of an initial working prototype of the transmedia experience. Initial pilot evaluations revealed that the prototypes were well received, with participants praising the content and the medium used to deliver it. Through reflection on findings of the pilot studies and design decisions of the prototypes, we delineate how the affordances of different XR technologies can be used to inform and raise awareness of a social issue.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Dionisio, Mara; Bala, Paulo; Oliveira, Sarah; Nisi, Valentina
Tale of T(r)ails: The Design of an AR Comic Book for an Animal Welfare Transmedia Proceedings Article
In: International Conference on Interactive Digital Storytelling 2020, pp. 281–284, Springer, Cham 2020.
@inproceedings{dionisio2020tale,
title = {Tale of T(r)ails: The Design of an AR Comic Book for an Animal Welfare Transmedia},
author = {Mara Dionisio and Paulo Bala and Sarah Oliveira and Valentina Nisi},
url = {https://link.springer.com/chapter/10.1007/978-3-030-62516-0_25},
doi = {https://doi.org/10.1007/978-3-030-62516-0_25},
year = {2020},
date = {2020-01-01},
booktitle = {International Conference on Interactive Digital Storytelling 2020},
pages = {281--284},
organization = {Springer, Cham},
abstract = {Storytelling is a fundamental component of a child’s early development stages, informing their world view and promoting self-growth. Comic books are a common medium in these development stages, for their power of communication and expression. Inspired by narrative branching structures and technological advances in Augmented Reality (AR), we developed Tale of T(r)ails, an AR branching comic book, targeting pre-teenagers (10\textendash12 years old). This paper’s contribution focuses on the design of an AR comic book aiming at critically engaging pre-teens with Animal Welfare and motivating them for real-world actions.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Bala, Paulo; Dionisio, Mara; Andrade, Tânia; Nisi, Valentina
Tell a Tail 360º: Immersive Storytelling on Animal Welfare Proceedings Article
In: International Conference on Interactive Digital Storytelling 2020, pp. 357–360, Springer, Cham 2020.
@inproceedings{bala2020tell,
title = {Tell a Tail 360º: Immersive Storytelling on Animal Welfare},
author = {Paulo Bala and Mara Dionisio and T\^{a}nia Andrade and Valentina Nisi},
url = {https://link.springer.com/chapter/10.1007/978-3-030-62516-0_35},
doi = {https://doi.org/10.1007/978-3-030-62516-0_35},
year = {2020},
date = {2020-01-01},
booktitle = {International Conference on Interactive Digital Storytelling 2020},
pages = {357--360},
organization = {Springer, Cham},
abstract = {Immersive technologies aligned with storytelling can create novel and powerful tools to inform and ponder on social issues. This demo paper describes a cinematic virtual reality project, Tell a Tail 360 ∘ , on the rescue of abandoned companion animals. Tell a Tail 360 ∘ was designed targeting teens (13\textendash19 years old) and its inclusion in a classroom setting. By using 360 ∘ videos of a rescue kennel, animal hospital and the field work of non-governmental organizations, we intend for the target audience to be exposed to different animal welfare issues relevant to their context.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Masu, Raul; Bala, Paulo; Ahmad, Asif M; Correia, Nuno Do Nascimento; Nisi, Valentina; Nunes, Nuno; Romão, Teresa
VR open scores: scores as inspiration for VR scenarios Proceedings Article
In: Proceedings of NIME 2020, Birmingham, UK, NIME 2020, ISSN: 2220-4806.
@inproceedings{masu2020vr,
title = {VR open scores: scores as inspiration for VR scenarios},
author = {Raul Masu and Paulo Bala and Asif M Ahmad and Nuno Do Nascimento Correia and Valentina Nisi and Nuno Nunes and Teresa Rom\~{a}o},
url = {https://www.nime.org/proceedings/2020/nime2020_paper21.pdf
https://youtu.be/JSM6Rydz7iE},
issn = {2220-4806},
year = {2020},
date = {2020-01-01},
booktitle = {Proceedings of NIME 2020, Birmingham, UK},
organization = {NIME},
abstract = {In this paper, we introduce the concept of VR Open Scores: aleatoric score-based virtual scenarios where an aleatoric score is embedded in a virtual environment. This idea builds upon the notion of graphic scores and composed instrument, and apply them in a new context. Our proposal also explores possible parallels between open meaning in interaction design, and aleatoric score, conceptualized as Open Work by the Italian philosopher Umberto Eco. Our approach has two aims. The first aim is to create an environment where users can immerse themselves in the visual elements of a score while listening to the corresponding music. The second aim is to facilitate users to develop a personal relationship with both the system and the score. To achieve those aims, as a practical implementation of our proposed concept, we developed two immersive scenarios: a 360º video and an interactive space. We conclude presenting how our design aims were accomplished in the two scenarios, and describing positive and negative elements of our implementations.},
keywords = {},
pubstate = {published},
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}
Bala, Paulo; Oakley, Ian; Nisi, Valentina; Nunes, Nuno
Staying on Track: a Comparative Study on the Use of Optical Flow in 360º Video to Mitigate VIMS Proceedings Article
In: ACM International Conference on Interactive Media Experiences, pp. 82–93, 2020.
@inproceedings{bala2020staying,
title = {Staying on Track: a Comparative Study on the Use of Optical Flow in 360º Video to Mitigate VIMS},
author = {Paulo Bala and Ian Oakley and Valentina Nisi and Nuno Nunes},
url = {https://dl.acm.org/doi/abs/10.1145/3391614.3393658
https://www.youtube.com/watch?v=wTq98BrFs-4},
doi = {https://doi.org/10.1145/3391614.3393658},
year = {2020},
date = {2020-01-01},
booktitle = {ACM International Conference on Interactive Media Experiences},
pages = {82--93},
abstract = {Visually Induced Motion Sickness (VIMS), when the visual system detects motion that is not felt by the vestibular system, is a deterrent for first-time Virtual Reality (VR) users and can impact its adoption rate. Constricting the field-of-view (FoV) has been shown to reduce VIMS as it conceals optical flow in peripheral vision, which is more sensitive to motion. Additionally, several studies have suggested the inclusion of visual elements (e.g., grids) consistent with the real world as reference points. In this paper, we describe a novel technique dynamically controlled by a video’s precomputed optical flow and participants’ runtime head direction and evaluate it in a within-subjects study (N = 24) on a 360° video of a roller coaster. Furthermore, based on a detailed analysis of the video and participant’s experience, we provide insights on the effectiveness of the techniques in VIMS reduction and discuss the role of optical flow in the design and evaluation of the study.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
2019
Bala, Paulo; Masu, Raul; Nisi, Valentina; Nunes, Nuno
"When the Elephant Trumps": A Comparative Study on Spatial Audio for Orientation in 360º Videos Proceedings Article
In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019.
@inproceedings{bala_when_2019,
title = {"When the Elephant Trumps": A Comparative Study on Spatial Audio for Orientation in 360º Videos},
author = {Paulo Bala and Raul Masu and Valentina Nisi and Nuno Nunes},
url = {https://dl.acm.org/citation.cfm?id=3290605.3300925},
doi = {https://doi.org/10.1145/3290605.3300925},
year = {2019},
date = {2019-01-01},
urldate = {2019-01-01},
booktitle = {Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems},
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 360º 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 360º videos.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Nisi, Valentina; Dionisio, Mara Sofia; Bala, Paulo; Gross, Tom; Nunes, Nuno Jardim; others,
Lucid Peninsula, a Physical Narrative Art Installation Comprising Interactive 360° Virtual Reality Components Journal Article
In: International Journal of Creative Interfaces and Computer Graphics (IJCICG), vol. 10, no. 1, pp. 1–15, 2019.
@article{nisi_lucid_2019,
title = {Lucid Peninsula, a Physical Narrative Art Installation Comprising Interactive 360° Virtual Reality Components},
author = {Valentina Nisi and Mara Sofia Dionisio and Paulo Bala and Tom Gross and Nuno Jardim Nunes and others},
year = {2019},
date = {2019-01-01},
journal = {International Journal of Creative Interfaces and Computer Graphics (IJCICG)},
volume = {10},
number = {1},
pages = {1--15},
abstract = {This article describes the design of the Lucid Peninsula, a Physical Narrative Art Installation, developed to engage a wide variety of audiences with a possible future, in which the practice of lucid dreaming plays an important role. In this article, the authors present and discuss the results from the in-the-wild evaluation of the audience reception of the artwork. Of particular concern is the assessment of the role of the virtual reality (VR) interfaces designed to deepen involvement and interaction with the art piece. This article reports on the conception and production of the installation as well as its evaluation and derived insights. The study provides evidence of the positive role of the 360° mobile VR assets in strengthening the narrative and the artist's intent in the Lucid Peninsula artistic installation. Results show how the VR interface supported engagement, positive affect, and reflections on the physical narrative scenario.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
2018
Bala, Paulo; Masu, Raul; Nisi, Valentina; Nunes, Nuno
Cue Control: Interactive Sound Spatialization for 360º Videos Proceedings Article
In: International Conference on Interactive Digital Storytelling, pp. 333–337, Springer, Cham, 2018.
@inproceedings{bala_cue_2018,
title = {Cue Control: Interactive Sound Spatialization for 360º Videos},
author = {Paulo Bala and Raul Masu and Valentina Nisi and Nuno Nunes},
url = {https://link.springer.com/chapter/10.1007%2F978-3-030-04028-4_36},
doi = {10.1007/978-3-030-04028-4_36},
year = {2018},
date = {2018-01-01},
booktitle = {International Conference on Interactive Digital Storytelling},
pages = {333--337},
publisher = {Springer, Cham},
abstract = {In the 360º videos, the role of sound became crucial as it not only contributes to the participant’s level of Presence (the feeling of being in the virtual environment) but can also provide viewers with a periodical awareness of their surroundings; therefore, audio can guide user attention toward desired points. In this sense, the sonic elements of a 360º video assume an interactive role, as sounds become notifying elements or icons. In the paper, we describe Cue Control, an audio editor that facilitates the creation of soundtracks for 360º videos. The user can control the location of the sonic elements by positioning the sounds in the virtual 3D space following the desired timeline; Cue Control automatically creates a cue list of the spatial soundtrack events for playback. The software also allows for different interactive modalities of playback, adapting the cue list to the viewpoint of the user. We conducted a small pilot study where Cue Control was used to assemble the soundtrack of two 360º videos. According to the data gathered, we present some preliminary reflections about the use of sound to guide users’ attention in 360º videos towards points of interest.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Bala, Paulo; Dionísio, Dina; Nisi, Valentina; Nunes, Nuno
Visually induced motion sickness in 360 videos: comparing and combining visual optimization techniques. Proceedings Article
In: IEEE International Symposium for Mixed and Augmented Reality 2018, 2018.
@inproceedings{bala_visually_2018,
title = {Visually induced motion sickness in 360 videos: comparing and combining visual optimization techniques.},
author = {Paulo Bala and Dina Dion\'{i}sio and Valentina Nisi and Nuno Nunes},
url = {https://ieeexplore.ieee.org/document/8699261},
doi = {10.1109/ISMAR-Adjunct.2018.00077},
year = {2018},
date = {2018-01-01},
booktitle = {IEEE International Symposium for Mixed and Augmented Reality 2018},
abstract = {As head mounted displays (HMDs) become everyday consumer items, the potential of immersive Virtual Reality (VR) as a design space becomes ever more promising. However, their usage is impeded by human factors inherent to the technology itself, such as visually induced motion sickness (VIMS), caused by the disconnect between what is visually and physically perceived. Previous work on VIMS reduction has explored techniques targeting HMDs, while others explored techniques that target the multimedia content itself through visual optimization. The latter are often studied individually and cannot be applied to certain VR content such as 360° video. Consequently, this paper describes an exploratory study comparing and combining such techniques (independent visual background and restricted field of view) in 360° video. The work provides constructive insights for VR designers, while also exploring how analytics of VR content and user experience can be used for VIMS prevention and evaluation.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Dionísio, Mara; Bala, Paulo; Nisi, Valentina; Câmara, Sandra
Bringing Locative Media Indoors: Strategies For Remediation Book Section
In: Looking Forward, Looking Back: Interactive Digital Storytelling and Hybrid Art Approaches, pp. 71–92, Carnegie Mellon University: ETC Press, Pittsburgh, PA, 2018.
@incollection{dionisio_bringing_2018,
title = {Bringing Locative Media Indoors: Strategies For Remediation},
author = {Mara Dion\'{i}sio and Paulo Bala and Valentina Nisi and Sandra C\^{a}mara},
url = {https://kilthub.cmu.edu/articles/Looking_Forward_Looking_Back_Interactive_Digital_Storytelling_and_Hybrid_Art_Approaches/7406924},
year = {2018},
date = {2018-01-01},
booktitle = {Looking Forward, Looking Back: Interactive Digital Storytelling and Hybrid Art Approaches},
pages = {71--92},
publisher = {Carnegie Mellon University: ETC Press, Pittsburgh, PA},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
2017
Nisi, Valentina; Dionisio, Mara; Bala, Paulo; Gross, Tom; Nunes, Nuno
DreamScope: Evaluating Interactive 360 Degree Virtual Reality in a Physical Narrative Art Installation Proceedings Article
In: 8th International Conference on Digital Arts - ARTECH 2017, pp. 67–75, 2017.
@inproceedings{nisi_dreamscope:_2017,
title = {DreamScope: Evaluating Interactive 360 Degree Virtual Reality in a Physical Narrative Art Installation},
author = {Valentina Nisi and Mara Dionisio and Paulo Bala and Tom Gross and Nuno Nunes},
url = {https://dl.acm.org/citation.cfm?doid=3106548.3106601},
doi = {10.1145/3106548.3106601},
year = {2017},
date = {2017-01-01},
booktitle = {8th International Conference on Digital Arts - ARTECH 2017},
pages = {67--75},
abstract = {The widespread affordability of digital technologies is encouraging artists to experiment and make use of them in their artworks. This paper describes the design and in-the-wild evaluation of DreamScope, a bespoke 360° mobile virtual reality (VR) interface designed for immersive interaction in the Lucid Peninsula physical narrative art installation. We evaluated the VR interface by means of a questionnaire based on the Positive and Negative Affect Scale (PANAS) and individual items related with the interaction within the exhibition. Results extracted from 53 subjects highlight how the interface supported engagement, positive affect and reflections on the narrated scenario of the art installation. The study reported in this paper provides evidence of the positive role of 360° mobile VR in strengthening the narrative and the artist's intent in the Lucid Peninsula artistic installation.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Bala, Paulo; Nisi, Valentina; Nunes, Nuno
Evaluating User Experience in 360º Storytelling Through Analytics Proceedings Article
In: International Conference on Interactive Digital Storytelling, pp. 270–273, Springer, Cham, 2017.
@inproceedings{bala_evaluating_2017,
title = {Evaluating User Experience in 360º Storytelling Through Analytics},
author = {Paulo Bala and Valentina Nisi and Nuno Nunes},
url = {https://link.springer.com/chapter/10.1007/978-3-319-71027-3_23},
doi = {10.1007/978-3-319-71027-3_23},
year = {2017},
date = {2017-01-01},
booktitle = {International Conference on Interactive Digital Storytelling},
pages = {270--273},
publisher = {Springer, Cham},
abstract = {A necessary component in the mass adoption of Virtual Reality (VR) is the creation of support tools to help creators develop and evaluate content. Emphasising the importance of User Experience (UX) in VR, analytics platforms are setup to understand participant’s behaviour, therefore helping for a better understanding of the medium. This paper reviews evaluation methods for VR concerned with observation of user behaviour, and how these are structured in analytics platforms. By surveying existing platforms, we look at how these platforms support the creation and evaluation of VR experiences and apply this knowledge to design a platform for the specific context of VR Storytelling.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Dionisio, Mara; Bala, Paulo; Nisi, Valentina; Nunes, Nuno
Fragments of laura: incorporating mobile virtual reality in location aware mobile storytelling experiences Proceedings Article
In: 16th International Conference on Mobile and Ubiquitous Multimedia, pp. 165, 176, 2017.
@inproceedings{dionisio_fragments_2017,
title = {Fragments of laura: incorporating mobile virtual reality in location aware mobile storytelling experiences},
author = {Mara Dionisio and Paulo Bala and Valentina Nisi and Nuno Nunes},
url = {https://dl.acm.org/citation.cfm?id=3152868},
doi = {10.1145/3152832.3152868},
year = {2017},
date = {2017-01-01},
booktitle = {16th International Conference on Mobile and Ubiquitous Multimedia},
pages = {165},
publisher = {176},
abstract = {As 360° immersive Mobile Virtual Reality (MVR) experiences are reaching a wider public, thanks to inexpensive and more powerful mobile technology available on the shelves, it is also rapidly growing as a research arena to investigate how to best design such VR experiences. Adding to this research direction, in this paper we report on an exploratory study designed to evaluate users perception in "Fragments of Laura", a mobile location-aware storytelling experience that uses MVR in a public setting. Results from the study encourage us to pursuit investigation as the experience was well received by the participants and provided an enjoyable experience, however, we discovered that there are still design challenges to overcome in order for MVR to be widely adopted within a public setting. Such as, finding the balance between multimedia and immersive multimedia, providing an "onboarding" time for such media and proper locations for the content consumption.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Bala, Paulo; Dionísio, Mara; Trindade, Rui; Olim, Sandra; Nisi, Valentina; Nunes, Nuno
Evaluating the influence of location and medium applied to mobile VR storytelling Proceedings Article
In: 16th International Conference on Mobile and Ubiquitous Multimedia, pp. 371, 378, 2017.
@inproceedings{bala_evaluating_2017-1,
title = {Evaluating the influence of location and medium applied to mobile VR storytelling},
author = {Paulo Bala and Mara Dion\'{i}sio and Rui Trindade and Sandra Olim and Valentina Nisi and Nuno Nunes},
url = {https://dl.acm.org/citation.cfm?id=3156617},
doi = {10.1145/3152832.3156617},
year = {2017},
date = {2017-01-01},
booktitle = {16th International Conference on Mobile and Ubiquitous Multimedia},
pages = {371},
publisher = {378},
abstract = {This paper investigates whether location and medium affect the experience of interactive storytelling in the context of mobile Virtual Reality systems. For this purpose, we discuss the development of Fragments of Laura, a location-aware multimedia application in a larger interactive transmedia story, where users can view a 360° narrative in a 3D environment. We conducted a user study with the intention of measuring Presence, Flow and Narrative Transportation and evaluate four scenarios resulting from the combination of two independent variables - location (existence and absence of links between the test location and the narrative location) and medium (tablet and mobile virtual reality with smartphones). Our results show that the user experience while watching a narrative fluctuates depending on the location where is viewed and the device in which is viewed. Locations linked with the content lead to a significantly increased Flow, Presence, and Narrative Transportation.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Dionísio, Mara; Bala, Paulo; Nisi, Valentina; Oakley, Ian; Nunes, Nuno
Step by Step: Evaluating Navigation Styles in Mixed Reality Entertainment Experience Proceedings Article
In: International Conference on Advances in Computer Entertainment, pp. 32–45, Springer, Cham, 2017.
@inproceedings{dionisio_step_2017,
title = {Step by Step: Evaluating Navigation Styles in Mixed Reality Entertainment Experience},
author = {Mara Dion\'{i}sio and Paulo Bala and Valentina Nisi and Ian Oakley and Nuno Nunes},
url = {https://link.springer.com/chapter/10.1007/978-3-319-76270-8_3},
doi = {10.1007/978-3-319-76270-8_3},
year = {2017},
date = {2017-01-01},
booktitle = {International Conference on Advances in Computer Entertainment},
pages = {32--45},
publisher = {Springer, Cham},
abstract = {The availability of depth sensing technology in smartphones and tablets adds spatial awareness as an interaction modality to mobile entertainment experiences and showcases the potential of Mixed Reality (MR) for creating immersive and engaging experiences in real world contexts. However, the lack of design knowledge about interactions within MR represents a barrier to creating effective entertainment experiences. Faced with this challenge, we contribute a study of three navigation styles (NS) for MR experiences shown on a handheld device. The navigation styles range from fully virtual, through a mixed style that involves both on-screen and in-world activity, to fully real navigation. Our findings suggest that when designing an MR experience, the navigation style deployed should reflect the context, content and required interactions. For our MR experience, “The Old Pharmacy”, with its specific content, context and required interactions, results show that navigation styles relying on in-world activity leads to higher levels of Presence, Immersion and Flow.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
2016
Nisi, Valentina; Dionisio, Mara; Silva, Claudia; Castro, Deborah; Dionisio, Dina; Radeta, Marko; Bala, Paulo; Nunes, Nuno
2016.
@workshop{nisi_echoes_nodate,
title = {“Echoes of Nature”: a transmedia project to foster dialogue about the natural capital of Madeira island},
author = {Valentina Nisi and Mara Dionisio and Claudia Silva and Deborah Castro and Dina Dionisio and Marko Radeta and Paulo Bala and Nuno Nunes},
url = {http://nunonunes.info/publications/ICIDS2016c.pdf},
year = {2016},
date = {2016-11-01},
abstract = {This work investigates the transmedia aspects and implications of “Echoes of Nature” (EoN), an interactive platform functioning as a touchpoint for a range of diverse experiences designed to open up dialogues between visitors of the island of Madeira and its rich natural capital, traditions and folklore.},
keywords = {},
pubstate = {published},
tppubtype = {workshop}
}
Bala, Paulo; Dionisio, Mara; Nisi, Valentina; Nunes, Nuno
IVRUX: A tool for analyzing immersive narratives in virtual reality Proceedings Article
In: International Conference on Interactive Digital Storytelling, pp. 3–11, Springer, Cham, 2016.
@inproceedings{bala_ivrux:_2016,
title = {IVRUX: A tool for analyzing immersive narratives in virtual reality},
author = {Paulo Bala and Mara Dionisio and Valentina Nisi and Nuno Nunes},
url = {https://link.springer.com/chapter/10.1007/978-3-319-48279-8_1},
doi = {10.1007/978-3-319-48279-8_1},
year = {2016},
date = {2016-01-01},
booktitle = {International Conference on Interactive Digital Storytelling},
pages = {3--11},
publisher = {Springer, Cham},
abstract = {This paper describes IVRUX, a tool for the analysis of 360º Immersive Virtual Reality (IVR) story-driven experiences. Traditional cinema offers an immersive experience through surround sound technology and high definition screens. However, in 360º IVR the audience is in the middle of the action, everything is happening around them. The immersiveness and freedom of choice brings new challenges into narrative creation, hence the need for a tool to help the process of evaluating user experience. Starting from “The Old Pharmacy”, a 360º Virtual Reality scene, we developed IVRUX, a tool that records users’ experience while visualizing the narrative. In this way, we are able to reconstruct the user’s experience and understand where their attention is focused. In this paper, we present results from a study done using 32 participants and, through analyzing the results, provide insights that help creators to understand how to enhance 360º Immersive Virtual Reality story driven experiences.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Dionisio, Mara; Nisi, Valentina; Nunes, Nuno; Bala, Paulo
Transmedia storytelling for exposing natural capital and promoting ecotourism Proceedings Article
In: International Conference on Interactive Digital Storytelling, pp. 351–362, Springer, Cham, 2016.
@inproceedings{dionisio_transmedia_2016,
title = {Transmedia storytelling for exposing natural capital and promoting ecotourism},
author = {Mara Dionisio and Valentina Nisi and Nuno Nunes and Paulo Bala},
url = {https://link.springer.com/chapter/10.1007/978-3-319-48279-8_31},
doi = {10.1007/978-3-319-48279-8_31},
year = {2016},
date = {2016-01-01},
booktitle = {International Conference on Interactive Digital Storytelling},
pages = {351--362},
publisher = {Springer, Cham},
abstract = {Humanity benefits from natural ecosystems in a multitude of ways; collectively, these are known as ecosystem services. Our project investigates how storytelling, coupled with mobile interactive technologies, can be used to design interventions that bring awareness and engage people in understanding the benefits of ecosystems and their underlying biodiversity. “Fragments of Laura” a technology mediated transmedia story, reveals to its audience (mostly tourists) information related to the local natural capital and ecosystem services of a UNESCO-protected forest, and embodies many aspects of its history, culture and ecotourism potential. In this paper, we present the overall interaction and story design, together with the results from the “Fragments of Laura” experience prototype. We conclude with a description of the future work and how the results from the experience prototype will affect the final working prototype.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
2015
Dionisio, Mara; Bala, Paulo; Trindade, Rui; Nisi, Valentina; Hanna, Julian
Lucid Peninsula: DreamScope–An Interactive Physical Installation Proceedings Article
In: Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition, pp. 377–378, ACM, 2015.
@inproceedings{dionisio_lucid_2015,
title = {Lucid Peninsula: DreamScope\textendashAn Interactive Physical Installation},
author = {Mara Dionisio and Paulo Bala and Rui Trindade and Valentina Nisi and Julian Hanna},
url = {https://dl.acm.org/citation.cfm?id=2757382\&dl=ACM\&coll=DL},
doi = {10.1145/2757226.2757382},
year = {2015},
date = {2015-01-01},
booktitle = {Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition},
pages = {377--378},
publisher = {ACM},
abstract = {In this paper we present Lucid Peninsula, an interactive installation designed to immerse participants in a dreamlike, post-apocalyptic story world. The goal of the installation is to offer a way for people to experience the future through a physical interactive installation. To achieve this aim we designed and developed the interactive DreamScope device, while the Time's Up collective designed and built the physical installation. On one side with the Dreamviewer binoculars users will be able to see the world outside and absorb data relating to factors such as air quality, presence of plant and other life forms, etc. On the other side of the installation, the audience will be able to borrow mobile devices (Dreamcatchers) and venture into the actual landscape of the city, in order to "catch" the dreams of the inhabitants of the peninsula, which are mixed with memories of the world before it was transformed.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Dionisio, Mara; Bala, Paulo; Trindade, Rui; Nisi, Valentina; Nunes, Nuno; others,
DreamScope Catcher: a Touch Sensitive Interface to Catch Dreams Proceedings Article
In: Proceedings of the 2015 International Conference on Interactive Tabletops & Surfaces, pp. 417–420, ACM, 2015.
@inproceedings{dionisio_dreamscope_2015,
title = {DreamScope Catcher: a Touch Sensitive Interface to Catch Dreams},
author = {Mara Dionisio and Paulo Bala and Rui Trindade and Valentina Nisi and Nuno Nunes and others},
url = {https://dl.acm.org/citation.cfm?id=2817721.2823481},
doi = {10.1145/2817721.2823481},
year = {2015},
date = {2015-01-01},
booktitle = {Proceedings of the 2015 International Conference on Interactive Tabletops \& Surfaces},
pages = {417--420},
publisher = {ACM},
abstract = {Dream Scope is the interactive, stand alone, self-contained portion of a bigger Art installation named Lucid Peninsula. The goal of the installation is to offer a way for people to experience the future through a physical interactive installation. To achieve this aim we designed and developed the interactive DreamScope device, while the Time's Up collective designed and built the physical installation. On one side with the DreamViewer binoculars enable participants to see the Lucid Peninsula fictional world and absorb data relating to factors such as air quality, presence of plant and other life forms, etc. On the other side of the installation, the audience will be able to borrow mobile devices (DreamCatchers) and "catch" the dreams of the inhabitants of the peninsula, which are mixed with memories of the world before it was transformed.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Bala, Paulo; Nóbrega, Lucilia; Neves, Guilherme; Lopes, Lais; Morna, Joana; Camacho, João; Freitas, Cristina
Keyewai: Looking at Cooperation in a Holographic Projection Screen Proceedings Article
In: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, pp. 61–64, ACM, 2015.
@inproceedings{bala_keyewai:_2015,
title = {Keyewai: Looking at Cooperation in a Holographic Projection Screen},
author = {Paulo Bala and Lucilia N\'{o}brega and Guilherme Neves and Lais Lopes and Joana Morna and Jo\~{a}o Camacho and Cristina Freitas},
doi = {10.1145/2702613.2728652},
year = {2015},
date = {2015-01-01},
booktitle = {Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems},
pages = {61--64},
publisher = {ACM},
abstract = {Keyewai: Last Meal is an innovative two-player computer game for a holographic projection screen, using eye gaze and gamepad controllers as input. We explore the affordances given by our interaction setup by creating game mechanics (like controllable transparency and reversed instructions) that foster cooperation between players. This multi-modal co-located interaction scheme allows for a novel playing experience with face-to-face social interaction, allowing players to communicate with facial expressions and body movement to create a more immersive interaction environment.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
2014
Bala, Paulo
tCAD: a 3D modeling application on a depth enhanced tabletop computer Masters Thesis
University of Madeira, 2014.
@mastersthesis{bala_tcad:_2014,
title = {tCAD: a 3D modeling application on a depth enhanced tabletop computer},
author = {Paulo Bala},
url = {https://digituma.uma.pt/handle/10400.13/555},
year = {2014},
date = {2014-01-01},
school = {University of Madeira},
abstract = {Tabletop computers featuring multi-touch input and object tracking are a common platform for research on Tangible User Interfaces (also known as Tangible Interaction). However, such systems are confined to sensing activity on the tabletop surface, disregarding the rich and relatively unexplored interaction canvas above the tabletop. This dissertation contributes with tCAD, a 3D modeling tool combining fiducial marker tracking, finger tracking and depth sensing in a single system. This dissertation presents the technical details of how these features were integrated, attesting to its viability through the design, development and early evaluation of the tCAD application. A key aspect of this work is a description of the interaction techniques enabled by merging tracked objects with direct user input on and above a table surface.},
keywords = {},
pubstate = {published},
tppubtype = {mastersthesis}
}