Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Óscar Mealha is active.

Publication


Featured researches published by Óscar Mealha.


Educational Gerontology | 2015

Training Effects on Older Adults in Information and Communication Technologies Considering Psychosocial Variables

Sónia de Almeida Ferreira; Ana Torres; Óscar Mealha; Ana Isabel Veloso

The main aim of this study is to contribute knowledge about the impact of the use of information and communication technologies (ICT) on the self-concept, mood, and quality of life of institutionalized older adults in retirement homes and day care centers (Portuguese institutions). It also studies the influence of independent variables such as age; education; referral to the institution (own initiative, indicated by friends, indicated by family, indicated by social security); attendance schedule; and visits from family and friends. The study comprised 41 participants organized into two groups: 22 older adults in the ICT Group and 19 older adults in the Passive Control Group. There were three evaluation periods: before the onset of intervention and 11 and 22 months after intervention began. The results demonstrate that involvement with information and communication technologies produced positive effects on older adults’ social behavior and their self-perception of physical and environment facets of quality of life. Moreover, they suggest that there is a relationship between psychosocial variables and independent variables.


Proceedings. Eighth International Conference on Information Visualisation, 2004. IV 2004. | 2004

Visual application for the analysis of Web-based information systems usage: a preliminary usability evaluation

Beatriz Sousa Santos; Florin Zamfir; Carlos Ferreira; Óscar Mealha; José Nunes

This work presents a general description of the methods used in the on-going evaluation of a Visualizer, which is a sub-component of the Web Log Visual Analysis System. We are trying to evaluate some aspects of the user interface and visualization techniques implemented as part of the prototype. Observation and querying techniques were used with two types of users. A general description of those users and methods is presented. Preliminary results were encouraging and provided new ideas and information that will, eventually, allow a more complete and formal evaluation of our application.


ieee international smart cities conference | 2016

Evaluating the resilience of the bottom-up method used to detect and benchmark the smartness of university campuses

Carlo Giovannella; Diana Andone; Mihai Dascalu; Elvira Popescu; Matthias Rehm; Óscar Mealha

A new method to perform a bottom-up extraction and benchmark of the perceived multilevel smartness of complex ecosystems has been recently described and applied to territories and learning ecosystems like university campuses and schools. In this paper we study the resilience of our method by comparing and integrating the data collected in several European Campuses during two different academic years, 2014-15 and 2015-16. The overall results are: a) a more adequate and robust definition of the orthogonal multidimensional space of representation of the smartness, and b) the definition of a procedure to identify data that exhibits a limited level of trust.


2012 16th International Conference on Information Visualisation | 2012

A Video Game Level Analysis Model Proposal

Samuel Almeida; Ana Isabel Veloso; Óscar Mealha; Licinio Roque; Arnaldo Moura

This paper presents a preliminary model proposal for the analysis of video game level scenarios consisting of four elements: video game, players, metrics, and gaming experience. The selection of parameters from each of these elements defines a specific video game level analysis context. Initial validation of the model is being carried out with a First-person shooter video game and selected metrics (including eye movement behavior) to understand player behavior (both interactive and visual) within a game level. An additional analysis technique based on visual representation techniques applied in this validation context is also described. After validated, this model may be applied in the analysis of player behavior in game levels, in several different situations predicted in the model itself. Information acquired from the application of this model may posteriorly be used in the design (or redesign) of game levels and scenarios driven for optimal use which should generate a greater gaming experience.


Conference on Smart Learning Ecosystems and Regional Development | 2017

A Review of Proxemics in ‘Smart Game-Playing’

Liliana Vale Costa; Ana Isabel Veloso; Óscar Mealha

Recent developments in the game industry and in the paradigm of Internet of Things (IoT) have heightened the need for developing innovative solutions to foster movement-based interactions and bring people together in both physical and digital (phygital) environments. Although the existing knowledge on interaction design in game experience is quite extensive, little is known about proxemics in game design and how it can be explored to conceive “smart game-playing”. This paper reports on the use of proxemics in digital games and its utility in enhancing game-mediated interactions applied to ‘smart ecosystems’. Eight papers published between 2003 and 2016 in English-language publications related with proxemics in digital games were reviewed and met inclusion criteria. This review presents a set of recommendations for applying proxemics in game-mediated interactions and; discusses its role in enabling informational literacy to foster smart learning ecosystems.


Entertainment Computing | 2016

Video game scenery analysis with eye tracking

Samuel Almeida; Óscar Mealha; Ana Isabel Veloso

Abstract Information regarding player behavior can provide valuable insight for game development and evaluation purposes. In a game level, player behavior may shed light regarding several aspects of the overall design of the level. This paper presents a method proposal for player behavior analysis within a game level, based on interactive (player movement) and visual (eye movement) behavior data. The proposed method is demonstrated within a specific context, using a popular first-person shooter video game and a predefined group of players. The data collected during the demonstration was represented with an information visualization technique and is further discussed. The representation technique applied uses game level maps to represent areas that were explored by players with greater or less intensity. The concept of efficiency according to game/level designer and players is also discussed, considering collected data. With the results of this work and method proposal, game and level designers can better grasp how players visualize and interact with video game level scenery.


Codesign | 2015

Heuristic for brand artefacts co-design: a computer-mediated proposal

Catarina Lélis; Óscar Mealha

Brands undeniably constitute a significant asset for a company and are usually specified in its organisational strategy. Typically, employees are not invited to participate in debates or decisions about branding since they access brand information in a unidirectional way. Many of them do not even know how to convey appropriate messages and fail to recognise the importance of brand consistency. In this article we propose a heuristic for an interaction structure aimed at brand artefact co-design, through a computer-mediated platform, so that employees may learn about the brand, develop brand knowledge, propose meaningful brand artefacts and manage the evaluation of their peers’ proposals. We prepared a non-functional prototype of a Participatory Brand Centre and tested it in focus group sessions with the University of Aveiros employees. We found that though our proposal is consistent with employees’ brand-related needs, authorship is a sensitive issue.


2010 14th International Conference Information Visualisation | 2010

Visualisation of Web Based e-Learning Activity

Ana Patrícia Oliveira; Óscar Mealha; Carlos Santos

The aim of the current paper is to report on the conceptualisation of visual methods and techniques that were adapted for the monitoring of community participation on Thinkster e-learning platform. This platform supported the research activities of Masters students in Multimedia Communication program at University of Aveiro (2008/2009 academic year). This research work implies two components, which are dependent. One of the components is related to the development of a Web based functional prototype in order to allow teachers and system administrators the visualisation and analysis of the users’ interactions on Thinkster’s communication and information system. The other component of this work is focused on the prototype evaluation with an analytical method that revealed some of the target users’ expectations, opinions and their satisfaction level related to the application interface.


Proceedings. Eighth International Conference on Information Visualisation, 2004. IV 2004. | 2004

Integrated visualization schemes for an information and communication Web log based management system

Óscar Mealha; Beatriz Sousa Santos; José Nunes; Florin Zamfir

This work presents a set of visualization methods incorporated in a system for internal technologically mediated communication and information management. This system, which assumes an organizational context and an intranet built on World Wide Web technologies and services, was developed in order to allow a manager to evaluate the efficiency, effectiveness and adequacy of the intranet to the organizations mission. The visualization methods and the raw information that is gathered are explained. Some examples are shown and discussed alongside some preliminary research results. The system user interface, including visually correlated visualization strategies, is also briefly presented.


Archive | 2003

Conceptualising a Telework Environment

Pedro Almeida; Óscar Mealha

When writing about telework there is a natural tendency to promote the successful aspects, and in this way, positive experiences are usually referred to. However, in order to allow a sustained implementation of telework it is important to explore some of the causes of unsuccessful experiences. Resulting from these experiences, there are many disadvantages which have been associated with telework: social isolation, management problems and communication difficulties are some examples. Many of the disadvantages come from the inadaptation of teleworkers to the displaced office, the home office.

Collaboration


Dive into the Óscar Mealha's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge