Madeira-ITI organises seminars and invited talks in the areas of Computer Science and Human-Computer Interaction. On this page you find an overview of the most recent seminars. Click the title of a seminar for more detailed information.
This talk presents interactive multimedia and multimodal systems used in diverse environments. The technologies, including new sensors, interaction surfaces and semantic information processing techniques will be described in the context where they were used. The systems result from collaborative projects in several fields, ranging from cultural heritage to contemporary art and dance. The talk will describe the collaborative processes and the results that were achieved with proposals for further development in the area. The academic environment and programs in which this work is done will also be described.
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Short Bio: Nuno Correia is an Associate Professor at the New University of Lisbon, where he teaches Multimedia Computing and Image Processing, and heads a research group of CITI (Research Center for Informatics and Information Technologies) on multimedia information processing and interaction – Interactive Multimedia Group (IMG). He was a researcher at Interval Research, Palo Alto, CA, and a researcher at INESC, Portugal. He participated in several EU funded projects, on multimedia programming environments and authoring tools. He has worked and directed projects on augmented environments and mobile storytelling funded by the Portuguese
Science Foundation and on multimedia for learning funded by HP. Current projects include video archives, multitouch and pen based interfaces for exploring art collections, medieval manuscripts and dance annotation. Nuno Correia is co-director of the national program on Digital Media in cooperation with UT Austin. He was the Program Chair of MobileHCI 2010 and Co-Chair of ACE 2011.
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15:00~15:15 |
Official opening Room Cassiopeia IV @ Madeira Tecnopólo, Floor -2 |
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15:15~15:40 |
“Five-Minute Madness”, MHCI and MET students |
Electric Owl Studios is a recent spinoff of a graduate project at Carnegie Mellon University. They have focused on creating fun diversions for families in hospital waiting rooms. On Friday, they will talk about how they started their company, how they've found success, and what the future will bring.
The Stuxnet software worm introduced a new order of software malware: software that could wreak damage to real-world hardware and equipment. Designed as a precision-targeted, self-propagating virus, Stuxnet was, by best accounts, able to successfully disable or destroy large numbers of gas centrifuges used to enrich uranium at Iran’s Natanz nuclear facility. The concepts embodied in Stuxnet and the vulnerabilities in industrial control systems (ICS) that regulate everything from electric power generators and water treatment facilities to petroleum processing plants have long been known within the field of industrial automation, and experts in industrial security have been sounding warnings and calling for revised practices for many years. (As far back as 2003, a Stuxnet-style proof-of-concept design was devised for an attack on the U.S. power infrastructure.)
DEMO is an acronym for 'Design & Engineering Methodology for Organizations'. The name also stands for the demonstration that the underlying PSI-theory (Performance in Social Interaction) is a viable basis for practically dealing with organizational changes of all kinds. DEMO is a methodology for the design, engineering, and implementation of organizations and networks of organizations. The entering into and complying with commitments is the operational principle for each organization. These commitments are established in the communication between social individuals, i.e. human beings.
An organization is viewed to consist of three aspect organizations: the B-organization (Business), the I-organization (information), and the D-organization (Data). The B-organization represents the essence of the organization, since it is completely independent from the way in which this essence is realized and implemented. A full understanding of the B-organization is the correct starting point in the (re-)engineering of an organization, which ultimately includes the software used to support the business processes.
In this presentation we will briefly go through some well-known persistent problems in ICT use in enterprises. We will then show how the new paradigm of enterprise engineering addresses these problems and how more scientific rigor can be manifested in this complex area of socio-technical systems. We'll then briefly introduce key points of the DEMO methodology and present some practical cases (1 from the Netherlands and 2 from Madeira) that illustrate the usefulness and need of this paradigm shift.
The combination of creative energies and the need to perform at the highest level to keep up with peers lead to an otherwise unattainable commitment to excellence. This is the alchemy of synergy. [1]
We will apply this concept in an outstanding multidisciplinary project by using Madeira museums as a canvas and design thinking, multimedia, psychology, science, history, computer science, marketing… as our toolsets.
We will push beyond the customary notions of producing knowledge, research, teamwork and publications to obtain and implement solutions with significant impact in technology, art, culture, social and economics.
We will look at other successful visionary scientific inventions, old treasures kept secret during centuries or even contemporary innovative projects that irrevocably changed the world. [2,3]
By exploring these discoveries, conversations and experimentations, we will reach new realities, the 7D WORLD.
Are you ready to accept this challenge?
MHCI and MET students are presenting their projects at "Sala do Senado," on December 16th, starting at 9:30. Everyone is very welcome to come! Agenda:
CLAUDs: A Challenge Leading to the Appreciation of User Differences
Co-Ga-mé-cö vs Di-La-Bãh: A Game to Overcome Language Barriers
Vodafone team presentation
Collab team presentation
In the beginning, trained as a theatrical lighting designer, Chris Klug worked on Broadway, in regional theater and opera, and toured with various 70's rock n' roll bands. Before joining the ETC faculty, his last game industry job was as Creative Director for EA's MMORPG Earth & Beyond. Between then and now, Chris kept the wolves at bay by designing games. Starting his career with Simulations Publications, Inc., in 1981, he assisted with the design of Universe (a sci-fi role playing game), then moved on and designed the 2nd edition of DragonQuest (a fantasy RPG and winner of a Game of the Year Award), Horror Hotel (something's lurking in the shadows of an old Victorian guest house) and Damocles Mission (a sci-fi strategy game). While at SPI he edited the role playing section of Ares magazine. When TSR bought SPI in 1982, Chris and the rest of the SPI staff moved on to form Victory Games. There Chris headed up the role playing games division, and designed the James Bond 007 role playing game (a winner of a Game of the Year award as well) and oversaw the entire Bond product line. At Victory Games, Chris designed a half-dozen more titles and was, for a time, Design Director.
I will speak about my work, and screen and explain the creative process of one of my short films (The factory):
- Work 2007-2010: 3 trailers ("Brunette", "The other woman", "&etc.")
- Fiction versus Documentary: advantages and disadvantages of each format
- Case-study: "The Factory," 2007.
- Screening of the film, 12':
- An approach to the different production phases of that specific film:
short story > script > storyboard casting > shooting > editing > post-production.
Abstract. Predicting failures in complex systems is difficult as they may occur under rare operational conditions with system elements, including human operators, interacting in unexpected ways. This talk presents a method that allows erroneous human behavior to be generated from task analytic models of normative human behavior. The resulting model can then be integrated into a formal system model so that system safety properties can be formally verified with a model checker. We present benchmarks related to the size of the statespace and verification time of models in order to show how the erroneous human behavior generation process scales up. Future extensions and improvement of the method are also discussed.