Pedro Campos

Pedro Campos
Interactive Technologies Institute / LARSyS

PhD

About

158
Publications
37,032
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
854
Citations
Introduction
Pedro Campos is an Associate Professor with Habilitation at the University of Madeira, Portugal, Senior Researcher and former Vice President of Madeira-ITI, the Madeira Interactive Technologies Institute and Associate Researcher at INESC-ID Lisbon. Designing smarter workplaces is the main thread of my research. I am always looking for new ways to improve the way people work, through the analysis of work but also through the design of novel tools, user interfaces and other artifacts.
Additional affiliations
January 2010 - present
Madeira Interactive Technologies Institute
Position
  • Senior Researcher
October 2002 - September 2003
Technical University of Lisbon
Position
  • Researcher

Publications

Publications (158)
Article
Full-text available
Purpose. This study aimed to investigate the associations between muscular strength tests and vertical jumping performance (countermovement jump [CMJ] and squat jump [SJ]) in adolescent male football players, while controlling for important predictors such as chronological age and body composition. Methods. The sample involved 161 male footballers...
Article
Full-text available
Smartphone overuse can lead to a series of physical, mental and social disturbances. This problem is more prevalent among young adults as compared to other demographic groups. Additionally, university students are already undergoing high cognitive loads and stress conditions; therefore, they are more susceptible to smartphone addiction and its deri...
Article
Full-text available
We compare the relative efficacy of virtual reality therapy exposure (VRET) versus in vivo therapy exposure among individuals suffering from phobias. A systematic search was completed up to 03 April 2020, using the following databases: ACM Digital Library, ResearchGate, IEEE, Science Direct, MIT PressJournals, Center for Direct Scientific Communica...
Chapter
Full-text available
Pilot implementations are field tests of properly engineered, yet unfinished, systems. In contrast to lab tests, the users in a pilot implementation use the system for performing real work. In contrast to full-scale implementations, the objective of a pilot implementation is to learn. The workshop on pilot implementation aims to (a) help mature thi...
Conference Paper
Full-text available
The widespread use of digital cameras in mobile phones has led to an increase in the number of pictures captured and shared. However, the development of interfaces for visualizing image collections has not matched that growth. Most search methods are based on text descriptions and retrieve a large number of results on thumbnail 2D grids, which can...
Article
Full-text available
Introduction: Sarcopenia is a progressive and widespread skeletal muscle disorder involving loss of muscle mass and function, and is associated with several outcomes, including falls, functional decline, frailty, and mortality. Therefore, this study aimed: (1) to estimate the prevalence of sarcopenia, falls, and the risk of falls considering age, s...
Conference Paper
Full-text available
The purpose of this paper is to present and briefly describe a web-based tool for processing and visualizing in a suitable way the available data from satellite laser altimetry missions, in particular data from ICESat and ICESat-2. This new tool, called ICEComb, allows to access all data contained within each data granule of the datasets of both mi...
Chapter
Full-text available
As the oldest medical craft, anatomy remains the core and foundational field of medicine. That is why anatomy is in perpetual advancement, thanks to the technical progress in exploring the human body through computer science and biomedical research. Knowledge of the human body is the basis of medicine. Classical cadaver dissection, the standard dis...
Conference Paper
Full-text available
Processing, handling and visualising the large data volume produced by satellite altimetry missions is a challenging task. A reference tool for the visualisation of satellite laser altimetry data is the OpenAltimetry platform, a tool that provides altimetry-specific data from the Ice, Cloud, and land Elevation Satellite (ICESat) and ICESat-2 satell...
Preprint
Full-text available
The purpose of this paper is to present and briefly describe a web-based tool for processing and visualizing in a suitable way the available data from satellite laser altimetry missions, in particular data from ICESat and ICESat-2. This new tool, called ICEComb, allows to access all data contained within each data granule of the datasets of both mi...
Book
This book offers readers fresh insights on applying Extended Reality to Digital Anatomy, a novel emerging discipline. Indeed, the way professors teach anatomy in classrooms is changing rapidly as novel technology-based approaches become ever more accessible. Recent studies show that Virtual (VR), Augmented (AR), and Mixed-Reality (MR) can improve b...
Conference Paper
Full-text available
Bimanual interactions using pen and touch are natural to humans and have proven and explored in previous research. However, most of the previous work has been limited to using cartesian coordinates of fingers and pen tip. In this work, we go further by exploring additional pen data, like pressure and tilt, combined with multi-touch inputs. We apply...
Conference Paper
Full-text available
The aim of this workshop is to engage in co-design of personas to explore the interplay of autonomous technologies with user experience and engagement. Automating a process that is embedded into people's everyday lives and activities will surely impact their experience. In a time where there is strong push towards more and more automation in our da...
Conference Paper
Full-text available
Today, technology offers exciting and news possibilities to bring visitors closer to museums. The museological universe has developed a lot over the last years, presenting today with innovative characteristics thanks to the digital realms, losing the characteristics of traditional and static museums. As a result of this development, the requirement...
Chapter
Empirical studies of activity tracking in HCI research have paid little attention to the impact of the visual presentation of motivational text messages on exercise motivation, even though, these days, motivational texts are often embedded in a visual presentation (such as visual quotes). Herein, we report the results of an online experiment with a...
Conference Paper
Full-text available
Anxiety disorders are one of the most prevalent mental health conditions, affecting more than 280 million people worldwide. This paper presents a novel approach to assistive technologies for mental health. In our approach, the paired combination of a wearable device — in the form of a scarf — and an accompanying mobile app, helps mitigate anxiety s...
Conference Paper
Full-text available
We study the motives of regular and non-regular exercisers' engagement with motivational text messages and the importance individuals attribute to visual presentation. A total of 160 individuals were surveyed (80 regular exercisers and 80 non-regular exercisers). We found regular exercisers use motivational text messages in order to encourage their...
Conference Paper
Full-text available
Many people nowadays engage with motivational text messages embedded in a visual presentation. However, empirical studies of the impact of textual messages on users’ motivation to exercise have paid little attention to how their visual appeal impacts their motivational capacity. We conducted an online experiment to explore the impact of visual aest...
Chapter
Full-text available
As digitalization pervades diverse types of workplaces, an increasing part of employees’ work is with interactive technologies. Therefore, user experience of the technologies at work has an important influence to the job satisfaction, work motivation, and employee wellbeing. However, previous research on these topics rarely considers the digitalize...
Chapter
The aim of this panel is to raise awareness and to foster discussions around the notions of Automation and User Experience and their interplay in the design, development, evaluation and deployment of interactive systems. User Experience is taken in its broad meaning as defined in the white paper of https://www.allaboutux.org/ [11]. As for automatio...
Chapter
Full-text available
Persuasive technologies for physical rehabilitation have been proposed in a number of different health interventions such as post-stroke gait rehabilitation. We propose a new persuasive system, called Augmented Crutches, aimed at helping people to walk with crutches. People with injuries, or with any sort of mobility problem typically use assistive...
Chapter
Mobile and wearable interfaces have long been developed to improve mental health issues, including anxiety disorders, which represent a significant public health problem affecting more than 250 million people. However, most of the current approaches still operate in the so-called “reflective mind”, which hampers results since reflecting on your own...
Conference Paper
Full-text available
Visual Quotes, or the communication of motivational text messages in a visual format, are increasingly used across social media and online communities. While physical activity trackers could leverage visual quotes, empirical studies of activity tracking in HCI research have paid little attention to this phenomenon and their potential effects on mot...
Conference Paper
Full-text available
Ten years ago, Thaler and Sunstein introduced the notion of nudging to talk about how subtle changes in the ‘choice architecture’ can alter people's behaviors in predictable ways. This idea was eagerly adopted in HCI and applied in multiple contexts, including health, sustainability and privacy. Despite this, we still lack an understanding of how t...
Conference Paper
Full-text available
This late-breaking work presents initial results regarding a novel mobile-projection system, aimed at helping people to learn how to walk with crutches. The existing projection-based solutions for gait training disorders are based on walking over a fixed surface (usually a treadmill). In contrast, our solution projects visual cues (footprints and c...
Article
Full-text available
Patients suffering from neurological, orthopaedic diseases or injuries usually have lower body mobility impairment. Therefore, they require special assistance during rehabilitation process. Such assistance is normally provided by therapists and through the use of tools such as crutches or canes. However, patients prefer to experience independence a...
Chapter
The Mental well-being is an intangible, subjective perception of our own emotions and cognitive capabilities. With the rise of social networks, connectivity and media consumption have seen dramatic changes. In this work we focus on understanding how mental well-being relates to people’s routines, what dangers and recommendations we should be aware...
Chapter
Full-text available
Excessively consuming essentially futile or unnecessary assets has turned into a true epidemic, at least in the richest and more developed countries in the world. These consuming habits, when excessive, can really lead to serious problems, of psychological nature, therefore converting excessive consumption into an effective public (mental) health p...
Chapter
We describe a crowdsourcing platform for writing called CreativeWall, where users can preserve their creative writings and share them with the community. By using images, moods and locations we create a more visual perspective of a moment that can bring creativity and mental well-being to the writer. We also present an evaluation of our crowdsource...
Chapter
The Internet of Things (IoT) is part of a new paradigm where it is possible to integrate every sensor to the Internet, allowing it to be even more immersive and pervasive. Mastering these technologies, such as pervasive and smart places, is a challenge, especially when the goal is to achieve a closer interaction between citizens and applications. T...
Book
This book constitutes the thoroughly refereed post-conference proceedings of the 5th IFIP WG 13.6 Working Conference on Human Work Interaction Design, HWID 2018, held in Espoo, Finland, in August 2018. The 19 revised and extended full papers presented were carefully selected for inclusion in this volume. The papers deal with the analysis and inter...
Conference Paper
Full-text available
User interface software and technologies have been evolving significantly and rapidly. This poster presents a breakthrough user experience that leverages multisensorial priming and embedded interaction and introduces an interactive piece of furniture called Sense.Seat. Sensory stimuli such as calm colors, lavender and other scents as well as ambien...
Conference Paper
Full-text available
Developments in Virtual Reality (VR) technology have modified the creative potential of each individual. We introduce a new concept, called "mild place illusion", as a new paradigm for designing VR-based user interfaces targeted at stimulating creativity. We show that for creative tasks - such as creative writing, new product ideation, and brainsto...
Conference Paper
Despite the initial premise of behavior change tools, recent work has questioned their efficacy over the long term. Many of these technologies rely on a "one-size fits all" strategy -- self-monitoring -- to foster behavior change. However, individual's capacity to change their behaviors depends on their ability and motivation for self-regulation. W...
Conference Paper
Full-text available
Smell is a strong trigger of memories and creativity. Different smells can create sensitive environments that can foster creative tasks. In this paper, we present CreaSenses, a study that includes olfactory cues, representing different types of sensitive environments such as "food" and "ambience" in a within-subject design. Our aim was to obtain a...
Conference Paper
Full-text available
In recent years, the growth of the travel industry has been astounding. Yet, it is still not easy for an individual to have a meaningful travel experience even, so vast amounts of information are available on the web. As an attempt to support travel decision-making and improve visitor's experience, we designed Where2. Where2 is a location-based mob...
Conference Paper
Full-text available
In this paper, we discuss how different multimodal implementations are not limited to support creativity but go further by enrich it. While sensory feedback can trigger memories and promote novel associations within an immersive context or space, different input methods can foster fluid interactions that allow to explore different paths and solutio...
Conference Paper
Full-text available
Creative industries' workers are becoming more prominent as countries move towards intellectual-based economies. Consequently, the workplace needs to be reconfigured so that creativity and productivity can be better promoted at shared workspaces. We report on a study based on diaries, interviews and probes, with 8 creative industries' professionals...
Article
Full-text available
Well-being is a relatively broad concept which can be succinctly described as the state of being happy, healthy or successful. Interesting things happen when bridging user interface design with the psychology of human well-being. This position paper aims at providing a short on reflection the challenges and opportunities in this context and present...
Article
Full-text available
In this paper, we argue for novel user experience design methods, in the context of reimagining ergonomics of interactive furniture.
Conference Paper
Full-text available
Well-being is a relatively broad concept which can be succinctly described as the state of being happy, healthy or successful. Interesting things happen when bridging user interface design with the psychology of human well-being. This position paper aims at providing a short on reflection the challenges and opportunities in this context and present...
Conference Paper
Full-text available
In this paper, we argue for novel user experience design methods, in the context of reimagining ergonomics of interactive furniture. There is a need for improving both creativity and productivity at the workplace, and there is ample room for scientific advancements brought by embedded systems, sensors and actuators which can now be part of future p...
Article
Full-text available
Mental well-being is an intangible, subjective perception of our own emotions and cognitive capabilities. With the rise of social networks, connectivity and media consumption have seen dramatic changes, and serious games have been applied in many different ways as an effective approach for improving mental well-being. In this work, we focus on unde...
Conference Paper
Creative writing requires the manipulation of language in demanding ways, as individuals attempt to uniquely express themselves. As a result, during creative writing people often experience the writer's block: a stress reaction that affects their ability to write. Addressing this problem, creativity support tools have been incorporating story promp...
Conference Paper
We present an approach for improving creativity at the workplace based on reimagining office furniture and bringing subtle technological elements to persuade office workers towards more healthy, creative workstyles. SENSE-SEAT aims to shed light on how we can better design interactive furniture for the workplace.
Conference Paper
Recent decades brought us technological advances which have been able to significantly improve the writing activity. Everyone writes, and everyone has a wide variety of creative writing tools for that. In this paper, we present a study with 23 user experiences and interviews, regarding four different writing environments in a within-subject design....
Conference Paper
Full-text available
Humans perceive different objects, scenes or places using all their senses. Our sensory richness also plays an important role for creative activities. Humans also recall those sensory experiences in order to spark creativity, e.g. while writing a text. This paper presents a study with 100 students, divided in groups, that explores the effect of aud...
Article
Full-text available
It is our great pleasure to welcome you to the first issue of PACMHCI EICS, which features full papers appearing at the 9th ACM SIGCHI Symposium on Engineering Interactive Systems (EICS'17). The conference takes place in Lisbon, Portugal on 26-29 June, 2017. EICS gathers researchers that aim to improve the ways we build interactive systems. Buildin...
Conference Paper
Human work analysis is traditionally focused on user goals, user requirements, task and procedures, human factors, cognitive and physical processes, and contexts (organizational, social, cultural). In this paper, we aim to introduce the IFIP 13.6 Human Work Interaction Design (HWID) approach to the Applied Human Factors and Ergonomics (AHFE) audien...
Conference Paper
Full-text available
The use of motivational textual messages is a popular strategy for encouraging behavior change. Social media platforms, such as Instagram, have afforded tailored visual presentations of the text of such messages, that range in style, by exploring color, illustration, photography, or typography. Following the fact that different text aesthetics can...
Conference Paper
Full-text available
With 50% of people spending over 6 h per day surfing the web, web browsers offer a promising platform for the delivery of behavior change interventions. One technique might be subliminal priming of behavioral concepts (e.g., walking). This paper presents Subly, an open-source plugin for Google’s Chrome browser that primes behavioral concepts throug...
Book
This book explores the technological advances and social interactions between interactive spaces, surfaces and devices, aiming to provide new insights into emerging social protocols that arise from the experimentation and long-term usage of interactive surfaces. This edited volume brings together researchers from around the world who investigate in...
Conference Paper
Full-text available
The CMIS workshop proposes to bring together researchers who are interested in improving collaborative experiences through the combination of multiple interaction surfaces with diverse sizes and formats, ranging from large-scale walls, to tables, mobiles, and wearables. The opportunities for innovation exist, but the ISS, CHI, CSCW, and other HCI c...
Chapter
Full-text available
Interactive Surfaces and Spaces have become ever more pervasive in the past decade. Indeed, the current explosion of media that pervades our everyday lives invades our senses through (increasingly) interactive displays surfaces in all sizes, shapes and formats. Indeed, interactive walls, tables, mobiles (tablets and phones), as well as wearables ch...
Conference Paper
Full-text available
This workshop proposes to bring together researchers who are interested in improving collaborative experiences through the combination of multiple interaction surfaces with diverse sizes and formats, ranging from large-scale walls, to tables, mobiles, and wearables. The opportunities for innovation exist, but the ITS, CHI, CSCW, and other HCI commu...