Rodrigo de Oliveira

Rodrigo de Oliveira
Telefónica, S.A · Internet Scientific Group

Ph.D. in Computer Science

About

42
Publications
22,643
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
1,238
Citations
Introduction
I am a research scientist at Telefonica Research in Barcelona, Spain. My main research interests lie at the union between human-computer interaction and persuasive computing, and my work focuses on combining both areas by designing and evaluating computing solutions that overcome information overload, improve the users’ experience of their daily activities, and support people in achieving their goals.
Education
March 2004 - May 2008
University of Campinas
Field of study
  • Computer Science
March 2002 - March 2004
University of Campinas
Field of study
  • Computer Science
March 1998 - December 2001
Universidade Federal de Lavras (UFLA)
Field of study
  • Computer Science

Publications

Publications (42)
Article
We present findings of a study with 62 subjects who had 796 of their outgoing mobile phone calls recorded and transcribed for their later annotation-by highlighting important information shared during calls. We found that patterns in these calls (numbers, names, interrogative adverbs), as well as some contextual parameters, are better indicators of...
Conference Paper
Full-text available
Notifications on mobile phones alert users about new messages, emails, social network updates, and other events. However, little is understood about the nature and effect of such notifications on the daily lives of mobile users. We report from a one-week, in-situ study involving 15 mobile phones users, where we collected real-world notifications th...
Article
Full-text available
In the context of a myriad of mobile apps which collect personally identifiable information (PII) and a prospective market place of personal data, we investigate a user-centric monetary valuation of mobile PII. During a 6-week long user study in a living lab deployment with 60 participants, we collected their daily valuations of 4 categories of mob...
Conference Paper
Full-text available
Mobile instant messaging, e.g., via SMS or WhatsApp, often goes along with an expectation of high attentiveness, i.e., that the receiver will notice and read the message within a few minutes. Hence, existing instant messaging services for mobile phones share indicators of availability, such as the last time the user has been online. However, in thi...
Article
Many of today's persuasive systems are designed taking into account cognitive biases to foster positive changes in people's behavior (e.g. adopt greener attitudes). However, these biases are also exploited to shape the users' behavior in a way that not necessarily benefit them (e.g. user retention in a website). Scholars addressed this problem by d...
Conference Paper
Most online service providers offer free services to users and in part, these services collect and monetize personally identifiable information (PII), primarily via targeted advertisements. Against this backdrop of economic exploitation of PII, it is vital to understand the value that users put to their own PII. Although studies have tried to disco...
Article
Full-text available
We propose a conceptual model that explains the relationship between the users' personality profile and their satisfaction with basic mobile phone services (calls, messages, and simple GPRS/3G services). The model captures direct and indirect effects on satisfaction by means of two variables: actual mobile phone usage and perceived usability of the...
Conference Paper
We conducted an initial attempt to study the boundaries of peripheral perception using vibro-tactile stimuli. For three days, we exposed 12 subjects to a continual vibration pattern created by a mobile device worn in the trouser pocket. In order to guarantee that the stimuli would not require the subjects' focal attention, they were asked to set th...
Article
Full-text available
BACKGROUND: HIV medication nonadherence is a major problem, yet many providers lack the time and training to carefully ask patients about their adherence.$backslash$n$backslash$nOBJECTIVE: To design and pilot a technology-assisted intervention, for use in clinical settings, to identify nonadherent patients.$backslash$n$backslash$nMETHODS: The inter...
Patent
Full-text available
A method for automatically selecting and organizing a subset of photos from a set of photos provided by a user, who has an account on at least one social network providing some context, for creating a summarized photo album with a storytelling structure. The method comprises: arranging the set of photos into a three level hierarchy, acts, scenes an...
Article
Full-text available
Most online services (Google, Facebook etc.) operate by providing a service to users for free, and in return they collect and monetize personal information (PI) of the users. This operational model is inherently economic, as the "good" being traded and monetized is PI. This model is coming under increased scrutiny as online services are moving to c...
Conference Paper
Full-text available
This paper presents ethnographic observations, a diary study and a large-scale quantitative questionnaire (n=395) designed to study the reasons for adoption and refusal of context-aware mobile applications. Through a qualitative study we identify 24 user needs that these applications fulfill and 9 barriers for adoption. We found that for many of th...
Conference Paper
Full-text available
Knowing the users' personality can be a strategic advantage for the design of adaptive and personalized user interfaces. In this paper, we present the results of a first trial conducted with the aim of inferring people's personality traits based on their mobile phone call behavior. Initial findings corroborate the efficacy of using call detail reco...
Conference Paper
Full-text available
Information overload is one of today's major concerns. As high-resolution digital cameras become increasingly pervasive, unprecedented amounts of social media are being uploaded to online social networks on a daily basis. In order to support users on selecting the best photos to create an online photo album, attention has been devoted to the develo...
Article
Full-text available
Popular content in video sharing websites (e.g., YouTube) is usually replicated via identical copies or near-duplicates. These duplicates are usually studied because they pose a threat to site owners in terms of wasted disk space, or privacy infringements. Furthermore, this content might potentially hinder the users' experience in these websites. T...
Article
Full-text available
This paper proposes a controlled experiment to further investigate the usefulness of gaze awareness and gesture recognition in the support of collaborative work at a distance. We propose to redesign experiments conducted several years ago with more recent technology that would: a) enable to better study of the integration of communication modalitie...
Conference Paper
Full-text available
People share pictures online to increase their social presence. However, recent studies have shown that most of the content shared in social networks is not looked at by peers. Proper metadata can be generated and used to improve the retrieval of this content. In spite of this, we still lack solutions for collecting valid descriptors of content tha...
Conference Paper
Full-text available
Medication compliance is a critical component in the success of any medical treatment. However, only 50% of patients correctly adhere to their prescription regimens. Mobile and ubiquitous technologies have been proposed to tackle this challenge, mainly in the form of memory aid solutions that remind patients to take their pills. However, most of th...
Article
Full-text available
We conducted a qualitative user study with 77 consumers to investigate what social aspects are relevant when supporting customers during their shopping activities and particularly in situations when they are undecided. Twenty-five respondents (32%) reported seeking extra information on web pages and forums, in addition to asking their peers for adv...
Conference Paper
Full-text available
Speech and typed text are two common input modalities for mobile phones. However, little research has compared them in their ability to support annotation and retrieval of digital pictures on mobile devices. In this paper, we report the results of a month-long field study in which participants took pictures with their camera phones and had the choi...
Conference Paper
Full-text available
Popular content in video sharing web sites (e.g., YouTube) is usually duplicated. Most scholars define near-duplicate video clips (NDVC) based on non-semantic features (e.g., different image/audio quality), while a few also include semantic features (different videos of similar content). However, it is unclear what features contribute to the human...
Article
Full-text available
In recent years, there has been a proliferation of consumer digital photographs taken and stored in both personal and online repositories. As the amount of user-generated digital photos increases, there is a growing need for efficient ways to search for relevant images to be shared with friends and family. Text-query based search approaches rely he...
Chapter
Full-text available
The multi-device design methodology proposed in this chapter was based and supported by well established concepts from Philosophy and Psychology (definitions about logic and inductive reasoning), Connectionism laws (Thorndike, 1898), Cognitive learning theories (Hartley, 1998) and mental models (Young, 1983), as well as by recent findings from Neur...
Conference Paper
Full-text available
We present TripleBeat, a mobile phone based system that assists runners in achieving predefined exercise goals via musical feedback and two persuasive techniques: a glanceable interface for increased personal awareness and a virtual competition. TripleBeat is based on a previous system named MPTrain. First, we describe TripleBeat's hardware and sof...
Conference Paper
Full-text available
We propose consistency priorities to support multidevice interface design minimizing the user's cognitive effort while performing the same task on different interfaces. The methodology is being evaluated through a framework that generates Pocket PC interfaces from desktop web pages. Initial results point to the acceptance of the approach.
Conference Paper
Full-text available
We propose consistency priorities to support multi-device interface design minimizing the user's cognitive effort while performing the same task on different interfaces. The methodology is being evaluated through a framework that generates Pocket PC interfaces from desktop web pages. Initial results point to the acceptance of the approach. Research...
Conference Paper
This paper clarifies theoretical assumptions about the conceptual multi-device design and presents a practical implementation for e-learning applications. Interfaces are generated automatically for handhelds (smartphone, Pocket PC, etc.) maintaining the desktop look and feel with the same actions flow for a given task. First prototypes were better...
Conference Paper
Full-text available
This paper proposes an approach for multi-device interface design that extends pre-designed interfaces keeping the original application conceptual model without loosing its usability, The proposal reinterprets general aspects of well known Human-Computer Interaction (HCI) lifecycle models and can be extended to the design of any interactive product...
Conference Paper
Full-text available
Popular content in video sharing websites (e.g., YouTube) contains many duplicates. Most scholars define near-duplicate video clips (NDVC) as identical videos with variations on non-semantic features (e.g., image/audio quality), while a few others also include semantic features (different videos of similar content). However, it is unclear what exac...
Article
Full-text available
RESUMO O presente trabalho descreve o processo de modelagem e implementação de uma aplicação hipermídia para rebanhos. São apresentados os principais conceitos relativos à hipermídia. Realizou-se a modelagem da aplicação utilizando OOHDM -"Object Oriented Hypermedia Design Model" e implementou-se um exemplo utilizando-se o software Macromedia Autow...

Projects

Project (1)
Archived project