Nuno Correia

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This paper describes a generic hypermedia model that is used as a framework for building context aware and mixed reality applications. It can handle different media elements, and it defines a presentation scheme that abstracts several relevant navigation concepts, including link awareness. The model specifies a base structure for the relation between(More)
This paper describes the work carried out in the InStory project. InStory has the goal of defining and implementing a platform for mobile storytelling, information access, and gaming activities. The platform has a flexible computational architecture that integrates heterogeneous devices, different media formats and computational support for different(More)
This paper describes a video annotation tool based on a new and flexible model, that gives several perspectives over the same video content. The model was designed in a way that allows having multiple views over the same video data, enabling users with different requirements to have the most appropriate interface. These views, video-lenses, highlight a(More)
This paper focuses on the design and development of an authoring environment for the InStory project. InStory is a platform for mobile storytelling, gaming activities and information access. It focuses on the exploration of cultural and historical physical spaces, promoting interaction between users. During those explorations, users have access to(More)
Face annotation is an important concept for personal memories retrieval. Using automatic face recognition to annotate and find people in those memories provides an improvement of a personal memories management system. However, its results are limited by the uncontrolled conditions inherent to personal memories. In this paper, we propose a face recognition(More)
This paper presents the use of video parsing and video analysis techniques to attain a radical change in Content Analysis processes. Content Analysis provides frameworks for a better understanding of information, mass media information in particular. The goals of the work presented in this paper are to assess the feasibility of designing Content Analysis(More)
The introduction of interaction technology in museum settings requires special care in different aspects including the relations with the different participants (public, artists, and curators), and the ability of the technology to provide rewarding experiences over extended periods of time for a demanding audience. This paper describes a hardware and(More)
nmc@di.fct.unl.pt This paper describes the principles and a model for adding content and structure to existing video materials, based on annotation. Annotations in printed media promote active reading and, in a similar way, annotations in video promote active watching. The principles and model are illustrated by a prototype system for video annotation and(More)
In this work we present a new way of assessing affective states through direct selection of emotion words from a discrete set. The proposed tool, the Circumplex Affect Assessment Tool (CAAT), is built upon Robert Plutchik's circumplex model of emotions and, as far as our preliminary tests have shown, is a pleasant and reliable way to assess user's affective(More)
This paper proposes and discusses the ASAA (Application for Semi-Automatic Annotation) interface, a new computer game for image tagging. The application is composed by a 3D game interface, a game engine that uses a system for automatic image annotation and gestural input to play the game. The paper describes the rational and design principles for the(More)