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About

TÂNIA ROCHA received her M.Sc. and Ph.D. degrees in Multimedia and Informatics from the University of Trás-os-Montes e Alto Douro, Vila Real, Portugal, in 2009 and 2014. Since 2010, she has been an Invited Assistant at the University of TraÌ�s-os-Montes e Alto Douro, where she is currently lecturing on accessibility, communication and multimedia.  She is a Collaborator Researcher at INESC Technology and Science – INESC TEC Oporto. Her main research interests are in the domain of Human-Computer Interaction, with focus on Multimedia, Universal design, Digital Accessibility and Usability, Assistive Technologies and Special Education.

Interest
Topics
Details

Details

  • Name

    Tânia Vilela Rocha
  • Cluster

    Computer Science
  • Role

    Senior Researcher
  • Since

    06th November 2013
002
Publications

2020

Special issue on accessibility and software design for all

Authors
Barroso, J; Lopez, LM; Paredes, H; Puehretmair, F; Rocha, T;

Publication
Universal Access in the Information Society

Abstract

2020

Tech-Inclusion Research: An Iconographic Browser Extension Solution

Authors
Rocha, T; Paredes, H; Martins, P; Barroso, J;

Publication
HCI International 2020 - Late Breaking Papers: Universal Access and Inclusive Design - 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19-24, 2020, Proceedings

Abstract

2020

A Head Mouse Alternative Solution Proposal for People with Motor Impairments: Design and Usability Assessment Study

Authors
Zengin, HA; Reis, A; Barroso, J; Rocha, T;

Publication
HCI International 2020 – Late Breaking Papers: Universal Access and Inclusive Design - Lecture Notes in Computer Science

Abstract

2019

Submitted to the WorldCIST'17: The AppVox mobile application, a tool for speech and language training sessions

Authors
Rocha, T; Goncalves, C; Fernandes, H; Reis, A; Barroso, J;

Publication
Expert Systems

Abstract
AppVox is a mobile application that provides support for children with speech and language impairments in their speech therapy sessions, while also allowing autonomous training at home. The application simulates a vocalizer with an audio stimulus feature, which can be used to train and amend the pronunciation of specific words through repetition. In this paper, we aim to present the development of the application as an assistive technology option, by adding new features to the vocalizer as well as assessing it as a usable option for daily training interaction for children with speech and language impairments. In this regard, we invited 15 children with speech and language impairments and 20 with no impairments to perform training activities with the application. Likewise, we asked three speech therapists and three usability experts to interact, assess, and give their feedback. In this assessment, we include the following parameters: successful conclusion of the training tasks (effectiveness); number of errors made, as well as number and type of difficulties found (efficiency); and the acceptance and level of comfort in completing the requested tasks (satisfaction). Overall, the results showed that children conclude the training tasks successfully and helped to improve their language and speech capabilities. Therapists and children gave positive feedback to the AppVox interface. © 2019 John Wiley & Sons, Ltd

2019

Interactive audio novel: A Story and Usability preliminary study

Authors
Rocha, T; Reis, A; Paredes, H; Barroso, J;

Publication
2019 14TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI)

Abstract
In this article we present a game interface, using audio input and output, aiming to provide the concept of interactive narrative to users with visual or motor disability. The solution lets users choose the direction of the story, triggering several alternate endings and thus creating a dynamic and creative narrative. The application development process is described here from the design, implementation and evaluation. In the evaluation phase, we performed user tests with five participants with visual and motor disability. Thus, we record three metrics: effectiveness, success of the task (reaching one of the possible endings); efficiency, time needed to complete the story; and satisfaction, comfort and wellbeing of the user during the interaction. The result was positive, all participants successfully completed the application, and there were no withdrawals. Four in five wanted to repeat the experience and try to reach another end of the story.

Supervised
thesis

2020

Acessibilidade das plataformas de e-learning na perspectiva da experiência do aluno cego

Author
Isolda Veronese Moniz Vianna Lisboa

Institution
UTAD

2020

O hipercubo e as novas metáforas para conceção de interfaces e visualização da informação

Author
Alessandro Rego de Lima

Institution
UTAD

2020

Um Modelo de Valor de Entrega de Informação aplicado ao Governo Eletrónico

Author
José Augusto de Araújo Monteiro

Institution
UTAD

2020

IncWeb - Framework for a more accessible, usable and inclusive Web

Author
João Carlos Tomé Dias

Institution
UTAD

2019

Acessibilidade dos conteúdos educacionais online na perspetiva da experiência do aluno cego

Author
Isolda Veronese Moniz Vianna Lisboa

Institution
UTAD