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Publications

Publications by HumanISE

2020

Collaborative Tabletops for Blind People: The Effect of Auditory Design on Workspace Awareness

Authors
Mendes, D; Reis, S; Guerreiro, J; Nicolau, H;

Publication
Proc. ACM Hum. Comput. Interact.

Abstract
Interactive tabletops offer unique collaborative features, particularly their size, geometry, orientation and, more importantly, the ability to support multi-user interaction. Although previous efforts were made to make interactive tabletops accessible to blind people, the potential to use them in collaborative activities remains unexplored. In this paper, we present the design and implementation of a multi-user auditory display for interactive tabletops, supporting three feedback modes that vary on how much information about the partners' actions is conveyed. We conducted a user study with ten blind people to assess the effect of feedback modes on workspace awareness and task performance. Furthermore, we analyze the type of awareness information exchanged and the emergent collaboration strategies. Finally, we provide implications for the design of future tabletop collaborative tools for blind users. © 2020 ACM.

2020

Evaluating Animated Transitions between Contiguous Visualizations for Streaming Big Data

Authors
Pereira, T; Moreira, J; Mendes, D; Goncalves, D;

Publication
2020 IEEE VISUALIZATION CONFERENCE - SHORT PAPERS (VIS 2020)

Abstract
An approach to analyzing Streaming Big Data as it comes in while maintaining the proper context of past events is to employ contiguous visualizations with an increasingly aggressive aggregation degree. This allows for the most recent data to be displayed in detail, while older data is shown in an aggregated form according to how long ago it was received. However, the transitions applied between visualizations with different aggregations must not compromise the understandability of the data flow. Particularly, new data should be perceived considering the context established by older data, and the visualizations should not be perceived as independent or unconnected. In this paper, we present the first study on transitions between two contiguous visualizations, focusing on time series data. We developed several animated transitions between a scatter plot, where all data points are individually represented as they arrive, and other visualizations where data is displayed in an aggregated form. We then conducted a user evaluation to assess the most appealing and effective transitions that allow for the best comprehension of the displayed data for each visualization pair.

2020

Incidental Visualizations: Pre-Attentive Primitive Visual Tasks

Authors
Moreira, J; Mendes, D; Goncalves, D;

Publication
PROCEEDINGS OF THE WORKING CONFERENCE ON ADVANCED VISUAL INTERFACES AVI 2020

Abstract
In InfoVis design, visualizations make use of pre-attentive features to highlight visual artifacts and guide users' perception into relevant information during primitive visual tasks. These are supported by visual marks such as dots, lines, and areas. However, research assumes our pre-attentive processing only allows us to detect specific features in charts. We argue that a visualization can be completely perceived pre-attentively and still convey relevant information. In this work, by combining cognitive perception and psychophysics, we executed a user study with six primitive visual tasks to verify if they could be performed pre-attentively. The tasks were to find: horizontal and vertical positions, length and slope of lines, size of areas, and color luminance intensity. Users were presented with very simple visualizations, with one encoded value at a time, allowing us to assess the accuracy and response time. Our results showed that horizontal position identification is the most accurate and fastest task to do, and the color luminance intensity identification task is the worst. We believe our study is the first step into a fresh field called Incidental Visualizations, where visualizations are meant to be seen at-a-glance, and with little effort.

2020

Exploring the Organizational and Technological Implications on Strategic Business Model Change

Authors
Roque, J; Santos, JD; Simões, J; Almeida, F;

Publication
Dynamic Strategic Thinking for Improved Competitiveness and Performance - Advances in Business Strategy and Competitive Advantage

Abstract
The purpose of this chapter is to identify and analyze the main organizational and technological factors that play a relevant role in a transformational strategic change inherent in changing the business model supported on the internet. An analysis was made of the different business models, as well as their connection to strategic management and how this is accomplished in the organizational and technological plan. This empirical study, based on the qualitative methodology, focuses on a single case study on a Portuguese company that recently changed its business model. The findings allowed the authors to assess the advantages and challenges posed by the transformation of an initial business based on a website that performs a comparison of prices for an integrated model based on a marketplace, in which customers can make their purchases and access all products, from different stores, in one place.

2020

Guest Editorial: Special Issue on Serious Games for Health

Authors
Duque, D; Vilaca, JL; Zielke, MA; Dias, N; Rodrigues, NF; Thawonmas, R;

Publication
IEEE TRANSACTIONS ON GAMES

Abstract

2020

A Virtual Reality Serious Game for Hand Rehabilitation Therapy

Authors
Pereira, MF; Prahm, C; Kolbenschlag, J; Oliveira, E; Rodrigues, NF;

Publication
2020 IEEE 8th International Conference on Serious Games and Applications for Health, SeGAH 2020

Abstract
The human hand is the body part most frequently injured in occupational accidents, accounting for one out of five emergency cases and often requiring surgery with subsequently long periods of rehabilitation. This paper proposes a Virtual Reality game to improve conventional physiotherapy in hand rehabilitation, focusing on resolving recurring limitations reported in most technological solutions to the problem, namely the limited diversity support of movements and exercises, complicated calibrations and exclusion of patients with open wounds or other disfigurements of the hand. The system was assessed by seven able-bodied participants using a semistructured interview targeting three evaluation categories: hardware usability, software usability and suggestions for improvement. A System Usability Score (SUS) of 84.3 and participants' disposition to play the game confirm the potential of both the conceptual and technological approaches taken for the improvement of hand rehabilitation therapy. © 2020 IEEE.

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