2024
Authors
Moreira, J; Mendes, D; Gonçalves, D;
Publication
VISUAL INFORMATICS
Abstract
Incidental visualizations convey information to a person during an ongoing primary task, without the person consciously searching for or requesting that information. They differ from glanceable visualizations by not being people's main focus, and from ambient visualizations by not being embedded in the environment. Instead, they are presented as secondary information that can be observed without a person losing focus on their current task. However, despite extensive research on glanceable and ambient visualizations, the topic of incidental visualizations is yet a novel topic in current research. To bridge this gap, we conducted an empirical user study presenting participants with an incidental visualization while performing a primary task. We aimed to understand how complexity contributory factors - task complexity, output complexity, and pressure - affected primary task performance and incidental visualization accuracy. Our findings showed that incidental visualizations effectively conveyed information without disrupting the primary task, but working memory limitations should be considered. Additionally, output and pressure significantly influenced the primary task's results. In conclusion, our study provides insights into the perception accuracy and performance impact of incidental visualizations in relation to complexity factors. (c) 2024 The Authors. Published by Elsevier B.V. on behalf of Zhejiang University and Zhejiang University Press Co. Ltd. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).
2024
Authors
Fonseca, F; Sousa, M; Mendes, D; Ferreira, A; Jorge, JA;
Publication
CoRR
Abstract
2024
Authors
Moreira, J; Pinto, D; Mendes, D; Gonçlves, D;
Publication
2024 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION, ICGI
Abstract
Incidental visualizations allow individuals to access information on-the-go, at-a-glance, and without needing to consciously search for it. Unlike ambient visualizations, incidental visualizations are not fixed in a specific location and only appear briefly within a person's field of view while they are engaged in a primary task. Despite their potential, incidental visualizations have not yet been thoroughly studied in current literature. We conducted exploratory research to establish the distinctiveness of incidental visualizations and to advocate for their study as an independent research topic. We tested both incidental and ambient visualizations in two separate studies, each involving one specific scenarios: a cognitively demanding primary task (42 participants), and a mechanical primary task (28 participants). Our findings show that in the cognitively demanding task, both types of visualizations resulted in similar performance. However, in the mechanical task, ambient visualizations led to better results compared to incidental visualizations. Based on these results, we argue that incidental visualizations should be further explored in scenarios involving physical requirements, as these situations present the greatest challenges for their integration.
2024
Authors
Fernandez, AM; Ronco, EM; Remon, D; Rossini, R; Subic, T; Oliveira, MA; Duarte, CE; Nikoloudakis, N; Moreau, N; Moraitis, P; Hadjidimitriou, NS; Mamei, M; Krokidas, P; Rekatsinas, C; Dimitrakis, P; Giannakopoulos, G; Villaverde, DV; Alonso, RS;
Publication
PROCEEDINGS OF 4TH ECLIPSE SECURITY, AI, ARCHITECTURE AND MODELLING CONFERENCE ON DATA SPACES, ESAAM 2024
Abstract
Europe's position in the current cloud market needs to be improved. This market is currently dominated by non-European players by 75%, shaping the way that Europe is deploying and using cloud services. Although these players are bound to laws and regulations of foreign powers, such as PR China and USA, generating legitimate concerns for the EU, its businesses and citizens. EU's digital future resides on having installed secure, high-quality data processing capacity. This can only be offered by cloud services both centrally and at the edge. In this context NOUS's ambition is completely in line with the European Strategy for data as aims to create the foundations for a European Cloud Service which exploits the HPC network and tackles specific-to-the-EU-economy requirements as well as leverages different data spaces (Mobility, Energy, Green Deal and Manufacturing).
2024
Authors
Sousa, N; Jorge, F; Teixeira, MS; Losada, N; Alen, E; Guttentag, D;
Publication
INTERNATIONAL JOURNAL OF TOURISM RESEARCH
Abstract
Immersive experiences offered by virtual reality (VR) have the power to impact tourists' decision-making and on-site experiences. However, prior research has focused on explaining VR's acceptance by tourists as a function of technological capacity, rather than user characteristics, such as innovativeness. This research intends to fill the existing knowledge gap regarding the role of technological innovativeness on VR experiences. To do so, this study examines whether individuals' technological innovativeness influences their perceptions of a VR tourism experience and, in turn, their intention to recommend the experience. The study provides a VR experience to 405 tourists at a winery. The results reveal that the tourists' technological innovativeness influences their perception of enjoyment, experience quality, and satisfaction. These findings suggest that, when developing or distributing VR content, the technological innovativeness of the audience is important to consider. The findings have theoretical and practical value, with direct implications for tourism professionals and policymakers.
2024
Authors
Sargo Ferreira Lopes, SF; de Azevedo Pereira Simões, JM; Ronda Lourenço, JM; Pereira de Morais, JC;
Publication
Open Education Studies
Abstract
The increase in digital teaching and learning methodologies creates the opportunity for new educational approaches, both in terms of pedagogical practice and in the availability of new technological tools. The flipped classroom as an active teaching methodology is one example of blended learning (b-learning), which aims to harmonize and enhance the fusion of face-to-face teaching with online teaching, allowing students to get better use of both face-to-face contact with classmates and professors and digital teaching resources. However, active teaching methodologies allow us to merge educational techniques from different methodological approaches, for example, gamification and team-based learning (TBL), among others. This study aims to demonstrate how to implement a flipped classroom with the possibility of integrating gamification and TBL, indicating possibilities and challenges to overcome, through the comparative study and research carried out with students in higher education. The study was conducted with a group of 88 students from the engineering and technology fields, which showed that students have a very positive perception of active teaching methodologies and their teaching and learning techniques, especially those involving digital. Data collection was performed by a survey submitted to quantitative analysis using the Software SPSS version 28. © 2024 the author(s)
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