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Publications

Publications by Eurico Carrapatoso

2017

Age group differences in performance using distinct input modalities A target acquisition performance evaluation

Authors
Carvalho, D; Bessa, M; Magalhaes, L; Melo, M; Carrapatoso, E;

Publication
2017 24 ENCONTRO PORTUGUES DE COMPUTACAO GRAFICA E INTERACAO (EPCGI)

Abstract
The traditional attitude towards user interfaces has changed. The Post-WIMP era has brought about novel input modalities such as touch, tangibles or gestures that allow users to manipulate digital contents more intuitively. These novel input modalities make use of the users' innate skills instead of imposing the learning of new interaction techniques. Nonetheless, there has not been a systematic evaluation on how, or if, these interfaces influence the users' performance and/or preference: distinct interfaces may be more or less appropriate regarding different age groups, user profiles, contexts or type of tasks. This work is a preliminary evaluation on whether the users' efficiency is indeed influenced by different input modalities or age. We conducted a target acquisition performance evaluation with 60 subjects to understand how different input modalities influence the speed and accuracy of three specific age groups (children, young adults and older-adults) when dealing with a continuous selection task. Three input modalities were considered to perform the task (mouse, touch and gestures) and the methodology was based on Fitts' law, a target acquisition performance evaluation model. Overall, when comparing movement times amongst the three groups, there are significant differences between age groups regarding the index of performance. We believe our findings may show that indeed the type of input modality used and the user's age could affect one's performance.

2013

PCMAT - mathematics collaborative educational system

Authors
Martins, C; Faria, L; Fernandes, M; Couto, P; Bastos, C; Carrapatoso, E;

Publication
Smart Innovation, Systems and Technologies

Abstract
PCMAT (Mathematics Collaborative Learning Platform) is a collaborative adaptive learning tool based on progressive assessment for Mathematics in Basic Schools. The learning platform is based on a constructivist approach, assessing the user knowledge and presenting contents and activities adapted to the characteristics and learning style of the student. The intelligent behavior of such platform depends on the existence of a tentative description of the student - the student model (SM). The contents of this model and the student most prominent learning style are used by a domain and interaction model to select the most appropriate response to student actions. The SM is used to select the more appropriate learning object according to the student learning stage. However, this selection demands for the access to metadata describing the contents of the learning object. This need leaded to the application of a standard to describe the learning objects (LO). The authoring of LO corresponds to one major maintenance costs present in these applications. PCMAT is able to generate several instances of the same learning object through the parameterization of some features of the learning object. The platform is also able to process student responses in natural language. This project shows how techniques from Adaptive Hypermedia System (AHS) field can improve e-learning based systems in a basic school environment. © Springer-Verlag Berlin Heidelberg 2013.

2018

Performance evaluation of different age groups for gestural interaction: a case study with Microsoft Kinect and Leap Motion

Authors
Carvalho, D; Bessa, M; Magalhaes, L; Carrapatoso, E;

Publication
UNIVERSAL ACCESS IN THE INFORMATION SOCIETY

Abstract
With the thriving of different natural interaction paradigms-such as gesture-based interfaces-it becomes important to understand how these novel interfaces can influence users' performance when it comes to their age. Recent advances made in human-computer interaction allow us to manipulate digital contents more intuitively; however, no work has yet been reported that systematically evaluates how gestural interfaces may influence the performance of different user groups. Different optical sensors, which allow human body acquisition with reliable accuracy, have been released, and with the appearance of such controllers for gesture recognition, it becomes important to understand if different age-related groups display similar performance levels concerning gestural interaction, or, on the other hand, if specific sensors could induce better results than others when dealing with users of different age brackets. In this article, we compare two gesture-sensing devices (Microsoft Kinect and Leap Motion) using the Fitts' law model to evaluate target acquisition performance, with relation to three user groups: children, young adults and older adults. This case study involved 60 participants that were asked to perform a simple continuous selection task as quickly and accurately as possible using one of the devices for gestural recognition. Indeed, performance results showed statistically significant differences among the age groups in the selection task accomplished. However, when considering the users' performance with regard to both input devices compared side by side, there were no significant differences in each group of users. We believe this situation could imply that the device itself might not have influenced the users' performance, but actually the users' age might. The participants feedback was interesting on account of their behaviors and preferences: Although there are no significant differences in performance, there could be when it comes to user preference.

2008

Effective characterisation of learning objects

Authors
Azevedo, IS; Carrapatoso, E; de Carvalho, CV;

Publication
International Journal of Advanced Media and Communication

Abstract
In this paper we describe a project that will develop and evaluate a model for learning object repositories, relating it to other projects. The model includes the semantic characterisation of learning objects and a description of how to use them in learning and teaching practices. This way we believe it will be possible to enhance reusability. The IMS Learning Design specification has been used in this work to pragmatically characterise Learning Objects (LOs). For each LO, practical examples are provided to demonstrate how it may be reused. © Copyright © 2008, Inderscience Publishers.

2010

Applying and reusing knowledge in a repository

Authors
Azevedo, I; Ortiz, A; Vaz Carvalho, C; Seica, R; Carrapatoso, E;

Publication
Proceedings - 10th IEEE International Conference on Advanced Learning Technologies, ICALT 2010

Abstract
Using automatic extraction of keywords and semi-automatic creation of domain ontologies it is possible to achieve a richer description of learning resources, with positive effects on subsequent searches. Based on this concept, we developed a repository named TREE - Teaching Resources for Engineering Education, to efficiently store and provide access to learning and scientific resources and as a service to preserve and disseminate intellectual property in the Engineering community. The TREE repository is based on open source tools and free Web services. In this paper we describe the TREE repository and how it uses Semantic Web technologies to improve search and retrieval of learning objects. © 2010 IEEE.

2008

A framework to scaffold the reuse of learning objects

Authors
Azevedo, I; Carrapatoso, E; Carvalho, CV;

Publication
8TH IEEE INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES, PROCEEDINGS

Abstract
To be possible to reuse a learning object it is necessary to know its context of use and what learning outcomes can be achieved with it. Otherwise, its reuse will be limited to the learning object developers, the ones that know how to successfully apply it. In this paper we present a framework that describes the learning object in relation to one or more learning scenarios that incorporate it. Teachers can choose then the most suitable scenario for a particular learning situation.

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