2019
Authors
Carvalho, J; Santos, A; Paredes, H;
Publication
PROCEEDINGS OF THE 2019 IEEE 23RD INTERNATIONAL CONFERENCE ON COMPUTER SUPPORTED COOPERATIVE WORK IN DESIGN (CSCWD)
Abstract
A multiplicity of innovative applications has been developed based on the mobile crowdsourcing (MCS) paradigm. One group of applications addresses the creation of accessibility maps in large cities. In this context, a conceptual model of a system for the detection and the timely notification of the existence of temporary obstacles and other dangers in the urban environment is proposed in "Pervasive Crowd Mapping for Dynamic Environments". This concept (PCM4DE) encompasses, among other technologies, the use of crowdsourcing. The system will be particularly useful to people with disabilities and elderly people. An exploratory literature review showed that data quality and the motivation strategies fur participating in the systems based on MCS remain two of the key challenges to the effectiveness of those systems. This paper aims to contribute to the implementation of the PCM4DE concept by proposing the development of a mechanism that should improve the data quality through motivation forms which will enable a positive personal user experience, i.e., an experience which meets the participant's objectives, needs and preferences.
2019
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.
2019
Authors
Sharma, P; Upadhaya, MD; Twanabasu, A; Barroso, J; Khanal, SR; Paredes, H;
Publication
HCI (8)
Abstract
Much effort is put into Information Technology (IT) to achieve better efficiency and quality of expressing communication between autistic children with the surrounding. This paper presents an application that aims to help the autistic child to interact and express their feeling with their loved ones in easy manner. The major objective of the project is to connect autistic children with their family and friends by providing tools that enable an easy way to express their feeling and emotions. To accomplish this goal an Android app has been developed through which, autistic child can express their emotion based on emoji. Child’s emotions are share by sending the emoji to their relatives. The project aims a high impact within the autistic child community by providing a mechanism to share emotions in an “emotionless world”. The project was developed under the Sustainable Development Goal (SDG) 3: good health and well-being in the society by making the meaningful impact in the life of autistic child.
2019
Authors
Shen, W; Paredes, H; Luo, J; Barthès, JPA;
Publication
CSCWD
Abstract
2019
Authors
Rocha, T; Nunes, R; Bessa, M; Paredes, H; Barroso, J; Martins, P;
Publication
12TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION (ICERI2019)
Abstract
Technology can help participants develop basic skills but also improve students learning, since it can be more accessible, giving the opportunity to experience new knowledge. Therefore, it seems relevant an in-depth study on teaching methods implemented with students with special education needs (SEN) to describe different methodologies. For that, in this paper it is presented the analysis on teaching strategies to help learning of specific content for students with intellectual disabilities (ID). The purpose is to describe strategies used in traditional and technology-based education to be the starting point in the development of an effective learning multimedia resource for this specific audience. Overall, were found advantages in the use of technologies as a teaching resource for students with and without special SEN, specifically for students with ID. Studies showed that attention and motivation increase and students feel more stimulated to learn when the syllabus is presented more interactively. Another important finding is that educational games as educational resource can indeed be a valid strategy to retain attention and stimulate memory of students with intellectual disabilities. Finally, with these findings it is proposed features to develop a multimedia application that can enhance learning of a new language for students with ID.
2019
Authors
Paredes H.; Shen W.;
Publication
Proceedings of the 2019 IEEE 23rd International Conference on Computer Supported Cooperative Work in Design, CSCWD 2019
Abstract
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