2011
Authors
Marques, T; Nunes, F; Silva, P; Rodrigues, R;
Publication
ENTERTAINMENT COMPUTING - ICEC 2011
Abstract
The urge to improve the life of older adults grows as this segment of society expands. Computers have an enormous potential to benefit the lives of older adults, however, the unawareness or disregard of their characteristics, renders technology, many times, impossible to use. Peripherals are a common obstacle when learning to operate computers, because the most common ones do not directly map the input in the user interface. It has been argued that touch- and gesture-based user interfaces, due to their direct mapping of input, can reduce the obstacles that older adults face, when using the computer. To assess this, this paper presents a project that uses a multi-touch tabletop system as a gaming platform for older adults. Specifically, it reports on the low-fidelity prototype that was built to test whether tangible objects can be used. Conclusions regarding the viability of tangible objects for that purpose are also drawn.
2011
Authors
Riboira, A; Abreu, R; Rodrigues, R;
Publication
Proceedings - International Conference on Software Engineering
Abstract
Locating components which are responsible for observed failures is the most expensive, error-prone phase in the software development life cycle. We present an Eclipse Plug-in that aims to fill some of the automatic debugging tools gaps: the lack of a visualization tool that provides intuitive feedback about the defect distribution over the code base, and easy access to the faulty locations. Copyright 2011 ACM.
2011
Authors
Loureiro, B; Rodrigues, R;
Publication
SISTEMAS E TECNOLOGIAS DE INFORMACAO, VOL I
Abstract
The use of traditional input devices such as keyboards and mice can become a huge obstacle for older adults in interacting with computer systems. Using Natural User Interfaces (NUI's), more specifically using gestures or movements on a multi-touch device, can be a good alternative to overcome these dificulties. This paper analyses the state of the art and identifies a set of criteria relevant to classify the projects in this area. The resulting classification enables us to recognize research opportunities on Natural User Interfaces, and namely multi-touch interfaces for elderly.
2011
Authors
Fernandes, H; Faria, J; Paredes, H; Barroso, J;
Publication
ASSETS 11: PROCEEDINGS OF THE 13TH INTERNATIONAL ACM SIGACCESS CONFERENCE ON COMPUTERS AND ACCESSIBILITY
Abstract
The autonomy of blind people in their daily life depends on their knowledge of the surrounding world, and they are aided, by keen senses and assistive devices that help them to deduce their surroundings. Existing solutions require that users carry a wide range of devices and, mostly, do not include mechanisms to ensure the autonomy of users in the event of system failure. This paper presents the nav4b system that combines guidance and navigation with object's recognition, extending traditional aids (white cane and smartphone). A working prototype was installed on the UTAD campus to perform experiments with blind users.
2011
Authors
Pinho, A; Paredes, H; Zagalo, N;
Publication
2011 IEEE 1st International Conference on Serious Games and Applications for Health, SeGAH 2011
Abstract
The need for contact, sharing and socializing is part of human nature, so that the community's role is vital to the survival of the species. With the development of Information and Communication Technologies and their influence on society and everyday life, led the search for new ways to build relationships and create communities among people, creating virtual communities; turn social networks emerge as new forms of association that respond to more complex understanding of human interaction in a way that the wider community; these to promote your main goal, more integrated into the games as a tool of socialization. The impact of current games at various levels, as the social and economic development, and its applicability in various fields, it becomes important to analyze the contribution of the community. It is intended in this article, a description of the factors that motivate this research to a later stage to develop the proposed objectives: to analyze the new social reality and develop a model that allows adapting the health games to social games in order to foster the creation / sustainability of communities based on social networks, aiming to raise awareness of health issues, increasing knowledge and sharing of experiences of members of communities. © 2011 IEEE.
2011
Authors
Goncalves, R;
Publication
RISTI - Revista Iberica de Sistemas e Tecnologias de Informacao
Abstract
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