2012
Authors
Goncalves, R; Martins, J; Pereira, J; Oliveira, MAY; Pinto Ferreira, JJP;
Publication
BEHAVIOUR & INFORMATION TECHNOLOGY
Abstract
Web accessibility is growing in importance. We may also find an increasing need for access to web resources by those with some sort of disability. The Web is very important for spreading information and for promoting interaction between the various elements in society. Given this, it is essential that the Web presents itself as a totally accessible resource, so that it can help citizens with disabilities and their integration in society. This obligation should be even greater for enterprises as primarily the Web is used as a marketing and business platform. With this document, we present indicators regarding the [lack of] accessibility levels of Portuguese enterprise websites. This article contains theoretical and background considerations as well as the results of two different studies that the research team undertook. First of all, the research team made a comparison between the 1000 largest Portuguese enterprises (annual sales volume) and the 1000 best Portuguese small and medium enterprises (sales growth and profit) using a specialised software tool and according to Web Content Accessibility Guidelines (WCAG) 1.0; the research team then also considered WCAG 2.0 and its impact on enterprise Web accessibility. In the second study (qualitative in nature), focus group interactions led to a set of recommendations towards greater accessibility.
2012
Authors
Zagalo, N; Morgado, L; Boa-Ventura, A;
Publication
Abstract
2012
Authors
Martins, M; Cunha, A; Morgado, L;
Publication
PROCEEDINGS OF THE 4TH INTERNATIONAL CONFERENCE ON SOFTWARE DEVELOPMENT FOR ENHANCING ACCESSIBILITY AND FIGHTING INFO-EXCLUSION (DSAI 2012)
Abstract
The use of keyboard and mouse combinations to navigate 3D environments of virtual worlds requires the coordination of both hands in order for the 2D degrees of motion of the mice to transform into the variety of motions available in a 3D space. Such coordination may pose a challenge to people with motor disabilities. 3D controllers known as "3D mice" are presented by manufacturers as significant interface alternatives. To establish the feasibility of such claims, we have conducted a usability test of two 3D mice marketed by 3Dconnexion, in parallel with a keyboard+mouse test. The 10 participants had motor disabilities due to medullary lesions on vertebrae C5-D11, and performed 13 different tasks in the Second Life virtual world: 5 participants used 3D mice, 5 used keyboard+mouse. We have concluded that 2-3 of the 5 most challenging tasks in the keyboard+mouse combination become less challenging using 3D mice. Participants' feedback was more positive regarding 3D mice, but with significant differences between mice. Contrary to our initial expectations, the least stable mouse, Space Navigator, originated the best feedback. (C) 2012 The Authors. Published by Elsevier B.V. Selection and/or peer-review under responsibility of the Scientific Programme Committee of the 4th International Conference on Software Development for Enhancing Accessibility and Fighting Info-exclusion (DSAI 2012)
2012
Authors
Varajao, J; Morgado, L;
Publication
JOURNAL OF THE TEXTILE INSTITUTE
Abstract
For manufacturers of physical goods, conducting market tests of product prototypes to assess consumers' preferences can be costly and complex. To some extent, production and logistic processes need to be in place, not just the marketing rationale. We put forth the hypothesis that virtual worlds may be a feasible environment to conduct early market tests of product prototypes for some physical products. The rationale for this hypothesis is that such tests with virtual versions of product prototypes may be conducted with minimal overhead, based on resources from marketing and design departments, without resources from production or logistics. They could be a first filter or selection process to determine which product prototypes demonstrate better acceptance by the public, with reduced costs and complexity. An expectation is that by having simpler and less costly tests, a wider variety of product prototypes can be considered, and test number and frequency increased, supporting better information gathering. A central question in this regard is the level of similarity between the preferences of the public when presented with virtual items, in comparison with the actual physical items. To attain data about this, we carried out an exploratory study, creating a set of both virtual and physical prototype versions of a physical product: t-shirts. We then invited virtual-world users to experience the virtual t-shirts on their avatars and express their preferences. Finally, we presented users with the option to buy the physical t-shirts with their own money, at promotional cost (as a reward for participating in the virtual trial), but explicitly told them, as they held the various physical versions in their hands, that they could change their preference at no extra cost. The results identified the level of similarity and differences between buyers' preferences in these two situations, pointing to the significant potential of using a virtual world to conduct market tests to assess consumers' preferences on prototypes of physical t-shirts.
2012
Authors
Vilela, A; Prada, R; Marques, A; Costa, H; Rafael, J; Morgado, L;
Publication
SISTEMAS Y TECNOLOGIAS DE INFORMACION, VOLS 1 AND 2
Abstract
2012
Authors
Gouveia, A; Silva, N; Rocha, J; Martins, P;
Publication
2012 23RD INTERNATIONAL WORKSHOP ON DATABASE AND EXPERT SYSTEMS APPLICATIONS (DEXA)
Abstract
The automatic matching of entities between information repositories is essential for aligning and ontology mediation processes, but there is great ambiguity when adopting it. Data integration between repositories demands great quality of ontology alignments, and as such ambiguous correspondences must be identified and corrected beforehand. Debugging is even more relevant if the process is systematic and complete, thus allowing its formalisation and implementation and promoting its acceptance. In this paper we address the analysis and systematization of the ontology alignment debugging process, proposing the characterization of the ontology matching scenarios through ten dimensions. The resulting scenarios are categorized as Simple and Composed depending on the associated actions taken for solving the ambiguity. We suggest evolving the alignment process into an iterative matching-debugging process, where the resulting ambiguous scenarios and correction strategies are fed into the matching algorithms for supporting the resolution of the alignment problems.
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