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Publications

Publications by Maximino Bessa

2010

"Digital Projects": a reflection and bridges to the future

Authors
Teixeira, R; Varajao, J; Bessa, M; Peres, E;

Publication
SISTEMAS Y TECNOLOGIAS DE INFORMACION

Abstract
Portugal started its "formal" path to the Information Society in 1997 with the creation of the "Green Paper on the Information Society". In 2000, the "Operational Programme for the Information Society" was created and based on three main pillars. Having been created as part of the second pillar, "Portugal Digital", the "Digital Cities and Regions" initiative, aimed at developing the Information Society on a regional basis. In this article an overview is made on the purposes and results of the projects incorporated in the "Digital Cities and Regions" initiative. The goals of several projects were analysed. From this analysis a summary chart and a brief discussion of the Goals of the Digital Projects were made.

2010

Tone Mapping Operators on Small Screen Devices: An Evaluation Study

Authors
Urbano, C; Magalhaes, L; Moura, J; Bessa, M; Marcos, A; Chalmers, A;

Publication
COMPUTER GRAPHICS FORUM

Abstract
In the last decade, an increasing number of techniques have been developed to reproduce high dynamic range imagery on traditional displays. These techniques, known as Tone Mapping Operators (TMOs), have been compared and ranked in different ways according to several image characteristics. However, none of these algorithms has been developed specifically for small screen devices (SSD). In this paper, we present an evaluation of currently used TMOs to show that SSDs with limited size, resolution and colour depth require specific research to find or create an appropriate solution. The research described in this paper is based on psychophysical experiments; using three different types of displays (CRT, LCD and SSD). The obtained results show that rankings obtained are similar for the LCD and CRT but are significantly different for the SSD. Furthermore, these rankings show additionally that some characteristics of TMOs need to be emphasized to obtain better high-fidelity mapped images for SSDs.

2010

USING INFORMATION TECHNOLOGY BASED EXERCISES IN PRIMARY MATHEMATICS TEACHING OF CHILDREN WITH CEREBRAL PALSY AND MENTAL RETARDATION: A CASE STUDY

Authors
Reis, MGAD; Cabral, L; Peres, E; Bessa, M; Valente, A; Morais, R; Soares, S; Baptista, J; Aires, A; Escola, JJ; Bulas Cruz, JA; Reis, MJCS;

Publication
TURKISH ONLINE JOURNAL OF EDUCATIONAL TECHNOLOGY

Abstract
Technology has profoundly changed the way we learn and live. Indeed, such relationship appears to be quite complex, within IT contexts, and especially in socially and technologically rich learning environments, where related skills and learning are progressively required and fostered. Thus, if a satisfactory level of intellectual performance and social competence of a primary school pupil is indeed highly dependent on the type of participation that parents offer their children, IT, in general, and Internet, in particular, may well provide a new paradigm, setting forth that education and communication approach is truly more complex than ever before. It is on the basis of such paradigm that we therefore present a case study where a set of multimedia exercises were used in order to possibly improve the mathematical skills of pupils, one with mental retardation and another with cerebral palsy. Being part of a Web-based system to support students' learning, the referred set of multimedia exercises proved to be the children's favorite, rather than exercises in paper form, which also led the children to show a fair more positive attitude towards learning. Also, we observed that through the mentioned multimedia exercises, the children became far more autonomous, interested, persistent, happy, and able to easily absorb the material as well as more willingly to continue on working.

2009

Accessibility and Usability on the Internet for People with intellectual disabilities

Authors
Rocha, T; Goncalves, M; Magalhaes, L; Godinho, F; Bessa, M;

Publication
DSAI 2009: PROCEEDINGS OF THE 2ND INTERNATIONAL CONFERENCE ON SOFTWARE DEVELOPMENT FOR ENHANCING ACCESSIBILITY AND FIGHTING INFO-EXCLUSION

Abstract
As the internet becomes the most significant source for seeking information and acquiring services, the problems raised by the lack of usability and accessibility on websites lead to problems of e-exclusion, which phenomena may potentially have a great impact on one's life. Although some groups of individuals with special needs, namely the visual disabled people, have received the help of researchers to overcome the problem of accessing the information, there are other groups, particularly intellectually disabled people, that received little attention, indicating that their ability to access information is still limited. In this paper we present a study that investigates how people with the mentioned intellectual disabilities interact with web pages, which difficulties do they have while accessing the information and we propose guidelines for the studied group. While conducting this study we have also analyzed how the guidelines (1.0 and 2.0) suggested by W3C are applied to this particular group.

2012

New interaction paradigms to fight the digital divide: a pilot case study regarding multi-touch technology

Authors
Carvalho, D; Bessa, M; Oliveira, L; Guedes, C; Peres, E; Magalhaes, L;

Publication
PROCEEDINGS OF THE 4TH INTERNATIONAL CONFERENCE ON SOFTWARE DEVELOPMENT FOR ENHANCING ACCESSIBILITY AND FIGHTING INFO-EXCLUSION (DSAI 2012)

Abstract
Information and Communication Technologies (ICTs) are considered a powerful tool for economic development and the growth of societies. However, instead of helping overcome society's inqualities caused by the digital era, they have instigated an increase of the people that rested aside of the information age. The digital divide refers to the difficulty info-excluded people have in keeping up with technological advances. This phenomenon was triggered by the rapid growth and dissemination of technological equipment, as a portion of society did not have the proper time or knowledge to adjust. This paper sets forth a new approach to help fight the Portuguese digital divide by presenting new ways of interaction. Resorting to multi-touch technology, we examine how this new natural interaction paradigm can have a positive influence in the struggle against info-exclusion. For this purpose, we present a multi-touch game envisioned to encourage and teach digitally excluded people on how to use an important and needed everyday equipment - the ATM (Automated Teller Machine) - as it is still avoided by some. We believe that our pilot case study can show preliminary results on how natural user interfaces may be beneficial to help overcome some difficulties enforced by the digital divide. We consider that our findings may be valuable to show a possible path of how the new natural user interfaces can help bring technology and people closer. After being asked about their user experience, the participants of this exploratory study agreed that the game encouraged them to explore more about new technologies. (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

Developing a multi-touch Serious Game to fight the digital divide The Portuguese ATM: a pilot case study

Authors
Carvalho, D; Bessa, M; Peres, E; Magalhaes, L; Guedes, C; Oliveira, L;

Publication
SISTEMAS Y TECNOLOGIAS DE INFORMACION, VOLS 1 AND 2

Abstract
The use of Information and Communication Technologies (ICTs) has grown substantially over the past few years. However, a portion of the world's society has not been able to keep up with these technological advances. For this purpose, we present a serious game with a multi-touch interface envisioned to encourage and teach digitally excluded people on how to use the Portuguese Automated Teller Machine (ATM): a commodity much needed by society, but still avoided by some, mainly due to their fear of the digital world. An exploratory study was conducted to investigate if a serious game based on a new interaction paradigm can have a positive influence in the struggle against the Portuguese digital divide. We believe that the findings of our pilot case study can be useful to determine if a multi-touch serious game, due to its intuitiveness and ease of use, can stimulate the digitally excluded people to handle the ATM on a regular basis. The results that were obtained suggest that this approach may indeed produce a positive impact in the attempt to bridge the Portuguese digital divide.

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