Cookies
O website necessita de alguns cookies e outros recursos semelhantes para funcionar. Caso o permita, o INESC TEC irá utilizar cookies para recolher dados sobre as suas visitas, contribuindo, assim, para estatísticas agregadas que permitem melhorar o nosso serviço. Ver mais
Aceitar Rejeitar
  • Menu
Publicações

Publicações por HumanISE

2022

Sea of Cells: Learn Biology Through Virtual Reality

Autores
Monteiro, R; Rodrigues, NF; Martinho, J; Oliveira, E;

Publicação
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST

Abstract
Driven by the high fidelity and low cost of the latest head-mounted devices reaching the consumer market, Virtual Reality (VR) is a technology upon which rests increased expectations for improving education and training outcomes. The unique capacity of VR to produce experiences with high levels of immersion, presence, and interactivity, opens a series of prospects to improve the learning of declarative, procedural, and practical knowledge through a new modality of educational content. This paper explores some of the most promising opportunities of VR through the development and evaluation of Sea of Cells, an immersive VR interactive experience to enhance the learning of the prokaryotic cell. Methodologies to introduce the VR experience, both inside and outside classes, were also explored by analysing assessments from several Portuguese biology teachers. A test pilot made through video demonstration, shows a promising future for VR in education. Despite the physical limitations of the pilot study, due to Covid, after presenting the project to 7 10th grade Biology teachers, it was concluded that VR might be a relevant and innovative tool for educational settings. © 2022, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.

2022

Automated Evaluation Tools for Web and Mobile Accessibility: A Systematic Literature Review

Autores
Dias, J; Carvalho, D; Paredes, H; Martins, P; Rocha, T; Barroso, J;

Publicação
INNOVATIONS IN BIO-INSPIRED COMPUTING AND APPLICATIONS, IBICA 2021

Abstract
This research aims at investigating which web accessibility and usability tools, with the focus on the ones that warrant automation, are available to assess the quality of interfaces for people with disabilities and/or special needs, enabling them to navigate and interact with web and mobile apps. Our search strategy identified 72 scientific articles of the most rated conferences and scientific journals, from which 16 were considered for the systematic literature review (SLR). We found that, despite the existence of various tools either for web or mobile apps, they are not completely effective, covering less than 40% of all the problems encountered. Also, no tool was found capable of adapting the application interfaces according to the type of disabilities that users may present. Therefore, a new tool could be a welcome advancement to provide full accessible and usable experiences.

2022

An Approach to Teach Accessibility with Gamification

Autores
Lorgat, MG; Paredes, H; Rocha, T;

Publicação
19TH INTERNATIONAL WEB FOR ALL CONFERENCE

Abstract
Over the last years, accessibility has been gaining more recognition, hence there is a market demand for professionals skilled in accessibility. Therefore, there is a trend towards incorporating accessibility in computer science curricula. Many approaches were presented in order to teach accessibility in the academy, however many failed in the department of motivation and engagement. Moreover, gamification is a strong contender when it comes to engaging, motivating and improving the students' performance using game design elements in non-game context, and it has not been much explored to teach accessibility in the academy. Consequently, this paper proposes to teach accessibility in the academy through a gamification-based approach. The paper starts with a presentation of the proposed approach and finally concludes the paper along with future research direction.

2022

Uncovering the Potential of Cognitive Personalization for UI Adaptation in Crowd Work

Autores
Paulino, D; Correia, A; Guimarães, D; Barroso, J; Paredes, H;

Publicação
CSCWD

Abstract
Crowdsourcing has received considerable attention over the last fifteen years and has been the subject of several experiments that demonstrate its large potential for use in real-world situations. With the rapid growth of and access to crowd work environments, there is a need for new ways to ensure more equitable access for all people. Task design is one of the core aspects of the crowdsourcing process and its optimization is a priority for many requesters that want to have their tasks solved in short times and with high levels of accuracy. Aligned with this goal, a cognitive personalization framework can make it feasible to assess the information processing preferences of crowd workers in order to provide a useful user interface (UI) adaptation. In an effort to address this issue, this study recruited a total of 64 crowd workers to take cognitive style tests and perform prototypical tasks. The results indicate that it is possible to apply short tests and then obtain some useful indicators for better matching tasks to workers with implications for improving the general outcomes and acceptance rates in crowdsourcing.

2022

Cognitive Personalization in Microtask Design

Autores
Paulino, D; Correia, A; Reis, A; Guimaraes, D; Rudenko, R; Nunes, C; Silva, T; Barroso, J; Paredes, H;

Publicação
UNIVERSAL ACCESS IN HUMAN-COMPUTER INTERACTION: NOVEL DESIGN APPROACHES AND TECHNOLOGIES, UAHCI 2022, PT I

Abstract
Today digital labor increasingly advocates for the inclusion of people who are excluded from society in someway. The proliferation of crowdsourcing as a new form of digital labor consisting mainly of microtasks that are characterized by a low level of complexity and short time periods in terms of accomplishment has allowed a wide spectrum of people to access the digital job market. However, there is a long-recognized mismatch between the expectations of employers and the capabilities of workers in microwork crowdsourcing marketplaces. Cognitive personalization has the potential to tailor microtasks to crowd workers, thus ensuring increased accessibility by providing the necessary coverage for individuals with disabilities and special needs. In this paper an architecture for a crowdsourcing system intended to support cognitive personalization in the design of microtasks is introduced. The architecture includes an ontology built for the representation of knowledge on the basis of the concepts of microtasks, cognitive abilities, and types of adaptation in order to personalize the interface to the crowd worker. The envisioned system contains a backend and a frontend that serve as an intermediary layer between the crowdsourcing platform and the workers. Finally, some results obtained to evaluate the proposed system are presented.

2022

Crowd and Urban Storytelling: Evaluating a Collective Intelligence Model to Support Discussions about the City

Autores
Chaves, R; Motta, CLR; Correia, A; Paredes, H; Caetano, BP; de Souza, JM; Schneider, D;

Publicação
CSCWD

Abstract
In recent years, digital technologies have been used to support discussions about the city and also to involve citizens in participatory public processes. However, despite the widespread use of social media platforms, old issues related to engagement and participation still persist in digital initiatives. The main goal of this study is to carry out an empirical evaluation of a collective intelligence model that combines crowdsourcing and social storytelling to support discussions about the city from a bottom-up perspective. Within a design science research approach we designed a participatory action study that was carried out through a workshop with students and professionals from different areas, such as architecture, urban design and information technology. As a result, we were able to assess whether the collective intelligence model was acceptable to the participants by investigating whether the behavioral assumptions were valid and thus outlining some contributions to the field of urban informatics.

  • 178
  • 740