2020
Autores
Mendes, D; Reis, S; Guerreiro, J; Nicolau, H;
Publicação
Proc. ACM Hum. Comput. Interact.
Abstract
Interactive tabletops offer unique collaborative features, particularly their size, geometry, orientation and, more importantly, the ability to support multi-user interaction. Although previous efforts were made to make interactive tabletops accessible to blind people, the potential to use them in collaborative activities remains unexplored. In this paper, we present the design and implementation of a multi-user auditory display for interactive tabletops, supporting three feedback modes that vary on how much information about the partners' actions is conveyed. We conducted a user study with ten blind people to assess the effect of feedback modes on workspace awareness and task performance. Furthermore, we analyze the type of awareness information exchanged and the emergent collaboration strategies. Finally, we provide implications for the design of future tabletop collaborative tools for blind users. © 2020 ACM.
2020
Autores
Pereira, T; Moreira, J; Mendes, D; Goncalves, D;
Publicação
2020 IEEE VISUALIZATION CONFERENCE - SHORT PAPERS (VIS 2020)
Abstract
An approach to analyzing Streaming Big Data as it comes in while maintaining the proper context of past events is to employ contiguous visualizations with an increasingly aggressive aggregation degree. This allows for the most recent data to be displayed in detail, while older data is shown in an aggregated form according to how long ago it was received. However, the transitions applied between visualizations with different aggregations must not compromise the understandability of the data flow. Particularly, new data should be perceived considering the context established by older data, and the visualizations should not be perceived as independent or unconnected. In this paper, we present the first study on transitions between two contiguous visualizations, focusing on time series data. We developed several animated transitions between a scatter plot, where all data points are individually represented as they arrive, and other visualizations where data is displayed in an aggregated form. We then conducted a user evaluation to assess the most appealing and effective transitions that allow for the best comprehension of the displayed data for each visualization pair.
2020
Autores
Moreira, J; Mendes, D; Goncalves, D;
Publicação
PROCEEDINGS OF THE WORKING CONFERENCE ON ADVANCED VISUAL INTERFACES AVI 2020
Abstract
In InfoVis design, visualizations make use of pre-attentive features to highlight visual artifacts and guide users' perception into relevant information during primitive visual tasks. These are supported by visual marks such as dots, lines, and areas. However, research assumes our pre-attentive processing only allows us to detect specific features in charts. We argue that a visualization can be completely perceived pre-attentively and still convey relevant information. In this work, by combining cognitive perception and psychophysics, we executed a user study with six primitive visual tasks to verify if they could be performed pre-attentively. The tasks were to find: horizontal and vertical positions, length and slope of lines, size of areas, and color luminance intensity. Users were presented with very simple visualizations, with one encoded value at a time, allowing us to assess the accuracy and response time. Our results showed that horizontal position identification is the most accurate and fastest task to do, and the color luminance intensity identification task is the worst. We believe our study is the first step into a fresh field called Incidental Visualizations, where visualizations are meant to be seen at-a-glance, and with little effort.
2020
Autores
Roque, J; Santos, JD; Simões, J; Almeida, F;
Publicação
Dynamic Strategic Thinking for Improved Competitiveness and Performance - Advances in Business Strategy and Competitive Advantage
Abstract
2020
Autores
Duque, D; Vilaca, JL; Zielke, MA; Dias, N; Rodrigues, NF; Thawonmas, R;
Publicação
IEEE TRANSACTIONS ON GAMES
Abstract
2020
Autores
Pereira, MF; Prahm, C; Kolbenschlag, J; Oliveira, E; Rodrigues, NF;
Publicação
2020 IEEE 8th International Conference on Serious Games and Applications for Health, SeGAH 2020
Abstract
The human hand is the body part most frequently injured in occupational accidents, accounting for one out of five emergency cases and often requiring surgery with subsequently long periods of rehabilitation. This paper proposes a Virtual Reality game to improve conventional physiotherapy in hand rehabilitation, focusing on resolving recurring limitations reported in most technological solutions to the problem, namely the limited diversity support of movements and exercises, complicated calibrations and exclusion of patients with open wounds or other disfigurements of the hand. The system was assessed by seven able-bodied participants using a semistructured interview targeting three evaluation categories: hardware usability, software usability and suggestions for improvement. A System Usability Score (SUS) of 84.3 and participants' disposition to play the game confirm the potential of both the conceptual and technological approaches taken for the improvement of hand rehabilitation therapy. © 2020 IEEE.
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