2016
Autores
Melo, M; Rocha, T; Barbosa, L; Bessa, M;
Publicação
2016 23RD PORTUGUESE MEETING ON COMPUTER GRAPHICS AND INTERACTION (EPCGI)
Abstract
The sense of presence and cybersickness are keyfactors to have into account when referring to Virtual Environments (VE). To achieve high levels of presence and minimize cybersickness, it is important to ensure that the user's stimulation is coherent with the contents that are being delivered. In this paper, it is presented a pilot study addressing the usage of both objective and subjective metrics to measure the sense of presence and cybersickness in VE in order to study possible correlations between these two evaluation approaches. On top of that, the pilot study includes two body positions to allow evaluating if the stimulation of the vestibular study has impact on the sense of presence and cybersickness. To evaluate presence and cybersickness, it was developed a VE that consists in a hill where participants ride a bicycle. To broaden the scope of the study, there were studied two body positions: standing and sitting on the bicycle. The equipment EMOTIV epoc+ was used to register the objective metrics. The subjective metrics were registered using the Igroup Presence Questionnaire (IPQ) and the Simulator Sickness Questionnaire (SSQ). To complement the collected data, the levels of fatigue and stress before and after the experience were also registered through self-evaluation. Results show that objective metrics Interest and Stress and the subjective metrics Realism, Fatigue and Stress have a positive interaction regarding the sense of presence. Results further suggest that there is a positive interaction between the objective metric Focus and the subjective metric Involvement.
2016
Autores
Rocha, T; Paredes, H; Barroso, J; Bessa, M;
Publicação
COMPUTERS HELPING PEOPLE WITH SPECIAL NEEDS, PT II (ICCHP 2016)
Abstract
In this paper an accessible Web application that uses icons instead of text to performed YouTube video search, called SAMi, is presented. With this iconic interaction Web application (SAMi), we aimed to develop universal access on the Web, by presenting an alternative way of Web search (without using text); to be a starting point for the definition of an accessible interaction metaphor, based on universal design iconography for digital environments; and ultimately, to contribute to the democratization of access to the Web for all users, regardless of the degree of literacy. The main results obtained with the user test evaluation were: first-rate performance, higher satisfaction and total autonomy in their interaction with SAMi.
2016
Autores
Rocha, T; Carvalho, D; Gonçalves, R; Martins, J; Branco, F; Bessa, M;
Publicação
2016 11TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI)
Abstract
In this paper it is presented a usability evaluation of an entertainment platform, well-known, YouTube. The main aim is to study how people with intellectual disabilities interact with the layout and uses their search field option. We intended to observe and analyze performance and satisfaction but also if the interface can give them autonomy on the search option. The results show that participants had a good experience with the interface, however cannot be autonomy with the search option.
2016
Autores
Rocha, T; Bessa, M; Melo, M; Barroso, J; Cabral, L;
Publicação
2016 23RD PORTUGUESE MEETING ON COMPUTER GRAPHICS AND INTERACTION (EPCGI)
Abstract
This paper presents a study on the evolution of digital skills of a group of people with intellectual disabilities, when performing tasks such as painting, making puzzles, playing games, or word search. For the effect, we compare results in two assessment moments: in the first one, the group with intellectual disabilities had little or no experience as regards as performing universal tasks (selection, manipulation and navigation) and with the Web; in the second one, the group had some experience obtained within the 6 months after the first assessment moment. We aimed at evaluating the evolution of their digital skills by comparing the two assessment moments through the following usability variables: successful conclusion of activities, type of difficulties found, errors, satisfaction, motivation and autonomy indicators. The results revealed that participants showed learning skills when performing all the three universal tasks (namely: selection, manipulation and navigation) which is indicated by the number of participants that was able to conclude the activities, also confirmed by the prominent results of the second assessment moment. When it comes to errors, they made more errors in the first assessment moment, in general. When handling the input devices the participants had a better performance with the mouse than the keyboard. On the other hand, they improved their keyboard handling. However, it was observed that it is not a device that they can be autonomous with due to their reading/writing difficulties, which itself represents a didactic challenge when it comes to the very presentation of appropriate methodologies and techniques that may help them overcome such problem.
2016
Autores
Silva, RBR; Teixeira, CM; Vasconcelos Raposo, J; Bessa, M;
Publicação
COMPUTERS IN HUMAN BEHAVIOR
Abstract
This is the first research that aim to analyze the practice of Sexting in Portugal. The goals of this study included comparing the differences between the Sexting dimensions and independent factors (gender, age, literacy qualifications, profession, residence, marital status, existence of a stable relationship, most used media, place of frequent use of the media, most commonly used technological device, security perception of communication technology, number of text messages sent per day, recipients of text messages) and corroborating the existence of correlations between the Sexting dimensions. The study sample consisted of 301 individuals aged between 18 and 52 years (158 adults and 143 young adults) and included both females (169) and males (132). The instruments used included a translated and adapted version of the Sex and Tech Survey, created by The National Campaign to Prevent Teen and Unplanned Pregnancy, and the elaboration of 7 social and demographic questions and 6 questions about media consumption and daily technology use. The results showed that environment exposure was higher in males as well as in the group of individuals of both sexes who sent approximately 76-90 written messages per day. By contrast, positive emotions and the development of greater interest in Sexting were higher in women. Positive emotions were higher in young adults, students of both sexes and unemployed persons.
2016
Autores
Melo, Miguel; Rocha, Tania; Barbosa, Luis; Bessa, Maximino;
Publicação
Proceedings of the 7th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion, DSAI 2016, Vila Real, Portugal, December 1-3, 2016
Abstract
There is a trend towards the use of Virtual Reality (VR) environments and its evolution has promoted new interaction approaches so there is a need for studying a number of factors that can have impact on its usability. This paper studies the impact of the body position on the usability of VR environments. For the effect, a case study was undertaken based on a bicycle ride that considers two body positions: riding the bicycle seated with the feet on the pedals and hands in the handlebar; and standing with the feet on the ground and the hands on the handlebar. On both cases they had control over the bicycle (steer and brakes). These two body positions were considered as they will allow studying in detail the impact of the different body positions: the first condition mimics the real body position of the depicted scenario while the second condition tests an alternate body position. Results regarding the system's effectiveness have shown an 100% success rate as all participants concluded the task successfully and there were no dropouts. The efficiency results have revealed that the more the participants used the VE the less the number of errors they made and that the completion time differences between the tested conditions were insignificant (> 0.5 seconds). As for satisfaction, participants reported a preference towards the standing position. Furthermore, results reveal that body position has impact on the users' performance but it does not necessarily affect their satisfaction over the virtual experience. © 2016 ACM.
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