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Publicações

Publicações por Diana Machado Carvalho

2021

Art & Accessibility

Autores
Resende, M; Carvalho, D; Branco, A; Rocha, T;

Publicação
10th International Conference on Digital and Interactive Arts

Abstract

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.

2012

Developing a multi-touch Serious Game to fight the digital divide

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

Publicação
7TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2012)

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.

2012

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

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

Publicação
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

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

Publicação
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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