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Publicações

Publicações por HumanISE

2022

11th Symposium on Languages, Applications and Technologies, SLATE 2022, July 14-15, 2022, Universidade da Beira Interior, Covilhã, Portugal

Autores
Cordeiro, J; Pereira, MJ; Rodrigues, NF; Pais, S;

Publicação
SLATE

Abstract

2022

Virtual Reality Video Game for Depression Awareness

Autores
Morim, F; Oliveira, E; Braga, C; Rodrigues, N;

Publicação
2022 IEEE 10TH INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH(SEGAH' 22)

Abstract
Depression is a mental disease that affects over 264 million people worldwide and is responsible for causing great suffering, work dysfunction, faulty education, family relationships and can lead to suicide. Depression stigma prevents over half of the people who suffer from major depression from seeking professional help. Stigma mostly results from a deficient understanding of the mental disease. Research indicates that first-hand experiences of the perceptions of an individual diagnosed with a mental disorder in a simulated virtual reality environment can increase empathy and positive attitudes towards the individual. Interactive VR experiences have been described as a human-computer interface that enables users to immerse themselves in a computer generated, multi-dimensional environment. This project aims at examining the impact of a VR-assisted experience on reducing stigma and increase empathy towards individuals with depression. Following a methodology based on well-established results from psychology about common depression misunderstandings, we present a VR experience that simulates some of the most common difficulties encountered by people diagnosed with depression.

2022

COVID-19 Impact on Forecasting Emergency Department Visits Performance

Autores
Silva, E; Ferreira-Coimbra, J; Oliveira, E; Henriques, M; Rodrigues, NF;

Publicação
SSRN Electronic Journal

Abstract

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.

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