2022
Authors
Carvalho, B; Mendes, D; Coelho, A; Rodrigues, R;
Publication
ICAT-EGVE 2022, International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, Hiyoshi, Yokohama, Japan, November 30 - December 3, 2022.
Abstract
2022
Authors
Silva, PA; Magalhaes, LG; Mendes, D; Giachetti, A;
Publication
COMPUTERS & GRAPHICS-UK
Abstract
2021
Authors
Rafael, J; Moreira, J; Mendes, D; Alves, M; Gonçalves, D;
Publication
21st Eurographics Conference on Visualization, EuroVis 2019 - Short Papers, Porto, Portugal, June 14-18, 2021
Abstract
2023
Authors
Moreira, J; Mendes, D; Goncalves, D;
Publication
INFORMATION VISUALIZATION
Abstract
Incidental visualizations are meant to be seen at-a-glance, on-the-go, and during short exposure times. They will always appear side-by-side with an ongoing primary task while providing ancillary information relevant to those tasks. They differ from glanceable visualizations because looking at them is never their major focus, and they differ from ambient visualizations because they are not embedded in the environment, but appear when needed. However, unlike glanceable and ambient visualizations that have been studied in the past, incidental visualizations have yet to be explored in-depth. In particular, it is still not clear what is their impact on the users' performance of primary tasks. Therefore, we conducted an empirical online between-subjects user study where participants had to play a maze game as their primary task. Their goal was to complete several mazes as quickly as possible to maximize their score. This game was chosen to be a cognitively demanding task, bound to be significantly affected if incidental visualizations have a meaningful impact. At the same time, they had to answer a question that appeared while playing, regarding the path followed so far. Then, for half the participants, an incidental visualization was shown for a short period while playing, containing information useful for answering the question. We analyzed various metrics to understand how the maze performance was impacted by the incidental visualization. Additionally, we aimed to understand if working memory would influence how the maze was played and how visualizations were perceived. We concluded that incidental visualizations of the type used in this study do not disrupt people while they played the maze as their primary task. Furthermore, our results strongly suggested that the information conveyed by the visualization improved their performance in answering the question. Finally, working memory had no impact on the participants' results.
2011
Authors
Mendes, D; Lopes, P; Ferreira, A;
Publication
PROCEEDINGS OF THE 8TH INTERNATIONAL CONFERENCE ON ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY (ACE 2011)
Abstract
Presently, multi-touch interactive surfaces have widespread adoption as entertainment devices. Taking advantage of such devices, we present an interactive LEGO application, developed accordingly to an adaptation of building block metaphors and direct multi-touch manipulation. Our solution (LTouchIt) allows users to create 3D models on a tabletop surface. To prove the validity of our approach, we compared LTouchIt with two LEGO applications, conducting a user study with 20 participants. The results suggest that our touch-based application can compete with existing mouse-based applications. It provides users with a hands-on experience, which we believe to be more adequate for entertainment purposes.
2011
Authors
Mendes, D; Ferreira, A;
Publication
HUMAN-COMPUTER INTERACTION - INTERACT 2011, PT IV
Abstract
Recently, considerable research has been carried out regarding three-dimensional object manipulation on multi-touch surfaces. However, most current solutions were developed having in mind scenarios with a camera perpendicular to a scene axis, and cannot be easily used to manipulate three-dimensional objects in unconstrained viewpoints. In this paper, we present and evaluate a set of object manipulation techniques. As a test bed for this study, we used an unconstrained virtual LEGO modeling tool, taking advantage of ongoing work and popularity of LEGO construction among people of all ages. From this evaluation we improved our understanding on how users prefer to manipulate 3D objects on multi-touch surfaces.
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