Cookies
O website necessita de alguns cookies e outros recursos semelhantes para funcionar. Caso o permita, o INESC TEC irá utilizar cookies para recolher dados sobre as suas visitas, contribuindo, assim, para estatísticas agregadas que permitem melhorar o nosso serviço. Ver mais
Aceitar Rejeitar
  • Menu
Publicações

Publicações por HumanISE

2016

Performing universal tasks using a mini iPad: usability assessment per people with intellectual disabilities

Autores
Rocha, Tania; Bessa, Maximino; Cabral, Luciana;

Publicação
Proceedings of the XVII International Conference on Human Computer Interaction, Interacción 2016, Salamanca, Spain, September 13 - 16, 2016

Abstract
With this study we aim at assessing if a mini iPad device is a usable option for digital interaction to perform selection, manipulation, and insertion tasks by people with intellectual disabilities. This study builds on previous studies where usability was evaluated for universal tasks using the keyboard and a mouse input device [1]. This allowed us to assess the usability of a small mini iPad and compare it with other two input devices, namely keyboards and the mouse. For usability assessment we registered the following variables: successful conclusion of activities, type of difficulties found, errors and satisfaction indicators. The results showed that this group was much motivated to learn how to handle with the iPad, several asked to repeat the task and no one quit any task requested. Despite the number of errors as registered in their interaction, they always knew how to overcome the error and never showed frustration or demotivation. Furthermore, they had a good performance (relation between variables: time to conclude the task, number of errors and difficulties felt) with the mini iPad device, however when compared with the keyboard and mouse, their performance increased. © 2016 ACM.

2016

Presence in Virtual Environments: Objective Metrics vs. Subjective Metrics - A Pilot Study

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

SAMi: An Accessible Web Application Solution for Video Search for People with Intellectual Disabilities

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

Usability evaluation of an entertainment platform by people with intellectual disabilities

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

Evaluating Selection, Manipulation and Navigation Tasks by People with Intellectual Disabilities Learning level comparison of user interaction performance with digital content

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

Sexting: Adaptation of sexual behavior to modern technologies

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.

  • 317
  • 589