2019
Autores
Rocha, T; Nunes, RR; Barroso, J; Martins, P;
Publicação
ACM International Conference Proceeding Series
Abstract
In this paper, it is described a multimedia interactive technology to enhance learning for children with learning disabilities. Developed with a user-centered design philosophy, it aims to present an easy user interaction environment to focus students on learning of reading and/or writing activities. With this purpose, it is described the solution developed and the usability assessment, through heuristics and user tests. The heuristics results revealed some minor problems in the design contents (that will be treated in a second version). However, the user tests showed children performed all tasks with success, not only in the offered time but also with no difficulty. Furthermore, they seemed satisfied and motivated to continue the interaction autonomously. © 2019 Association for Computing Machinery.
2020
Autores
Zengin, HA; Reis, A; Barroso, J; Rocha, T;
Publicação
HCI International 2020 - Late Breaking Papers: Universal Access and Inclusive Design - 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19-24, 2020, Proceedings
Abstract
Accessibility is important to include people with disabilities in public life. People with disabilities experience problems in their lives due to products which aren’t designed for them. Addressing these problems is the responsibility of all humanity and the search for solutions should increase. Improving disabled persons’ lives is only possible by applying some rules to product design, such as, improving use-case scenarios. Software solutions must be considered as products in this case. Developing special software programs and upgrading existing solutions to improve the user experience for disabled persons is the obligation of all software developers. Even though the mouse is one of the most important tools, required to access webpages and many other software programs, using it can be a huge problem for people with disabilities, such as, paralysis patients. Therefore, throughout history, different types of methods have been presented as solution. Most of them are not suitable, due to various reasons, like, economic feasibility, mechanic stability and bad designs. In this work, a new method, with more in-built modern and simple technologies, is presented as an alternative to others. To outclass the good economic advantage of its competitors, a limit was set on a low budget webcam and low-tier computer specifications. The Camera tracks the user’s head movements and reacts according to it, using as measurement some metrics about the physiology of human body. Machine learning is used to extract face features and learn the user’s face to determine mouse movements. Machine learning was kept as simple as possible, in order to cope with the low system specification limitations. The main topic of the work is the design and development experience. The solution was tested with a small group of participants and their feedbacks were taken to plan for future improvements. In generally, the users’ comments were good, although some features, such as sensitivity, should be improved. The result of this work will be used to improve the software solution and hopefully will touch the life of people with disabilities. © 2020, Springer Nature Switzerland AG.
2019
Autores
Rocha, T; Nunes, RR; Martins, P; Barroso, J;
Publicação
EDULEARN19: 11TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES
Abstract
In this paper, a game interface for children with learning difficulties designed to enable learning and training the interaction with a QWERTY keyboard, therefore enhancing digital literacy and inclusion, is presented. Specifically, the interface presented writing activities with several difficulty levels, from monosyllabic to polysyllabic words, allowing the training with the QWERTY Keyboard. To assess usability of the interface we performed a preliminary user test with ten children with learning disabilities and it was register the following usability variables: efficiency, effectiveness and satisfaction. The main results showed that children improved their performance with the keyboard throughout the activities but showed spelling difficulties in higher difficulty levels. These difficulties were not in interaction with the QWERTY keyboard but in the word spelling. Still, all conclude tasks with success, no one dropout.
2020
Autores
Lisboa, I; Barroso, J; Rocha, T;
Publicação
Innovative Technologies and Learning - Third International Conference, ICITL 2020, Porto, Portugal, November 23-25, 2020, Proceedings
Abstract
e-Learning promotes asynchronous and synchronous access to education, free from geographical barriers, allowing a great number of people, that otherwise could not study, continue their academic life. Access, however, should be equally granted for All, not limited to the instrumental level, providing a dynamic model that meets the needs of the student user. e-Learning platforms have potential to both enhance learning quality and increase education access as long as is considered user’s different needs. In this paper, we present the theoretical background about the current state of accessibility of e-Learning educational platforms and contents, by analyzing the Brazilian online educational context. This study intends to identify barriers and possible tools to enhance user experience for Blind students, and also present a UX methodology to reach that goal. For the latter, we propose a methodology based on obtaining qualitative and quantitative data to be obtained from online questionnaires. The ultimate goal is to make a global UX evaluation in order to present a complete perspective, on the actual Blind student’s experience when interacting with the digital educational contents and platforms in specifics Brazilian universities digital platforms. © 2020, Springer Nature Switzerland AG.
2020
Autores
Khanal, SR; Sampaio, J; Barroso, J; Filipe, V;
Publicação
HCI International 2020 - Late Breaking Papers: Multimodality and Intelligence - 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19-24, 2020, Proceedings
Abstract
Facial expression analysis is a widespread technology applied in various research areas, including sports science. In the last few decades, facial expression analysis has become a key technology for monitoring physical exercise. In this paper, a deep neural network is proposed to recognize seven basic emotions and their corresponding probability values (scores). The score of the neutral emotion was tracked throughout the exercise and related with heart rate and power generation by a stationary bicycle. It was found that in a certain power range, a participant changes his/her expression drastically. Twelve university students participated in the sub-maximal physical exercise in stationary bicycles. A facial video, heart rate,and power generation were recorded throughout the exercise. All the experiments, including the facial expression analysis, were carried out offline. The score of the neutral emotion and its derivative was plotted against maxHR% and maxPower%. The threshold point was determined by calculating the local minima, with the threshold power for all the participants being within 80% to 90% of its maximum value. From the results, it is concluded that the facial expression was different from one individual to another, but it was more consistant with power generation. The threshold point can be a useful cue for various purposes, such as: physiological parameter prediction and automatic load control in the exercise equipment, such as treadmill and stationary bicycle. © 2020, Springer Nature Switzerland AG.
2020
Autores
Huang, TC; Wu, TT; Barroso, J; Sandnes, FE; Martins, P; Huang, YM;
Publicação
ICITL
Abstract
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