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Publicações

Publicações por Tânia Vilela Rocha

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.

2022

Towards an Accessibility Evaluation of eLearning Tools in Emerging 3D Virtual Environments Like Metaverse: Taking Advantage of Acquired Knowledge in Moodle and Second Life

Autores
Cruz, A; Carvalho, D; Rocha, T; Martins, P;

Publicação
TECHNOLOGY AND INNOVATION IN LEARNING, TEACHING AND EDUCATION, TECH-EDU 2022

Abstract
Second Life (SL), a widely used Three-Dimensional Virtual World (3DVW), is being used as a tool for eLearning because of its interaction capabilities. On the other hand, accessibility is growing as a requirement for eLearning software tools, mainly because it can be an important factor for the learning process success by the impaired. In this paper we evaluate the accessibility of SL under WCAG 2.0/2.1 principles, and compare it with Moodle, which is a widely used web-based eLearning tool. We found that neither Moodle nor SL complies with accessibility under WCAG 2.0/2.1 rules, but SL does present itself as more accessible than Moodle. Moreover, WCAG 2.0/2.1 has several requirements specific for web pages, although they do not apply to 3DVWs. In this study, we intent to give a step forward towards evaluating emerging 3D virtual environments, like Metaverse, in the context of accessibility in the eLearning tools.

2011

Framework for Collaborative 3D Urban Environments

Autores
Melo, M; Bessa, M; Rocha, T; Sousa, J; Peres, E; Varajao, J; Magalhaes, L;

Publicação
ENTERPRISE INFORMATION SYSTEMS, PT 2

Abstract
With Virtual Reality (VR) systems it is possible to visualize three-dimensional environments with a high level of detail and visual fidelity. The users can manipulate and interact with those virtual environments in an intuitive way, close to reality. The VR systems enable the access to digital services that can promote, amongst others, collaborative work, data sharing or e-commerce. In this paper, we present a multidisciplinary solution that can offer added value to users through a collaborative environment with an intuitive interface. This environment will use geo-referenced databases to replicate urban environments and represent real world problems in a virtual way, making possible a better and more flexible approach in order to solve them. It is also proposed an architecture and some digital services are illustrated to show its potential.

2011

Identifying different visual patterns in web users behaviour

Autores
Gonçalves, M; Rocha, T; Magalhães, L; Peres, E; Bessa, M; Chalmers, A;

Publicação
Spring Conference on Computer Graphics, SCCG '11, Vininé, Slovakia, April 28-30, 2011

Abstract
On the internet one can find all kinds of information and perform a multitude of tasks such as searching for information about any subject, purchase goods and services, or enquiring about a particular company. When navigating the web, our focus (where we look) can be captured involuntary through a visual stimulus, or may be directed in a controlled manner depending on the task that we are performing. The layouts of web sites range from simple to highly complex. When creating new layouts, knowing what information is most important when a user is performing a task and which areas are supposed to attract his/her attention are important issues in order to make a web site easier to interpret and consequently their usability. In this paper we present an eye tracking study of users' visual behaviour when surfing on websites and investigate if it is possible to determine likely visual patterns. We show that the visual patterns are different depending on the task that is being performed and not on the web site where it is being carried out. © 2011 ACM.

2012

Web Accessibility and Digital Businesses: The Potential Economic Value of Portuguese People with Disability

Autores
Rocha, T; Bessa, M; Goncalves, R; Peres, E; Magalhaes, L;

Publicação
PROCEEDINGS OF THE 4TH INTERNATIONAL CONFERENCE ON SOFTWARE DEVELOPMENT FOR ENHANCING ACCESSIBILITY AND FIGHTING INFO-EXCLUSION (DSAI 2012)

Abstract
The lack of data in Portugal is a crucial problem for a full characterization and thus a full digital integration for people with disabilities. This is not only a problem of ethic dimension or equal opportunities but have also an economic dimension because excludes a consumer group with economical potential. Hence, this article focuses on the importance of the characterization of people with disabilities in a social, economic and digital perspective. It aims to emphasize their disabilities and ageing evolution, potential value in the digital business and design awareness for inclusion for improve the quality of life of people with disabilities. (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

The Recognition of Web Pages' Hyperlinks by People with Intellectual Disabilities: An Evaluation Study

Autores
Rocha, T; Bessa, M; Goncalves, M; Cabral, L; Godinho, F; Peres, E; Reis, MC; Magalhaes, L; Chalmers, A;

Publicação
JOURNAL OF APPLIED RESEARCH IN INTELLECTUAL DISABILITIES

Abstract
Background One of the most mentioned problems of web accessibility, as recognized in several different studies, is related to the difficulty regarding the perception of what is or is not clickable in a web page. In particular, a key problem is the recognition of hyperlinks by a specific group of people, namely those with intellectual disabilities. Materials and Methods This experiment investigated a methodology based on the direct observation, video recording, interview and data obtained by an eye tracker device. Ten participants took part in this study. They were divided into two groups and asked to perform two tasks: Sing a song and Listen to a story in two websites. These websites were developed to include specific details. The first website presented an image navigation menu (INM), whereas the other one showed a text navigation menu (TNM). Results There was a general improvement regarding the participants' performance when using INMs. Conclusion The referred analysis indeed shows that not only did these specific participants gain a better understanding of the demanding task, but also they showed an improved perception concerning the content of the navigation menu that included hyperlinks with images.

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