2016
Autores
Melo, M; Sampaio, S; Barbosa, L; Vasconcelos Raposo, J; Bessa, M;
Publicação
2016 23RD PORTUGUESE MEETING ON COMPUTER GRAPHICS AND INTERACTION (EPCGI)
Abstract
Equipment such as head-mounted displays are now available for the average consumer at affordable prices. This promotes the usage of this equipment for content consumption and demonstrations, thus it becomes important to establish the best practices for using this technology, namely guidelines in what concerns the recommended exposure time. Therefore, the purpose of this work is to study the impact of the exposure time on the feeling of presence while watching 360 degrees video using an head-mounted display. The independent variables of the study are the exposure time to the stimuli and gender of participants. There were tested four different exposure times: 1 minute, 3 minutes, 5 minutes and 7 minutes. For measuring presence, it was a Portuguese version of the Igroup Presence Questionnaire (IPQ) which considers also 3 presence subscales: spatial presence, realism and involvement. The results have revealed that there are few statistically significant differences for the given exposure times at the level of the sense of presence, apart from spatial presence and realism subscales, which consistently increased with exposure time for male participants and slightly decreased for female ones. Men always needed longer exposure times (> 1 minute) to report the highest scores, while women had the opposite behaviour, frequently reporting maximum scores for the shortest experiences.
2017
Autores
Rocha, T; Carvalho, D; Bessa, M; Reis, S; Magalhaes, L;
Publicação
UNIVERSAL ACCESS IN THE INFORMATION SOCIETY
Abstract
This paper presents a case study regarding the usability evaluation of navigation tasks by people with intellectual disabilities. The aim was to investigate the factors affecting usability, by comparing their user-Web interactions and underline the difficulties observed. For that purpose, two distinct study phases were performed: the first consisted in comparing interaction using two different search engines’ layouts (Google and SAPO) and the second phase consisted in a preliminary evaluation to analyze how users performed the tasks with the usual input devices (keyboard and mouse) and provide an alternative interface to help overcome possible interaction problems and enhance autonomy. For the latter, we compared two different interfaces: a WIMP-based one and speech-based one. The main results obtained showed that users had a better performance with Google (with a simpler layout) than with SAPO (with a complex layout), and despite displaying a good keyboard handling ability, they did not show autonomy using this input device (due to the need for reading/writing when handling this device). In this perspective, Google’s speech recognition application could indeed be considered an alternative for interaction. However, we found that the speech recognition interface is not as robust as it should be: it could be more precise and less prone to errors due to poor word pronunciation. After this two-phased study, we think we may be able to infer some recommendations to be used by developers in order to create more intuitive layouts for easy navigation regarding this group of people, and thereby facilitate digital inclusion. © 2016 Springer-Verlag Berlin Heidelberg
2018
Autores
Bessa, M; Melo, M; Augusto de Sousa, AA; Vasconcelos Raposo, J;
Publicação
COMPUTERS & GRAPHICS-UK
Abstract
The purpose of this study was to measure the subject's sense of presence while they performed a task (riding a bicycle downhill) in a virtual reality (VR) environment and to compare it by body position (standing vs. sitting) and gender. The sample consisted of 35 subjects (19 male and 16 female) between 17 and 33 years of age. A translated and validated Portuguese version of the lgroup Presence Questionnaire (IPQp) and the Reflexive Motor Acts (RMAs), based on direct observation, were used as metrics. The results showed significant differences between body position at the level of Experienced Realism, Spatial Presence and Overall Sense of Presence. When measuring RMAs, it was demonstrated that people in the sitting position presented a higher frequency. We concluded that body position influences perceptions of credibility, which has an impact on the sense of presence. No differences were identified between the genders.
2016
Autores
Carvalho, Diana; Bessa, Maximino; Magalhães, Luis; Carrapatoso, Eurico;
Publicação
Proceedings of the XVII International Conference on Human Computer Interaction, Interacción 2016, Salamanca, Spain, September 13 - 16, 2016
Abstract
Novel input modalities such as touch, tangibles or gestures try to exploit human's innate skills rather than imposing new learning processes. However, no work has been reported that systematically evaluates how these interfaces influence users' performance, that is, assesses if one interface can be more or less appropriate for interaction regarding: (1) different age groups; and (2) different basic tasks, as content insertion or manipulation. This work presents itself as an exploratory evaluation about whether or not the users' efficiency is indeed influenced by different input modalities and age. We conducted a usability evaluation with 60 subjects to understand how different interfaces may influence the speed and accuracy of three specific age groups (children, young adults and older-adults) when dealing with a basic content insertion task. Four input modalities were considered to perform the task (keyboard, touch, tangibles and gestures) and the methodology was based on usability testing (speed, accuracy and user preference). Overall, results show that there is a statistically significant difference in speed of task completion between the age groups, and there may be indications that the type of interface that is used can indeed influence efficiency in insertion tasks, and not so much other factors like age. Also, the study raises new issues regarding the "old" mouse input versus the "new" input modalities. © 2016 ACM.
2015
Autores
Rocha, T; Bessa, M; Magalhães, L; Cabral, L;
Publicação
ACM International Conference Proceeding Series
Abstract
With this study we intent to better understand how a group with intellectual disabilities interacts with digital content, namely web content, when performing equivalent tasks from their daily school activities, such as: painting, making puzzles, playing games. To accomplish this we observed how a group with intellectual disabilities, without experience using computers, performed universal tasks (selection, manipulation and navigation) when presented with different activities on the Web such as painting, playing games or searching. We aimed at evaluating usability and accessibility and for this we registered the following variables: successful conclusion of activities, type of difficulties found, errors, satisfaction, motivation and autonomy indicators. Participants showed motivation and learning skills when performing all the three universal tasks (selection, manipulation and navigation) which is confirmed by the number of participants that was able to conclude the activities. Concerning errors, it was observed that despite the large number of errors made by the participants, their motivation lead them to complete the tasks. When handling the input devices the participants had a good performance using the computer mouse. On the other hand, they could not use the keyboard alone because of their reading/ writing difficulties. © 2015 ACM.
2013
Autores
Barreira, J; Magalhães, L; Bessa, M;
Publicação
Eurographics 2013 - Poster Proceedings, Girona, Spain, 2013
Abstract
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