Rafael Ferreira Vitor, Breno N. S. Keller, Thiago D'Angelo, Héctor Azpúrua, A. G. Bianchi, S. Delabrida
{"title":"Collaborative teleoperation evaluation for drones","authors":"Rafael Ferreira Vitor, Breno N. S. Keller, Thiago D'Angelo, Héctor Azpúrua, A. G. Bianchi, S. Delabrida","doi":"10.1145/3357155.3358439","DOIUrl":"https://doi.org/10.1145/3357155.3358439","url":null,"abstract":"Piloting an unmanned aerial vehicle (UAV), popularly known as drones, is a challenging task that contrasts the pilot's ability and the expertise required for the task. In industrial scenarios, inspectors may not know how to pilot the drone. However, these analysts could potentially assist someone in the process and collaborate on the task. Thus, the purpose of this work is to evaluate a framework that divides the teleoperation of drones into two participants: one participant playing the role of the pilot and another one playing the role of the inspector, over all enabling the teleoperation of drones and performing tasks functioning/working in a cooperative manner. User studies were performed to evaluate the individual opinions of the participants regarding the implemented framework. The results of this work show the framework to be efficient in facilitating the resolution of tasks, which, none the less, could be improved by adding better equipment.","PeriodicalId":237718,"journal":{"name":"Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126356481","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Igor da Silva Solecki, João V. Araujo Porto, K. A. Justen, Nathalia da Cruz Alves, C. V. Wangenheim, A. Borgatto, J. Hauck
{"title":"CodeMaster UI design - app inventor: a rubric for the assessment of the interface design of Android apps developed with app inventor","authors":"Igor da Silva Solecki, João V. Araujo Porto, K. A. Justen, Nathalia da Cruz Alves, C. V. Wangenheim, A. Borgatto, J. Hauck","doi":"10.1145/3357155.3358463","DOIUrl":"https://doi.org/10.1145/3357155.3358463","url":null,"abstract":"One way to teach computational thinking in K-12 is through the development of mobile applications with App Inventor. Although there exist several courses in this context, there is still a need for support for the evaluation of the applications created by the students. Specifically for the evaluation of the interface design there are still no automated approaches available. Thus, in order to support the evaluation of the visual design of apps based on its compliance with guidelines, we developed CodeMaster UI Design Rubric - App Inventor in the context of computing education in school. In order to facilitate its application in practice, the evaluation of applications created with App Inventor has been automated. The reliability and validity of the rubric were evaluated through an evaluation with 978 projects from the App Inventor Gallery. The results indicate that the CodeMaster UI Design Rubric - App Inventor can be considered reliable (Cronbach's alpha = 0.72). In terms of construct validity, there is evidence of convergent validity. However, we identified the need to revise some criteria due to a lack of correlations with UI design element categories. Based on these results, the rubric is being improved and larger-scale studies are being carried out.","PeriodicalId":237718,"journal":{"name":"Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121468460","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An online survey design approach considering the diversity of pre-linguistic deaf respondents","authors":"P. Amorim, Simone Bacellar Leal Ferreira","doi":"10.1145/3357155.3360476","DOIUrl":"https://doi.org/10.1145/3357155.3360476","url":null,"abstract":"In this paper, the process of elaborating an accessible on-line questionnaire for bilingual de-linguistic deaf people is presented, considering diversity and flexibility as a basis to a contemporary context, as well as meets different demands of linguistic, cultural and social needs. In this sense, this study reflects online survey artifacts creation for de-linguistic deaf individuals.","PeriodicalId":237718,"journal":{"name":"Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131411009","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Arlindo Gómes, Cristiana Soares, Francisco Simões, W. Correia
{"title":"Art accessibility for blind people: a process to create and understand photography","authors":"Arlindo Gómes, Cristiana Soares, Francisco Simões, W. Correia","doi":"10.1145/3357155.3358456","DOIUrl":"https://doi.org/10.1145/3357155.3358456","url":null,"abstract":"Cultural spaces like art galleries or museums are, in general, not accessible to blind or low vision visitors. Most of them do not have haptic support or when it has, the users do not have the experience to understand adapted art. This paper proposes a process to improve accessibility to visual art by for blind people improving knowledge on the creation and interpretation of photography. Initially, a photography workshop was applied to a group of three individuals with different levels of visual impairment. In the first part, researchers explained the basic concepts of photography like composing, lighting, and camera. Then, the participants choose their subjects and captured images. After the workshop, the research team built six haptic plaster pieces. Later, a final meeting and a public exhibition took place to collect users feedback and show their final results. With this process, we provide a path to improve the autonomy of blind people on image reading, photographic production, and haptic perception, giving them tools to interpret not just their captured images, but different visual art, using their own experiences. This work can also be extended to understand the challenges of image/haptic based interfaces for people with low vision.","PeriodicalId":237718,"journal":{"name":"Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114092829","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Paula Maia de Souza, Kamila R. H. Rodrigues, Vânia Paula de Almeida Neris
{"title":"SemTh","authors":"Paula Maia de Souza, Kamila R. H. Rodrigues, Vânia Paula de Almeida Neris","doi":"10.1145/3357155.3358440","DOIUrl":"https://doi.org/10.1145/3357155.3358440","url":null,"abstract":"Therapeutic digital games are able to conceal therapeutic tasks behind a fantasy world, and thus increase patient motivation and adherence to therapies. The design of this category of games differs from others since it requires an understanding of the domain of therapy that has to be addressed, as well as the necessary knowledge of game development. Research in the literature has highlighted that there is a lack of a formal approach that can allow a multidisciplinary team to be involved in the design of this category of games. This paper adopts a semio-participatory approach to the design of therapeutic digital games, which includes a multidisciplinary team and supports the different profiles of professionals who take part in the whole design process. The approach, called SemTh, was based on a) data from the literature, b) reports of the experiences of professionals who have designed therapeutic games and c) an evaluation of researchers in the areas of computation and health. SemTh was used to devise a therapeutic game for children diagnosed with cancer. The approach was evaluated by the professionals involved in the process of game construction and obtained positive results, mainly with regard to understanding the domain, the needs of the target users and the therapeutic aspects of the game.","PeriodicalId":237718,"journal":{"name":"Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116026907","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
F. Santos, D. M. B. Paiva, Renata Pontin de Mattos Fortes
{"title":"A specialized cognitive walkthrough to evaluate digital games for elderly users","authors":"F. Santos, D. M. B. Paiva, Renata Pontin de Mattos Fortes","doi":"10.1145/3357155.3358452","DOIUrl":"https://doi.org/10.1145/3357155.3358452","url":null,"abstract":"Population aging on a global scale has occurred simultaneously with rapid technological developments. In the context of using technologies to improve quality of life, digital games can offer several benefits for a healthy aging, such as physical and mental well-being, and socializing with other players. However, to achieve such benefits it is required that the interfaces of these games be accessible to the elderly public. In this way, it was noted the need for evaluation methods that consider the characteristics of elderly users while interacting with games. In Literature, there is a scarcity of methods that evaluate digital games, so, the objective of this work is to propose a specialization of the Cognitive Walkthrough (CW) method to evaluate digital games considering elderly users. Two case studies were also carried out, the first with the intention of verifying in practice how the CW method is applied. Based on the theoretical studies and the results of the first case study, a specialization of the CW method was proposed, called Cognitive Barriers Walkthrough (CBW). A second case study was carried out to verify its applicability and provide a comparison with the traditional method. The comparison results suggest the effectiveness of the proposed method over the traditional method.","PeriodicalId":237718,"journal":{"name":"Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132523111","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Truck drivers' fatigue and stress: a user study for requirements elicitation of an affective computer application","authors":"I. Goldstein, L. Filgueiras","doi":"10.1145/3357155.3360485","DOIUrl":"https://doi.org/10.1145/3357155.3360485","url":null,"abstract":"Drivers' stress and fatigue situations are frequent in cargo transportation professional activity. Although current technology already allows the monitoring of these conditions, such technology resources are not yet common in truck cockpits, missing the opportunity to alert the professional of these conditions and, thus, to reduce the likelihood of accidents. In this paper, we present a user study performed with drivers and cargo operators, aiming to identify requirements for an affective computing application to monitor stress and fatigue conditions.","PeriodicalId":237718,"journal":{"name":"Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems","volume":"175 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127585001","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Priscyla G. F. Barbosa, P. Amorim, Simone Bacellar Leal Ferreira
{"title":"Augmented reality and museum accessibility: a case study to support hard of hearing people","authors":"Priscyla G. F. Barbosa, P. Amorim, Simone Bacellar Leal Ferreira","doi":"10.1145/3357155.3358434","DOIUrl":"https://doi.org/10.1145/3357155.3358434","url":null,"abstract":"This article presents the results of a first analysis of the construction process of an assistive augmented reality technology to support the spontaneous visit of deaf and hard of hearing to museums, in order to identify all barriers and benefits that may assist the developers in the design of artifacts for deaf pre-linguistic people. For this purpose, it was built an application prototype, based on user-centered design, able to present the museum's exhibition content in different formats.","PeriodicalId":237718,"journal":{"name":"Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116943607","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Using playability evaluation techniques in first person shooter games for virtual reality","authors":"Yan Fontão, T. Conte, Juliana Saraiva","doi":"10.1145/3357155.3360481","DOIUrl":"https://doi.org/10.1145/3357155.3360481","url":null,"abstract":"Given the increased consumption of software solutions with virtual reality, there is also the growing availability of digital games. One of the quality attributes that can significantly influence the acceptance of virtual reality digital games on the market is playability. In this context, some new heuristics sets have been proposed to assess this quality attribute. These new specific sets approach explicitly the challenges posed by virtual reality, such as interface design, placement, and space among virtual and real reality. However, there is a lack of empirical evidence about the efficiency of these new heuristic sets. Therefore, this work presents an exploratory study where we conduct playability evaluations in five virtual reality games on first-person shooter gender using two heuristic sets: VR Play Guidelines and VR Heuristic Evaluation Tool. After analyzing the results of these evaluations, we noticed that the choice of the proper heuristic set to evaluate playability depends on the development stage, the objective, and the technical knowledge of the evaluator.","PeriodicalId":237718,"journal":{"name":"Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128690709","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
D. Junior, Emerson André Fedechen, M. Baranauskas, Roberto Pereira
{"title":"Open design: a systematic mapping","authors":"D. Junior, Emerson André Fedechen, M. Baranauskas, Roberto Pereira","doi":"10.1145/3357155.3358462","DOIUrl":"https://doi.org/10.1145/3357155.3358462","url":null,"abstract":"Inspired by the Open Software development model, Open Design is based on information and methodology applied to the design process, prioritizing free and open access and participation. In order to characterize Open Design in interactive computing systems and to identify the state of the art in this area, this paper presents a systematic mapping. Based on 12 selected papers, the main results indicate: (a) the absence of a general characterization encompassing the structure, process and tools; (b) a consensus on using Open Design because of its possible benefits; (c) lack of stakeholder involvement in research; and (d) lack of evaluation of research results. Data obtained from the mapping suggest Open Design is at a conceptual and exploratory stage where investigations are mostly conceptual and propositions of technical solutions are rare. Finally, the paper proposes a characterization for Open Design and suggests a research agenda for the area.","PeriodicalId":237718,"journal":{"name":"Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115102661","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}