Gestural interaction devices emerged and originated various studies on multimodal human–computer interaction to improve user experience (UX). However, there is a knowledge gap regarding the use of these devices to enhance learning. We present an exploratory study which analysed the UX with a multimodal immersive videogame prototype, based on a Portuguese historical/cultural episode. Evaluation tests took place in high school environments and public videogaming events. Two users would be present simultaneously in the same virtual reality (VR) environment: one as the helmsman aboard Vasco da Gama’s fifteenth-century Portuguese ship and the other as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a VR headset to explore the environment, whereas the giant player used body motion to control the giant, and observed results on a screen, with no headset. This allowed a preliminary characterisation of UX, identifying challenges and potential use of these devices in multi-user virtual learning contexts. We also discuss the combined use of such devices, towards future development of similar systems, and its implications on learning improvement through multimodal human–computer interaction.
Information about the paper titled "SIMPROGRAMMING: THE DEVELOPMENT OF AN INTEGRATED TEACHING APPROACH FOR COMPUTER PROGRAMMING IN HIGHER EDUCATION" at IATED Digital Library
With the goal of lessening barriers to the learning of advanced programming techniques, we put into place a trial which required students to get involved with online communities of programmers. Using a course assignment on software architecture styles, students had study a problem, find basis for a tentative approach, and discuss it online with programmers. The expectation was that students would find motivation for their studies from both the contact with communities of programmers, and from having to study and reflect upon their problem well enough to be able to draw the interest of members of those communities. We present the strategy we used, the developments and outcomes, and ideas for further application of this approach.
30 June 2009 in Revista Eletrônica de Sistemas de Informação
O presente trabalho apresenta um estudo comparativo entre os padrões de acessibilidade: o internacional WCAG e o nacional e-MAG. Nesse estudo são descritas as principais características dos modelos, suas semelhanças e diferenças. Para isso, foi realizada uma pesquisa junto a organizações brasileiras de modo a verificar o grau de aderência aos dois padrões. Foram conduzidos testes automatizados para verificar a acessibilidade dos sites institucionais e foi elaborado um questionário para analisar o grau de aderência às diretrizes. Os resultados revelaram que as recomendações propostas pelos dois padrões apresentam poucas diferenças, indicando que o padrão internacional se adequa às necessidades nacionais.
The user interface should meet the expectations and needs of a variety of users. They should be accessible by any person, independently of their physical, perceptual-motor, social and cultural capabilities. The current research aims to show that the development of accessible Web applications goes beyond the design of sites in compliance with accessibility guidelines: usability issues should also be addressed. The interaction between visually-impaired persons and several sites was observed and the problems detected in this process, were analyzed. The analysis was based on a taxonomy of non-functional requirements related to usability. This taxonomy was aligned with the accessibility guidelines aiming to help professionals in the identification of accessibility and usability problems that may avoided or minimized during requirements planning, and thus, facilitate the interaction of visually-impaired users with the Internet and provide sites that offer content that is easy to understand and are easy to navigate