321 research outputs found

    Towards a unified definition of web accessibility

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    Combing Location-Aware Applications with in-situ Actors Performances

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    In this paper we present a model to define location-aware experiences having its different aspects (contents, location, etc) decoupled one from another. We have created an application following this model, which is also combined with actors’ performances. This application defines three relevant locations inside a specific building. By reading a QR-code the user indicates that he/she has arrived at one of those locations. In that moment, the application triggers some questions related to the actors’ performances. Hence, the user is required to see all the plays in order to be able to answer such questions. The application assists the user in moving throughout the different locations. We present the evaluation of this application and then we discuss interesting aspects that have shown up as a result of the in-situ evaluation of this application.Laboratorio de Investigación y Formación en Informática Avanzad

    How to make privacy policies both GDPR-compliant and usable

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    It is important for organisations to ensure that their privacy policies are General Data Protection Regulation (GDPR) compliant, and this has to be done by the May 2018 deadline. However, it is also important for these policies to be designed with the needs of the human recipient in mind. We carried out an investigation to find out how best to achieve this.We commenced by synthesising the GDPR requirements into a checklist-type format. We then derived a list of usability design guidelines for privacy notifications from the research literature. We augmented the recommendations with other findings reported in the research literature, in order to confirm the guidelines. We conclude by providing a usable and GDPR-compliant privacy policy template for the benefit of policy writers

    Personalizing the web: A tool for empowering end-users to customize the web through browser-side modification

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    167 p.Web applications delegate to the browser the final rendering of their pages. Thispermits browser-based transcoding (a.k.a. Web Augmentation) that can be ultimately singularized for eachbrowser installation. This creates an opportunity for Web consumers to customize their Web experiences.This vision requires provisioning adequate tooling that makes Web Augmentation affordable to laymen.We consider this a special class of End-User Development, integrating Web Augmentation paradigms.The dominant paradigm in End-User Development is scripting languages through visual languages.This thesis advocates for a Google Chrome browser extension for Web Augmentation. This is carried outthrough WebMakeup, a visual DSL programming tool for end-users to customize their own websites.WebMakeup removes, moves and adds web nodes from different web pages in order to avoid tabswitching, scrolling, the number of clicks and cutting and pasting. Moreover, Web Augmentationextensions has difficulties in finding web elements after a website updating. As a consequence, browserextensions give up working and users might stop using these extensions. This is why two differentlocators have been implemented with the aim of improving web locator robustness

    Personalizing the web: A tool for empowering end-users to customize the web through browser-side modification

    Get PDF
    167 p.Web applications delegate to the browser the final rendering of their pages. Thispermits browser-based transcoding (a.k.a. Web Augmentation) that can be ultimately singularized for eachbrowser installation. This creates an opportunity for Web consumers to customize their Web experiences.This vision requires provisioning adequate tooling that makes Web Augmentation affordable to laymen.We consider this a special class of End-User Development, integrating Web Augmentation paradigms.The dominant paradigm in End-User Development is scripting languages through visual languages.This thesis advocates for a Google Chrome browser extension for Web Augmentation. This is carried outthrough WebMakeup, a visual DSL programming tool for end-users to customize their own websites.WebMakeup removes, moves and adds web nodes from different web pages in order to avoid tabswitching, scrolling, the number of clicks and cutting and pasting. Moreover, Web Augmentationextensions has difficulties in finding web elements after a website updating. As a consequence, browserextensions give up working and users might stop using these extensions. This is why two differentlocators have been implemented with the aim of improving web locator robustness

    Concurrent Speech Synthesis to Improve Document First Glance for the Blind

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    International audienceSkimming and scanning are two well-known reading processes, which are combined to access the document content as quickly and efficiently as possible. While both are available in visual reading mode, it is rather difficult to use them in non visual environments because they mainly rely on typographical and layout properties. In this article, we introduce the concept of tag thunder as a way (1) to achieve the oral transposition of the web 2.0 concept of tag cloud and (2) to produce an innovative interactive stimulus to observe the emergence of self-adapted strategies for non-visual skimming of written texts. We first present our general and theoretical approach to the problem of both fast, global and non-visual access to web browsing; then we detail the progress of development and evaluation of the various components that make up our software architecture. We start from the hypothesis that the semantics of the visual architecture of web pages can be transposed into new sensory modalities thanks to three main steps (web page segmentation, keywords extraction and sound spatialization). We note the difficulty of simultaneously (1) evaluating a modular system as a whole at the end of the processing chain and (2) identifying at the level of each software brick the exact origin of its limits; despite this issue, the results of the first evaluation campaign seem promising

    Accessing movies' emotional information

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    Emotional information is being used in several systems as a way to understand users while interacting with computers or as a way to explore content classification. Movies are a medium emotionally empowered and technological developments and trends for media convergence are turning video into a dominant and pervasive medium, and online video is becoming a growing entertainment activity on the web. In this paper we present a user interface for movies' emotion exploration based on a previous usability study. Felt - is an application for movie and users' emotions exploration as a way to access movies by its emotional properties or as a way of recommending movies by the analysis of users emotional profiles. In this paper we also propose novel interactive mechanisms for movie's emotions exploration.info:eu-repo/semantics/publishedVersio

    A serious games platform for cognitive rehabilitation with preliminary evaluation

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    In recent years Serious Games have evolved substantially, solving problems in diverse areas. In particular, in Cognitive Rehabilitation, Serious Games assume a relevant role. Traditional cognitive therapies are often considered repetitive and discouraging for patients and Serious Games can be used to create more dynamic rehabilitation processes, holding patients' attention throughout the process and motivating them during their road to recovery. This paper reviews Serious Games and user interfaces in rehabilitation area and details a Serious Games platform for Cognitive Rehabilitation that includes a set of features such as: natural and multimodal user interfaces and social features (competition, collaboration, and handicapping) which can contribute to augment the motivation of patients during the rehabilitation process. The web platform was tested with healthy subjects. Results of this preliminary evaluation show the motivation and the interest of the participants by playing the games.- This work has been supported by FCT - Fundacao para a Ciencia e Tecnologia in the scope of the projects: PEst-UID/CEC/00319/2015 and PEst-UID/CEC/00027/2015. The authors would like to thank also all the volunteers that participated in the study

    Bridging the Gap Between Education and Experience: A Comparative Analysis of IPB University Museum's Visitor Experience

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    The IPB Museum, located on the Darmaga Campus of IPB University, serves as a platform to showcase its rich history, developments, and future aspirations. University museums are vital institutions, embracing innovation and fostering communities of knowledge. Previous research emphasizes the impact of visitor experience on satisfaction and loyalty, highlighting the advantages of interactive technologies in museums for improved engagement and education. Evaluating technology's impact is crucial, and this study utilizes The Museum Tourism Experience and Experiential Value questionnaire to provide a baseline measurement and benchmark for future interventions, enabling a comprehensive evaluation of technology's impact on visitor experiences and satisfaction. In this study, 103 undergraduate students from the User Experience Design Course were invited to visit the IPB Museum to assess their experience using The Museum Tourism Experience and Experiential Value (MTEEV) questionnaire, which evaluates five aspects of the visitor experience. The students completed the questionnaire both before and after their visit, aiming to measure the impact of the museum visit on their perception and evaluate the effectiveness of the IPB Museum. The museum received lower ratings in visual appeal, entertainment, escapism, willingness to pay more, and imaginary vividness compared to visitors' past experiences, indicating potential areas for improvement to enhance the overall visitor experience. Lastly, we present our participatory strategy using MBKM and the capstone program to improve the museum experience.     &nbsp
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