
Daniel GonçalvesInesc-ID · Visualization and Intelligent Multimodal Interfaces (VIMMI)
Daniel Gonçalves
PhD
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200
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Introduction
Publications
Publications (200)
Peer assessment has been widely studied as a replacement for traditional evaluation, not only by reducing the professors' workload but mainly by benefiting students' engagement and learning. Although several works successfully validate its accuracy and fairness, more research must be done on how students' pre-existing social relationships affect th...
Peer assessment has been widely studied as a replacement for traditional evaluation, not only by reducing the professor’s workload but mainly by benefiting students’ engagement and learning. Although several works successfully validate its accuracy and fairness, more research must be done on how students’ pre-existing social relationships affect th...
People’s lives are always threatened by various diseases. The role of health and medical services, in particular medicine, is undeniable in protecting their lives. Timely preparation and providing medicine for patients is vital since medicine shortage can endanger their lives while excessive accumulation of medicine can put them at expiration risk...
The anchoring effect is the over-reliance on an initial piece of information when making decisions. It is one of the most pervasive and robust biases. Recently, literature has focused on knowing how influential the anchoring effect is when applied to information visualization, with studies finding its reproducibility in the field. Despite the exten...
Recent research on information visualization has shown how individual differences such as personality mediate how users interact with visualization systems. Although there is a robust body of research on this relationship, these studies focus on a particular subset of personality constructs. Therefore, there are still personality traits with untapp...
Recent research has leveraged peer assessment as a grading system tool where learners are involved in learning and evaluation. However, there is limited knowledge regarding individual differences, such as personality, in peer assessment tasks. We analyze how personality factors affect the peer assessment dynamics of a semester-long remote learning...
Purpose: People’s lives are always threatened by various diseases. The role of health and medical services, in particular medicine, is undeniable in protecting their lives. Timely preparation and providing medicine for patients is vital since medicine shortage can endanger their lives while excessive accumulation of medicine can put them at expirat...
Incidental visualizations are meant to be perceived at-a-glance, on-the-go, and during short exposure times, but are not seen on demand. Instead, they appear in people’s fields of view during an ongoing primary task. They differ from glanceable visualizations because the information is not received on demand, and they differ from ambient visualizat...
Incidental visualizations are meant to be seen at-a-glance, on-the-go, and during short exposure times. They will always appear side-by-side with an ongoing primary task while providing ancillary information relevant to those tasks. They differ from glanceable visualizations because looking at them is never their major focus, and they differ from a...
Understanding how visualizations can support decision-making continues to be one of the most relevant challenges in current research. However, prior work provides limited knowledge regarding how the decision-maker profile and, in particular, psychological constructs affect decision-making. Weighing how conscientiousness affects one’s tendency to fo...
Although designers aim at offering the best possible user experience, products are designed for a general audience with a common pool of characteristics. Since intrinsic psychological characteristics model the human interaction, ignoring that each individual has different experiences may lead to a failed product. From these constructs, personality...
Gaining insight is considered one of the relevant purposes of visual data exploration, yet studies that categorize insights are rare. This paper reports on a study to understand if the categorization model used to describe insights and personality factors affect insight-based evaluations' findings. Participants completed a set of tasks with three h...
The main challenge in higher education is student retention. Different methods have been proposed to overcome this challenge. In this paper, we propose a method for the early prediction of student final grades for a course using only their performance data in the current semester. It assists students to analyze how much effort they need to put into...
Gamified learning aims to motivate students using game elements. Although gamification can enhance students’ enjoyment and engagement, it is unclear how different students behave in and interact with gamified contexts. To this end, we analyze how different students interact with a gamified course. We devised such an experimental course on Multimedi...
This dataset contains the Five-Factor Model traits and their facets, the Locus of Control dimensions, and preferences for each participant. Additionally, we collected the apparatus used to fill-in the questionnaire and whether participants used eye correction apparatus.
Recent research on information visualization has shown how individual differences act as a mediator on how users interact with visualization systems. We focus our exploratory study on whether personality has an effect on user preferences regarding idioms used for hierarchy, evolution over time, and comparison contexts. Specifically, we leverage all...
Recent research on information visualization has shown how individual differences act as a mediator on how users interact with visualization systems. We focus our exploratory study on whether personality has an effect on user preferences regarding idioms used for hierarchy, evolution over time, and comparison contexts. Specifically, we leverage all...
Despite the wide adoption of agile methodologies, software development teams still struggle to meet requirements, partially due to practitioners’ lack of motivation to apply agile techniques in practice. We propose a gamification software tool to make Scrum techniques more fun and engaging for practitioners. This paper presents the results of the f...
Individual differences play a major role in human-computer interaction. In particular, personality shapes how we process and act on the world, and how users perceive and accept technology. Nevertheless, there is limited evidence on the impact of different personality types in graphical user interfaces (GUI). Moreover, there is limited work on impli...
Ten years ago, Thaler and Sunstein introduced the notion of nudging to talk about how subtle changes in the ‘choice architecture’ can alter people's behaviors in predictable ways. This idea was eagerly adopted in HCI and applied in multiple contexts, including health, sustainability and privacy. Despite this, we still lack an understanding of how t...
Despite the initial premise of behavior change tools, recent work has questioned their efficacy over the long term. Many of these technologies rely on a "one-size fits all" strategy -- self-monitoring -- to foster behavior change. However, individual's capacity to change their behaviors depends on their ability and motivation for self-regulation. W...
With the increase in the number of students worldwide, it has become difficult for teachers to track their students or even for institutions themselves to identify anomalies in degrees and courses. The sheer amount of data makes such an analysis a daunting task. A possible solution to overcome this problem is the use of interactive information visu...
Color is a characteristic of human visual perception that is present in everything. Color models are the way to represent the range of all possible colors that come from the color combination of the primary
colors of the model, like RGB model. However, colors are not just perceptions, they are connected to a psychological meaning influenced by cult...
A fundamental step in medical diagnosis for patient follow-up relies on the ability of radiologists to perform a trusty diagnostic from acquired images. Basically, the diagnosis strongly depends on the visual inspection over the shape of the lesions. As datasets increase in size, such visual evaluation becomes harder. For this reason, it is crucial...
In-air gestural interfaces are gaining popularity due to the increasing availability and low cost of gesture recognition hardware. However, the current literature mainly focuses either on the young adult user group or, when focusing on older people, most studies limit the focus to physical activity or gaming contexts. The suitability of in-air gest...
Nowadays, thanks to the popularization of music streaming services, we gained access to millions of songs to listen to. One of the methods employed by these services to support browsing and promote song discovery are playlists. Additionally, creating and sharing playlists over the Internet have become common practices. A playlist can be defined as...
Gamified learning is a novel concept that according to recent studies, can increase student activity and improve learning outcomes. However, little is known about how different students experience and are engaged by it. We present a long-term study which identified distinct behavioral and performance patterns in participants taking a gamified colle...
In this demo paper we describe PlaylistCreator, an assisted approach for supporting the creation of music playlists. Our solution allows creators to express song selection and browsing through a visual representation of their intents in a unified view, which relies on a set-based model for representing sources of songs. Creators can convey their pu...
State of the art research shows that gamified learning can be used to engage students and help them perform better. However, most studies use a one-size-fits-all approach to gamification, where individual differences and needs are ignored. In a previous study, we identified four types of students attending a gamified college course, characterized b...
The widespread availability of digital media has changed the way people consume information and has impacted the consumption of auditory information. Despite this recent popularity among sighted people, the use of auditory feedback to access digital information is not new for visually impaired users. However, its sequential nature undermines both b...
The use of educational datamining techniques to elicit patterns in student behavior and learning outcomes can be a useful for the analysis of the effectiveness of teaching strategies and the coordination of study programs. However, results from those techniques are, often, large sets of symbolic patterns, numbering in the thousands, usually present...
Gamification has been explored recently as a way to promote content delivery in education, yielding promising results. However, little is known regarding how it helps different students experience learning and acquire knowledge. In this paper we study and analyze data from a gamified engineering course, to search for distinct behavior patterns. We...
Interaction with large touch surfaces is still a relatively infant domain, particularly when looking at the accessibility solutions offered to blind users. Their smaller mobile counterparts are shipped with built-in accessibility features, enabling non-visual exploration of linearized screen content. However, it is unknown how well these solutions...
Blind people rely mostly on the auditory feedback of screen readers to consume digital information. Still, how fast can information be processed remains a major problem. The use of faster speech rates is one of the main techniques to speed-up the consumption of digital information. Moreover, recent experiments have suggested the use of concurrent s...
Over the years, people raise their children and watch them as they make their adult lives away from home. Because of that, seniors lose contact and intimacy with their loved ones, as physical presence isn’t as possible as desirable. Also, because of physical impairments that may arrive as years pass by, seniors may experience difficulties in commun...
In the area of Personal Information Management, researchers try to cope with problems arising from the large
amount of personal electronic information users have to deal with nowadays. Part of that information are the
users’ documents. It is difficult to retrieve documents that have been written weeks or months ago, as existing
systems provide litt...
Tablet devices can display full-size QWERTY keyboards similar to the physical ones. Yet, the lack of tactile feedback and the inability to rest the fingers on the home keys result in a highly demanding and slow exploration task for blind users. We present SpatialTouch, an input system that leverages previous experience with physical QWERTY keyboard...
Gamification of education is a recent trend, and early experiments showed promising results. Students seem not only to perform better, but also to participate more and to feel more engaged with gamified learning. However, little is known regarding how different students are affected by gamification and how their learning experience may vary. In thi...
The elderly remain excluded from technology, since they regard traditional computer interfaces as overly technical and difficult to use. However, the older users consider other forms of interaction easier to use – like touch and gesture recognition interfaces. Regarding the touch interfaces, we focused on text-entry tasks and developed and tested 5...
Autism Spectrum Disorders (ASD) are a triad of disturbances affecting the areas of communication, social interaction and behavior, and each subject has very different cognitive and functional characteristics. Especially at young ages and in educational contexts, these limitations can be deeply disabling if appropriate intervention methodologies are...
Touch screen interfaces are increasingly more popular. However, they lack haptic feedback, making it harder to perform certain tasks, such as text entry, where users have to constantly select one of many small targets. This problem particularly affects older users, whose deteriorating physical and cognitive conditions, combined with their unfamilia...
A successful analysis of educational processes may help enhance success. Data Mining techniques, despite allowing analysis of such data, result in an extensive set of symbolic patterns that are difficult to understand. Visualization may overcome this limitation due to its potential to display large quantities of data while alleviating cognitive loa...
Visualization provides the means for a natural information interpretation with low cognitive loads. In such context, color is a powerful way to convey information properties. One use of color in visualization is color blending, in which distinct colors represent different data properties and one data item which verifies more than one property is re...
Gamified education is a novel concept, and early trials show its potential to engage students and improve their performance. However, little is known about how different students learn with gamification, and how their gaming habits influence their experience. In this paper we present a study where data regarding student performance and gaming prefe...
Over the years, screen readers have been an essential tool for assisting blind users in accessing digital information. Yet, its sequential nature undermines blind people's ability to efficiently find relevant information, despite the browsing strategies they have developed. We propose taking advantage of the Cocktail Party Effect, which states that...
Gamification of education is a recent trend, and early experiments showed promising results. Students seem not only to perform better, but also to participate more and to feel more engaged with gamified learning. However, little is known regarding how different students are affected by gamification and how their learning experience may vary. In thi...
Providing the educational community with tools to analyze educational processes may result in a more effective education. Application of Data Mining techniques to educational data results in information on educational
settings. However, to comprehend an extensive set of symbolic patterns that is usually difficult to understand. Visualization, due...
Touchscreen interfaces are increasingly more popular. However, they lack haptic feedback, making it harder to perform certain tasks. This is the case of text-entry, where users have to constantly select one of many small targets. This problem particularly affects older users, whose deteriorating physical and cognitive conditions, combined with the...
Visualization is a powerful way to convey data, showing potential for joining and interrelating data items. However, when dealing with large amounts of data, visually merging different classes of information poses several challenges. Color, however, due to its effectiveness for labeling and categorizing information, may be a solution to this shortc...
Nowadays, electronic devices are part of our daily routines, resulting in information generation at virtually any time and context. Due to different styles of interaction, data produced by human activities is not only in considerable quantities, but it is also extremely rich, which makes it difficult to manage and analyze. Visualization has the pot...
No two people are alike. We usually ignore this diversity as we have the
capability to adapt and, without noticing, become experts in interfaces that
were probably misadjusted to begin with. This adaptation is not always at the
user's reach. One neglected group is the blind. Spatial ability, memory, and
tactile sensitivity are some characteristics...
Children with Autism Spectrum Disorders (ASD) generally suffer from disorders which affect multiple behavioral aspects, such as communication, emotional awareness, social interaction, lack of attention, among many others. Modern technologies, are opening up new possibilities for computer-mediated interactions with increased outcomes, enabling both...
Several studies using Information and Communication Technologies (ICT) have been carried out over the years, trying to solve problems related with multiple dimensions of the limitations faced by children with Autism Spectrum Disorders (ASD). It is not yet possible to conclude that the use of ICT is more beneficial than the use of alternative or tra...
Rapid application development is the best way to test prototypes by giving a solid performance for user's tests, while rapid application customization it is the best approach to easily test the user's needs, such as children with autism spectrum disorders. In this paper we present a framework of a platform designed with these concepts in mind. This...