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Daniel Gonçalves

Daniel Gonçalves
Inesc-ID · Visualization and Intelligent Multimodal Interfaces (VIMMI)

PhD

About

179
Publications
72,596
Reads
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2,545
Citations
Citations since 2016
30 Research Items
1883 Citations
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20162017201820192020202120220100200300
20162017201820192020202120220100200300
20162017201820192020202120220100200300
Additional affiliations
May 2001 - present
Inesc-ID
Position
  • Researcher at INESC-ID
September 1996 - present
Technical University of Lisbon
Position
  • computer science engineering undergraduate and graduate courses

Publications

Publications (179)
Article
Full-text available
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...
Conference Paper
Full-text available
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...
Article
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...
Article
Full-text available
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...
Data
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.
Conference Paper
Full-text available
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...
Preprint
Full-text available
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...
Article
Full-text available
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...
Poster
Full-text available
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...
Conference Paper
Full-text available
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...
Conference Paper
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...
Article
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...
Thesis
Full-text available
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...
Conference Paper
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...
Article
Full-text available
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...
Article
Full-text available
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...
Article
Full-text available
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...
Conference Paper
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...
Article
Full-text available
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...
Article
Full-text available
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...
Article
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...
Article
Full-text available
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...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
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...
Conference Paper
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...
Data
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...
Conference Paper
Full-text available
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...
Chapter
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...
Article
Full-text available
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...
Article
Full-text available
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...
Article
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...
Conference Paper
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...
Conference Paper
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...
Article
Full-text available
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...
Conference Paper
Full-text available
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...
Article
Full-text available
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...
Conference Paper
Full-text available
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...
Conference Paper
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...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
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...
Article
Full-text available
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...
Article
Full-text available
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...
Article
Full-text available
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...
Article
Full-text available
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...
Article
Full-text available
Purpose: Touchscreen mobile devices are highly customizable, allowing designers to create inclusive user interfaces that are accessible to a broader audience. However, the knowledge to provide this new generation of user interfaces is yet to be uncovered. Methods: The goal was to thoroughly study mobile touch interfaces and provide guidelines for i...
Conference Paper
Full-text available
Conference Paper
Full-text available
Games are of great interest in education. Their motivational qualities make players more persistent and resilient. In particular, virtual environments have proven to be good learning engagers, as they generate opportunities to create, explore and communicate. Here we present an exploratory study on how student autonomy and creativity can be improve...
Conference Paper
Full-text available
In this paper we explore how gamification can be applied to education in order to improve student engagement. We present a study in which a college course was gamified, by including experience points, levels, badges, challenges and leaderboards. The study was five years long, where the first three were non-gamified years, and the last two regarded...
Conference Paper
Full-text available
Despite the overwhelming emergence of accessible digital technologies, Braille still plays a role in providing blind people with access to content. Nevertheless, many fail to see the benefits of nurturing Braille, particularly given the time and effort required to achieve proficiency. Our research focuses on maximizing access and motivation to lear...
Conference Paper
Full-text available
Well-designed games are good motivators by nature, as they imbue players with clear goals and a sense of reward and fulfillment, thus encouraging them to persist and endure in their quests. Recently, this motivational power has started to be applied to non- game contexts, a practice known as Gamification. This adds gaming elements to non-game proce...
Conference Paper
Huge amounts of movement data are nowadays being collected, as a consequence of the prevalence of mobile computing systems and location based services. While the research interest on the analysis of spatio-temporal data has also significantly increased, there are still several open challenges in areas such as interaction and information visualizati...
Article
Full-text available
Recent years have witnessed an increasing importance of mobile devices. They pervade people’s everyday lives, not only just in the form of feature phones, but also as smartphones and tablets. Some of these have the computing power of small computers. We are, thus, at the cusp of a fundamental change in how we relate to information and others, acces...
Article
Full-text available
Touchscreen mobile devices are highly customizable, allowing designers to create inclusive user interfaces that are accessible to a broader audience. However, the knowledge to provide this new generation of user interfaces is yet to be uncovered. The goal was to thoroughly study mobile touchscreen interfaces and provide guidelines for informed desi...
Conference Paper
Full-text available
Good games are good motivators by nature, as they make players feel rewarded and fulfilled, which pushes them forward to persist and resist frustration. Gamification is a novel technique that uses game elements like points and badges, to motivated and engage users into embracing new behaviors, such as improving one’s health condition, finances or p...
Conference Paper
Full-text available
The growing amount of personal information on the web raises increasing concerns about what and with whom we share information online. Nevertheless, little effort has been made in determining the relevance of the information shared with us or in filtering it accordingly. We conducted a study to identify the most relevant characteristics when seekin...
Conference Paper
Full-text available
Searching for information about people in search engines is a common and straightforward task that is often hampered by name ambiguities. While users are interested in information about a single person, results pages usually comprise many persons with the same name. There are several approaches to tackle personal name disambiguation; however, it is...
Conference Paper
Full-text available
Mobile interaction presents challenges that go beyond the traditional desktop contexts. These difficulties become even greater when considering people with disabilities or people without disabilities that experience situational impairments. Further, mobile devices and interfaces have been evolving at an astonishing rate which leads to increasing di...
Conference Paper
Full-text available
Mobile devices are very important to blind people's autonomy and social life. Likewise, Social Networking Sites (SNS) promote social inclusion and are widely used by blind people. Previous research already focused on the accessibility of mobile devices and SNS in separate; however, little effort has been made to understand the barriers that blind p...
Conference Paper
Full-text available
A crescente utiliza ao de Sites de Redes Sociais origina grandes quantidades de informa ao pessoal. No entanto, a fragmenta ao da informa ao torna difícil ter uma visão agregada da rede social. Em particular, os padrões e liga oes que envolvem a rela ao dos utilizadores com os seus contactos e suas intera oes, não são visíveis quando apresentadas e...