Emília Duarte
Technical University of Lisbon
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Publication
Featured researches published by Emília Duarte.
Applied Ergonomics | 2014
Emília Duarte; Francisco Rebelo; Júlia Teles; Michael S. Wogalter
This study used an immersive virtual environment (IVE) to examine how dynamic features in signage affect behavioral compliance during a work-related task and an emergency egress. Ninety participants performed a work-related task followed by an emergency egress. Compliance with uncued and cued safety signs was assessed prior to an explosion/fire involving egress with exit signs. Although dynamic presentation produced the highest compliance, the difference between dynamic and static presentation was only statistically significant for uncued signs. Uncued signs, both static and dynamic, were effective in changing behavior compared to no/minimal signs. Findings are explained based on sign salience and on task differences. If signs must capture attention while individuals are attending to other tasks, salient (e.g., dynamic) signs are useful in benefiting compliance. This study demonstrates the potential for IVEs to serve as a useful tool in behavioral compliance research.
Human Factors | 2012
Francisco Rebelo; Paulo Noriega; Emília Duarte; Marcelo Márcio Soares
Objective: The aim of this article is to discuss how user experience (UX) evaluation can benefit from the use of virtual reality (VR). Background: UX is usually evaluated in laboratory settings. However, considering that UX occurs as a consequence of the interaction between the product, the user, and the context of use, the assessment of UX can benefit from a more ecological test setting. VR provides the means to develop realistic-looking virtual environments with the advantage of allowing greater control of the experimental conditions while granting good ecological validity. Method: The methods used to evaluate UX, as well as their main limitations, are identified. The current VR equipment and its potential applications (as well as its limitations and drawbacks) to overcome some of the limitations in the assessment of UX are highlighted. Results: The relevance of VR for UX studies is discussed, and a VR-based framework for evaluating UX is presented. Conclusion: UX research may benefit from a VR-based methodology in the scopes of user research (e.g., assessment of users’ expectations derived from their lifestyles) and human–product interaction (e.g., assessment of users’ emotions since the first moment of contact with the product and then during the interaction). Application: This article provides knowledge to researchers and professionals engaged in the design of technological interfaces about the usefulness of VR in the evaluation of UX.
international conference of design user experience and usability | 2014
Sergio Estupiñán; Francisco Rebelo; Paulo Noriega; Carlos Ferreira; Emília Duarte
Emotions in the context of UX are generally evaluated in regard to product appearance and sensorial experience. The use of virtual reality can be a way to study UX in consumer products. We want to evaluate if we could increase emotional responses using a virtual reality immersive system. For that purpose, we used the GAPED picture database and compared valence and arousal ratings of GAPED and those obtained using virtual reality. Results showed that arousal was higher in virtual reality for all images, and valence was negatively extreme for images of living creatures usually associated with phobias (spiders and snakes). Nonetheless being this is a pilot study, we conclude that there is a tendency for Virtual Reality to increase emotional responses.
international conference of design, user experience, and usability | 2013
Elisângela Vilar; Francisco Rebelo; Paulo Noriega; Luís Teixeira; Emília Duarte; Ernesto Filgueiras
This paper aims to explore the strength of environmental variables (i.e., corridor width and brightness), in directing people to indoor locations during emergency situations. The existence of contradictory information was manipulated by inserting posted signs pointing to the opposite direction to the one suggested by the environmental variables. A Virtual Reality-based methodology was used to collect participants’ directional choices. Sixty-four participants had to find a specific room as quickly as possible in a virtual hotel in which they navigated through 12 corridor intersections (two-forced-choices). Two experimental conditions were considered (i.e., Signs and No-signs conditions) according to the exit signs availability. Results indicated that for the first decision point in an emergency situation with signs, 65.6% of the participants preferred to follow the wider corridor instead of the exit sign direction. Percentages of choices favoring the path opposite to that posted by the sign decreased along the escape route suggesting that with the repeated exposure to an exit sign people increased their compliance with it.
international conference of design, user experience, and usability | 2013
Susana Dinis; Emília Duarte; Paulo Noriega; Luís Teixeira; Elisângela Vilar; Francisco Rebelo
Many studies have shown the ability of interior design elements (e.g., artwork, nature, home elements) to elicit positive emotions on hospital users thereby enhancing the healing process. Nevertheless, it is not clear whether such elements can affect users’ emotional responses during a VR experience. In this study we explored the influence of interior design elements (i.e., landscape poster, painting, plant and home chair), on the participants’ emotional responses after being exposed to 3D virtual hospital rooms. We used a short version of Zipers scales, developed by Zuckerman, to explore participants’ emotional responses regarding 28 rooms, resulting from all the possible combinations of the identified elements plus a neutral and a negative room. Our sample included 30 university students. The results show that the more elements present in the hospital room the more positive the emotional response. The landscape and artwork elements emitted positive responses, whereas the home chair did not.
international conference of design, user experience, and usability | 2013
Hande Ayanoğlu; Francisco Rebelo; Emília Duarte; Paulo Noriega; Luís Teixeira
Informing users about the correct hazard level associated with products can be one of the most important measures to help promote user safety while they handle hazardous household chemicals. The aim of this paper is to present pilot study’s results about the effectiveness of using a VR-based methodology to examine the influence of a container’s features (e.g., shapes) on the users’ perception of hazardousness. Previous works have mostly used 2D drawings for this type of study. Issues which may compromise the quality of future experiments: e.g., adequacy of VR devices, interaction quality, simulator-sickness, procedure and quality of the instruments (i.e., questionnaires) are discussed. Despite the fact that the key experiment has not yet been completed, very promising results have been obtained, suggesting that the VR simulator and the methodology adopted may provide a successful evaluation of the packages’ hazardousness.
Proceedings of the Human Factors and Ergonomics Society Annual Meeting | 2012
Emília Duarte; Francisco Rebelo; Júlia Teles; Michael S. Wogalter
The effect of a personalized technology-based warning on compliance was assessed using an immersive virtual environment (IVE). Sixty university students performed an end-of-day routine security check in the IVE. Participants were asked to search for and activate safety-related devices, which involved entering several rooms. Just prior to abandoning the first room, participants were incidentally exposed to a posted warning (mandatory to disconnect the music generator) consisting of either a personal warning (i.e., a speech message with the participant’s first name) or an impersonal warning (i.e., a auditory beep signal). Compliance was determined by observing whether or not the participants pressed the button-switch as directed by the warning. Results reveal that compliance rate was significantly greater when the warning was personalized. No significant gender differences were found. Implications of these results are discussed in terms of the benefits of effective warnings.
international conference of design, user experience, and usability | 2016
Angela Giambattista; Luís Teixeira; Hande Ayanoğlu; Magda Saraiva; Emília Duarte
A successful Human-Robot Interaction (HRI) depends on the empathy that the robot has the capability of instantiating on the user, namely through the expression of emotions. In this pilot study, we examined the recognition of emotions being expressed by a service robot in a virtual environment (VE), by university students. The VE was a corridor, neutral in terms of context of use. The robot’s facial expressions, body movements, and displacement were manipulated to express eight basic emotions. Results showed that participants had difficulties in recognizing the emotions (33% of success). Also, results suggested that the participants established empathy with the robot. Further work is needed to improve the emotional expression of this robot, which aims to interact with hospitalized children.
international conference of design, user experience, and usability | 2014
Elisângela Vilar; Emília Duarte; Francisco Rebelo; Paulo Noriega; Ernesto Vilar
Emergencies (e.g., fire egress) into complex buildings are stressful situations which can provoke unexpected, undesired and sometimes unsafety behaviors in the users. Thus, the main objective of this pilot study was to investigate the relative influence of new technology-based exit signs, when compared to the conventional static ISO-type counterparts, in the users’ wayfinding behavior during an emergency egress. A critical situation was designed in which the environmental variables and exit signs, at the 12 decision points, were giving conflicting directional information. Thirty participants were randomly assigned to the two groups (i.e., Static signs and dynamic signs), and their route-choices in the 12 decision points displaced along a route into a virtual hotel were collected using a Virtual Reality-based methodology. Findings suggest that for the group exposed to static ISO-type exit signs, the reliance on environmental variables decreased along the egress route, and for the first intersection about 73% of participants preferred to follow by the direction which was the opposite of that posted on the egress sign. However, when technology-based signs were used, the influence of the environmental variables was weak from the first decision point to the end, as suggested by a compliance rate with the exit signs reaching almost 98% along the entire route.
international conference of design, user experience, and usability | 2013
Emília Duarte; Francisco Rebelo; Luís Teixeira; Elisângela Vilar; Júlia Teles; Paulo Noriega
Recent researches suggest that Virtual Reality (VR) is amongst the best tools for examining behavioral compliance with warnings, therefore overcoming some ethical and methodological constrains that have been limiting this type of research. Yet, such evaluation using VR requires both usable and engaging virtual environments (VEs). This study examines the sense of presence experienced by the participants after having been immersed in a VE designed for evaluating the effect of sign type (static vs. dynamic) on compliance. The VR simulation tested here allowed participants to perform a realistic work-related task and an emergency egress, during which they were supposed to interact with warnings and exit signs. A neutral condition (i.e., no/minimal signs) was used as a control condition. Subjective and objective data were gathered from two sources, respectively, i.e., a post-hoc questionnaire administered to the participants, and a video analysis of the participants’ interaction behavior during the VR simulation. Results reveal high levels of presence across the three experimental conditions.