VLDB 2026 Research / reviewers in the wild / expert
Manuel Piçarra
dblp:338/6368
· DBLP profile ↗
6ranked-venue papers
0as first author
6since 2021 · last 2025
0000-0002-3670-7804ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Designing and Evaluating a VR Boxing Experience with Blind People
Diogo Furtado, Renato Alexandre Ribeiro, Manuel Piçarra, Letícia Seixas Pereira, Carlos Duarte, André Rodrigues 0002, João Guerreiro 0002 |
CHI | 3 |
| 2025 | Exploring Aiming Techniques for Blind People in Virtual RealityabstractAiming tasks are common in VR, but are challenging to perform without vision. They require identifying a target's location and then precisely aiming and selecting it. In this paper, we explore how to support blind people in aiming tasks using a VR Archery scenario. We implemented three techniques: 1) Spatialized Audio, a baseline where the target emits a specific 3D sound to convey its location; 2) Target Confirmation, where the previous condition is augmented with secondary Beep sounds to indicate proximity to the target; and 3) Reticle-Target perspective, where the auditory feedback conveys the relation between the target and the user's aiming reticle. A study with 15 blind participants compared the three techniques under two scenarios: stationary and moving targets. Target Confirmation and Reticle-Target Perspective clearly outperformed Spatialized Audio, but user preferences were evenly split between these two techniques. We discuss how our findings may support the development of VR experiences that are more accessible and enjoyable to a broader range of users. Manuel Piçarra, Inês Gonçalves, André Rodrigues 0002, João Guerreiro 0002 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2024 | Speed-of-Light VR for Blind People: Conveying the Location of Arm-Reach TargetsabstractInteracting with close-range objects in Virtual Reality (VR) is often prompted by visual cues, making it hard for visually impaired people to perceive their location and interact with them. To study how to enable blind users to locate and interact with close virtual objects, we adapted the arcade Speed-of-Light game as a blind-accessible VR application. We implemented three techniques: 1) Speech Feedback (e.g., “Top Right”), 2) Sonification, and 3) 2D Grid Position (e.g., “A3” for column and row); and conducted a user study with 15 blind participants aiming to provide insights into the design of non-visual techniques that convey information about targets at arm-reach. Speech Feedback was the most intuitive overall but verbose and the least flexible, while 2D Grid Position was found straightforward for regular spreadsheet users. Results also showed greater difficulty with Sonification, although it was valued by few participants who appreciated the challenge. Diogo Lança, Manuel Piçarra, Inês Gonçalves, Uran Oh, André Rodrigues 0002, João Guerreiro 0002 |
ASSETS | 2 |
| 2024 | A Living Framework for Understanding Cooperative GamesabstractPlaying cooperative games is recognised as a positive social activity. Yet, we have limited means to rigorously define or communicate the structures that govern these experiences, hindering attempts at consolidating knowledge and limiting the potential of design efforts. In this work, we introduce the Living Framework for Cooperative Games (LFCG), a framework derived from a multi-step systematic analysis of 129 cooperative games with contributions of eleven researchers. We describe how LFCG can be used as a tool for analyses and ideation, and as a shared language for describing a game’s design. LFCG is published as a web application to facilitate use and appropriation. It supports the creation, dissemination and aggregation of game reports and specifications; and enables stakeholders to extend and publish custom versions. Lastly, we discuss using a research-driven approach for formalising game structures and the advantages of community contributions for consolidation and reach. Pedro Pais, David Gonçalves, Daniel Reis, João Cadete Nunes Godinho, João Filipe Morais, Manuel Piçarra, Pedro Trindade, Dmitry Alexandrovsky, Kathrin Maria Gerling, João Guerreiro 0002, André Rodrigues 0002 |
CHI | 6 |
| 2024 | Investigating Virtual Reality Locomotion Techniques with Blind PeopleabstractMany Virtual Reality (VR) locomotion techniques have been proposed, but those explored for and with blind people are often custom-made or require specialized equipment. Consequently, it is unclear how popular techniques can support blind people’s VR locomotion, blocking access to most VR experiences. We implemented three popular techniques — Arm Swinging, Linear Movement (joystick-based steering), and Point & Teleport — with minor adaptations for accessibility. We conducted a study with 14 blind participants consisting of navigation tasks with these techniques and a semi-structured interview. We found no differences in overall performance (e.g., completion time), but contrasting preferences. Findings highlight the challenges and advantages of each technique and participants’ strategies. We discuss, among others, how augmenting the techniques enabled blind people to navigate in VR, the greater control of movement of Arm Swinging, the simplicity and familiarity of Linear Movement, and the potential for efficiency and for scanning the environment of Point & Teleport. Renato Alexandre Ribeiro, Inês Gonçalves, Manuel Piçarra, Letícia Seixas Pereira, Carlos Duarte, André Rodrigues 0002, João Guerreiro 0002 |
CHI | 3 |
| 2023 | "My Zelda Cane": Strategies Used by Blind Players to Play Visual-Centric Digital GamesabstractMainstream games are typically designed around the visual experience, with behaviors and interactions highly dependent on vision. Despite this, blind people are playing mainstream games while dealing with and overcoming inaccessible content, often together with friends and audiences. In this work, we analyze over 70 hours of YouTube videos, where blind content-creators play visual-centric games. We point out the various strategies employed by players to overcome barriers that permeate mainstream games. We reflect on ways to enable and improve blind players’ experience with these games, shedding light on the positive and negative consequences of apparently benign design choices. Our observations underline how game elements are appropriated for accessibility, the incidental consequences of audio design, and the trade-offs between accessibility, agency, and engagement. David Gonçalves, Manuel Piçarra, Pedro Pais, João Guerreiro 0002, André Rodrigues 0002 |
CHI | 2 |