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About

About

PhD in Computer Science with a thesis in the area of serious games and virtual platforms. His research topic is the creation of a framework that enhances behavioural change using gamification techniques. Has already worked in several research projects, namely: OnlineGym (Virtual Gym 3D); eCompared; StopDepression; NanoStima, GresBas (EU/FCT), FEEdBACk (H2020), VRTraining, MELOA (H2020). He is currently working on a project for the use of immersive virtual reality for professional training and certification. Assistant professor at FEUP in the area of disciplines related to software programming. He is passionate about life! His great hobby is scouting ...

Interest
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Details

Details

  • Name

    Fernando Cassola Marques
  • Cluster

    Computer Science
  • Role

    Assistant Researcher
  • Since

    29th April 2013
007
Publications

2022

Design and Evaluation of a Choreography-Based Virtual Reality Authoring Tool for Experiential Learning in Industrial Training

Authors
Cassola, F; Mendes, D; Pinto, M; Morgado, L; Costa, S; Anjos, L; Marques, D; Rosa, F; Maia, A; Tavares, H; Coelho, A; Paredes, H;

Publication
IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES

Abstract
The use of virtual reality (VR) for industrial training helps minimize risks and costs by allowing more frequent and varied use of experiential learning activities, leading to active and improved learning. However, creating VR training experiences is costly and time-consuming, requiring software development experts. Additionally, current authoring tools lack integration with existing data and are desktop-oriented, which detach the pedagogic process of creating the immersive experience from experiencing it in a situated context. We present a novel interactive approach for immersive authoring of VR-based experiential training by the trainers themselves, from inside the virtual environment and without the support of development experts. The design includes identifying interactable elements, such as 3-D models, equipment, tools, settings, and environment. The trainer also specifies by demonstration the actions to be performed by trainees, as a virtual choreography. During course execution, trainees' activities are also registered as virtual choreographies and matched to those specified by the trainer. Thus trainer and trainee are culturally situated within their area semantics and social discourse, rather than adopting concepts of the VR system for the learning content. We conducted a usability case study with professionals from an international wind energy company, using detailed models of wind turbines and real-world procedures. Trainers set up a training course using the immersive authoring tool, and trainees executed the course. The learning experience and usability were analyzed, and the training was certified by comparing real-world task completion between a user that had undergone virtual training and a user that did not.

2022

Using Virtual Choreographies to Identify Office Users’ Behaviors to Target Behavior Change Based on Their Potential to Impact Energy Consumption

Authors
Cassola, F; Morgado, L; Coelho, A; Paredes, H; Barbosa, A; Tavares, H; Soares, F;

Publication
ENERGIES

Abstract
Reducing office buildings’ energy consumption can contribute significantly towards carbon reduction commitments since it represents ~40% of total energy consumption. Major components of this are lighting, electrical equipment, heating, and central cooling systems. Solid evidence demonstrates that individual occupants’ behaviors impact these energy consumption components. In this work, we propose the methodology of using virtual choreographies to identify and prioritize behavior-change interventions for office users based on the potential impact of specific behaviors on energy consumption. We studied the energy-related office behaviors of individuals by combining three sources of data: direct observations, electricity meters, and computer logs. Data show that there are behaviors with significant consumption impact but with little potential for behavioral change, while other behaviors have substantial potential for lowering energy consumption via behavioral change.

2021

FEEdBACk: An ICT-Based Platform to Increase Energy Efficiency through Buildings’ Consumer Engagement

Authors
Soares, F; Madureira, A; Pages, A; Barbosa, A; Coelho, A; Cassola, F; Ribeiro, F; Viana, J; Andrade, J; Dorokhova, M; Morais, N; Wyrsch, N; Sorensen, T;

Publication
ENERGIES

Abstract
Energy efficiency in buildings can be enhanced by several actions: encouraging users to comprehend and then adopt more energy-efficient behaviors; aiding building managers in maximizing energy savings; and using automation to optimize energy consumption, generation, and storage of controllable and flexible devices without compromising comfort levels and indoor air-quality parameters. This paper proposes an integrated Information and communications technology (ICT) based platform addressing all these factors. The gamification platform is embedded in the ICT platform along with an interactive energy management system, which aids interested stakeholders in optimizing “when and at which rate” energy should be buffered and consumed, with several advantages, such as reducing peak load, maximizing local renewable energy consumption, and delivering more efficient use of the resources available in individual buildings or blocks of buildings. This system also interacts with an automation manager and a users’ behavior predictor application. The work was developed in the Horizon 2020 FEEdBACk (Fostering Energy Efficiency and BehAvioral Change through ICT) project.

2021

A Novel Tool for Immersive Authoring of Experiential Learning in Virtual Reality

Authors
Cassola, F; Pinto, M; Mendes, D; Morgado, L; Coelho, A; Paredes, H;

Publication
2021 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS (VRW 2021)

Abstract

2021

Immersive Authoring of Virtual Reality Training

Authors
Cassola, F; Pinto, M; Mendes, D; Morgado, L; Coelho, A; Paredes, H;

Publication
2021 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS (VRW 2021)

Abstract
The use of VR in industrial training contributes to reduce costs and risks, supporting more frequent and diversified use of experiential learning activities, an approach with proven results. In this work, we present an innovative immersive authoring tool for experiential learning in VR-based training. It enables a trainer to structure an entire VR training course in an immersive environment, defining its sub-components, models, tools, and settings, as well as specifying by demonstration the actions to be performed by trainees. The trainees performing the immersive training course have their actions recorded and matched to the ones specified by the trainer. © 2021 IEEE.