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Details

  • Name

    Gonçalo Conde Matos
  • Cluster

    Computer Science
  • Role

    Curricular Trainee
  • Since

    15th July 2013
Publications

2016

Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype

Authors
Alves Fernandes, LMA; Matos, GC; Azevedo, D; Nunes, RR; Paredes, H; Morgado, L; Barbosa, LF; Martins, P; Fonseca, B; Cristovao, P; de Carvalho, F; Cardoso, B;

Publication
BEHAVIOUR & INFORMATION TECHNOLOGY

Abstract
Gestural interaction devices emerged and originated various studies on multimodal human-computer interaction to improve user experience (UX). However, there is a knowledge gap regarding the use of these devices to enhance learning. We present an exploratory study which analysed the UX with a multimodal immersive videogame prototype, based on a Portuguese historical/cultural episode. Evaluation tests took place in high school environments and public videogaming events. Two users would be present simultaneously in the same virtual reality (VR) environment: one as the helmsman aboard Vasco da Gama's fifteenth-century Portuguese ship and the other as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a VR headset to explore the environment, whereas the giant player used body motion to control the giant, and observed results on a screen, with no headset. This allowed a preliminary characterisation of UX, identifying challenges and potential use of these devices in multi-user virtual learning contexts. We also discuss the combined use of such devices, towards future development of similar systems, and its implications on learning improvement through multimodal human-computer interaction.

2014

Development of a mechanical maintenance training simulator in OpenSimulator for F-16 aircraft engines

Authors
Pinheiro, A; Fernandes, P; Maia, A; Cruz, G; Pedrosa, D; Fonseca, B; Paredes, H; Martins, P; Morgado, L; Rafael, J;

Publication
Entertainment Computing

Abstract
Mechanical maintenance of F-16 engines is carried out as a team effort involving 3-4 skilled engine technicians, but the details of its procedures and requisites change constantly, to improve safety, optimize resources, and respond to knowledge learned from field outcomes. This provides a challenge for development of training simulators, since simulated actions risk becoming obsolete rapidly and require costly reimplementation. This paper presents the development of a 3D mechanical maintenance training simulator for this context, using a low-cost simulation platform and a software architecture that separates simulation control from simulation visualization, in view of enabling more agile adaptation of simulators. This specific simulator aims to enable technician training to be enhanced with cooperation and context prior to the training phase with actual physical engines. We provide data in support of the feasibility of this approach, describing the requirements that were identified with the Portuguese Air Force, the overall software architecture of the system, the current stage of the prototype, and the outcomes of the first field tests with users.

2013

Demo: Multi-user virtual world simulator of F-16 aircraft engine mechanical maintenance

Authors
Fernandes, P; Pinheiro, A; Cruz, G; Maia, AM; Morgado, L; Martins, P; Paredes, H; Fonseca, B; Bernardino Lopes, JB; Cravino, J;

Publication
2013 2ND EXPERIMENT@ INTERNATIONAL CONFERENCE (EXP.AT'13)

Abstract
This demonstration proposal aims to present a 3D multi-user training simulator, developed in the 3D Open Simulator virtual world platform, in order to enable the practice and training of mechanical maintenance for F-16 engines, specifically the installation of a Pratt & Whitney F100 engine in a F-16 aircraft - a process that requires three skilled engine technicians to do a set of cooperative execution tasks. The main purpose of the simulator is to provide trainees and trainers with more opportunities to conduct training, enabling technician training to be enhanced with cooperation and context prior to the training phase with actual physical engines. In this proposal, we describe the architecture of the system and the sample simulation tasks.

2013

Federation technology and Virtual Worlds for Learning: Research trends and opportunities towards identity federation

Authors
Cruz, G; Costa, A; Martins, P; Goncalves, R; Barroso, J;

Publication
2013 5TH INTERNATIONAL CONFERENCE ON GAMES AND VIRTUAL WORLDS FOR SERIOUS APPLICATIONS (VS-GAMES)

Abstract
Currently, Virtual Worlds technology is used for educational purposes in a cross-disciplinary way. However, particularly in formal learning institutions, its widespread adoption is far from being a reality due a broad range of technological challenges. This paper addresses identity federation systems as possible solutions to some of the interoperability, security and user management problems. Our major goal is to present what systems, architectures and standards are standing out, how the research area is moving toward identity federation, and why educational institutions need to address it. We consider identity, privacy, security-assurance, and interoperability as main concerns within our analysis, in order to interconnect digital identities with physical identities, and create a unique federated identity system that can act independently from the service in use. Thus, VWs technologies will be able to scale and evolve independently without compromising user's identity.

2013

3D Simulators in Professional Training Learning complex tasks overcoming material, economic, and human constraints

Authors
Bernardino Lopes, JB; Cravino, JP; Maia, AM; Morgado, L; Martins, P; Cruz, G; Fernandes, P; Pinheiro, A;

Publication
2013 2ND EXPERIMENT@ INTERNATIONAL CONFERENCE (EXP.AT'13)

Abstract
This paper is about the development of 3D simulators for supplementary instruction in professional training with complex learning tasks and material, human and economic constraints. We present a theoretical framework describing and explaining how a simulator can support the fundamental interaction dynamics in learning settings (interaction with reality, with others and with the learner himself. We describe the development of an actual 3D simulator (for installing the engine in an F-16 fighter aircraft) and present its next phases. We discuss how our theoretical framework fits and explains the development phases of a 3D simulator to meet the intended learning outcomes and how it can help in the development of simulators with similar purposes.