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About

About

Leonel Morgado is Associate Professor with Habilitation, at the Portuguese Open University, where he lectures on research methods, programming, and the use of virtual worlds. He is also Secretary of the Assembly of the Portuguese Society of Videogame Sciences, and board member of the international research association, Immersive Learning Research Network. His main research interest is the use and development of virtual worlds as tools for learning and business, which he pursues since 2000, focusing on immersive environments since 2006. He authored over 200 papers, in journals, conferences, and as book chapters. Before pursuing an academic career, he was business and technical manager of an hardware import, distribution, and retail company, terminologist for the localization teams of MS Office 97 and Oracle InterOffice, language quality specialist for IBM/Lotus, a coordinator of Web-development and software-deployment teams, and manager of a cooperative extension team fighting the digital divide in rural villages.

Interest
Topics
Details

Details

  • Name

    Leonel Morgado
  • Cluster

    Computer Science
  • Role

    Senior Researcher
  • Since

    01st June 2012
012
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.

2022

Recommendation Tool for Use of Immersive Learning Environments

Authors
Morgado, L; Torres, M; Beck, D; Torres, F; Almeida, A; Simões, A; Ramalho, F; Coelho, A;

Publication
8th International Conference of the Immersive Learning Research Network, iLRN 2022, Vienna, Austria, May 30 - June 4, 2022

Abstract

2022

Work-in-Progress - The Role of Immersion When Designing Characters for Adapting Textual Narratives into Comic Strips for Online Higher Education: Trials Prototyping Characters

Authors
Bonfim, C; Lacet, D; Morgado, L; Pedrosa, D;

Publication
8th International Conference of the Immersive Learning Research Network, iLRN 2022, Vienna, Austria, May 30 - June 4, 2022

Abstract

2022

Anonymizing student team data of online collaborative learning in Slack

Authors
Fontes, MM; Pedrosa, D; Morgado, L; Cravino, J;

Publication
2022 INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT 2022)

Abstract
Research data on the activities of student teams in online learning environments are relevant for evaluating instructional methods, strategies, tools, and materials. For research data sharing and publication purposes, these personal data must be anonymized or pseudonymized as recommended by data protection and privacy policies. This paper addresses issues related to anonymizing and pseudonymizing student data on the Slack teamwork platform, one often employed in educational and business settings. Issues are discussed from two perspectives: data extraction and data transformation. Difficulties and challenges concerning data extraction and transformation are described. The complexities of these two processes are considered, and a starting point for developing more efficient methods is put forward. © 2022 IEEE.

Supervised
thesis

2021

Educação, Desenvolvimento e Tecnologias

Author
Isadora Cardozo Dias

Institution
IES_Outra

2020

Simprogramming: Uma abordagem pedagógica motivacional para a aprendizagem de programação em turmas intermédias do ensino superior

Author
Ricardo Rodrigues Nunes

Institution
UTAD

2020

Inven!RA – Platform for authoring and tracking of Inventive Activity Plans

Author
Tiago José Lima Cruzeiro

Institution
UP-FEUP

2020

Drill-down Dashboard for Coordination of Master Programmes in Engineering

Author
Anabela Costa e Silva

Institution
UP-FEUP

2019

Jogo sério sobre bullying escolar

Author
João Luís Soares Isaías

Institution
UP-FEUP