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Details

  • Name

    Pedro Pinto
  • Role

    Researcher
  • Since

    09th May 2022
003
Publications

2023

Data spaces based approach for B2B data exchange: A footwear industry case

Authors
Pinto P.; Sousa C.; Cardeiro C.;

Publication
Procedia Computer Science

Abstract
This paper discusses the problem of information sharing and data interoperability in a B2B context. Therefore, this paper presents a case study on the scope of data-sharing in collaborative networks in an industrial cluster. It explores the feasibility of International Data Spaces in the context of the footwear industry cluster. This work also discusses how the adoption of digital processes might contribute to support data-based management to optimize the production planning of a footwear industry. As a result, it is defined and specified the foundations for the development and implementation of an dataspace oriented IIoT architecture, following a fully compliant Industry 4.0 solution for the footwear industry cluster. This paper discusses the problem of information sharing and data interoperability in a B2B context. Therefore, this paper presents a case study on the scope of data-sharing in collaborative networks in an industrial cluster. It explores the feasibility of International Data Spaces in the context of the footwear industry cluster. This work also discusses how the adoption of digital processes might contribute to support data-based management to optimize the production planning of a footwear industry. As a result, it is defined and specified the foundations for the development and implementation of an dataspace oriented IIoT architecture, following a fully compliant Industry 4.0 solution for the footwear industry cluster.

2022

Experiments on Gamification with Virtual and Augmented Reality for Practical Application Learning

Authors
Silva, F; Ferreira, R; Castro, A; Pinto, P; Ramos, J;

Publication
METHODOLOGIES AND INTELLIGENT SYSTEMS FOR TECHNOLOGY ENHANCED LEARNING

Abstract
Gamification is a topic which aims to apply game elements to real world tasks, that results in a pleasant influence over a user behaviour towards an objective. Learning is one of the fields where gamification has been implemented and experimented to motivate students and improve their learning process. The first iterations account for the use of game elements such as points, levels and badges or achievements based on task completion according to rules set before. The learning tasks in this approach are not necessarily changed or take advantage of new forms of interactions and guidance. In this article we introduce the application of virtual reality, augmented reality, and machine learning as tools to improve upon the standard application of gamification, making the experience more immersive to the user. We hope to advance gamification to account for more elements, such as digital twins and digital aids in a learning application. In this article we detail possible scenarios for the application of virtual reality and augmented reality combined with machine learning in serious games and learning scenarios.