2023
Authors
Nunes, R; Pereira, R; Nogueira, P; Barroso, J; Rocha, T; Reis, A;
Publication
HCI INTERNATIONAL 2023 LATE BREAKING PAPERS, HCII 2023,PT IV
Abstract
This research focuses on developing a wearable device that aims to enhance problem-solving and communication abilities within the context of Industry 4.0. The wearable is being developed in the Continental Advanced Antenna, and it allows operators to notify material shortages on the manufacturing line and helps minimize workflow disturbance. The wearable gives a list of missing materials using context-aware computing, allowing operators to identify and prioritize the missing item quickly. We used the Quick and Dirty usability testing approach to ensure the device's usability and efficacy, allowing quick feedback and iterative modifications throughout the development process. Experienced consultants of project participated initial tests on the device and found that it has the potential to improve efficiency and communication in an industrial setting. However, further testing involving end users is necessary to optimize the device for the unique demands of the production environment. This paper offers valuable insights into the lessons learned from the project and proposes potential future research directions.
2023
Authors
De Araujo Pistono, AMA; Santos, AMP; Baptista, RJV;
Publication
Iberian Conference on Information Systems and Technologies, CISTI
Abstract
Games with purposes beyond entertainment, the so-called serious games, have been useful tools in professional training, especially in engaging participants. However, their evaluation and, also, their adaptable characteristics to different scenarios, audiences and contexts remain challenges. This paper examines the application of serious games in professional training, their results and adaptable ways to achieve certain goals. Using the Design Science Research (DSR) methodology, a framework was built to develop and evaluate serious games to improve user experience, learning outcomes, knowledge transfer to work situations, and the application of the skills practised in the game in real professional settings. At this stage, the investigation presents a framework regarding the triangulation of data collected from a systematic literature review, focus groups and interviews. Following the DSR methodology, the next steps of this investigation, listed at the end of the paper, are the demonstration of the framework in serious game development and the evaluation and validation of this artefact. © 2023 ITMA.
2023
Authors
Bernardino, I; Bidarra, J; Baptista, R; Mamede, H;
Publication
Rotura: Journal of Communication, Culture and Arts
Abstract
The digital society’s portrait involves being daily connected to the Internet, at home, at work and in the social life. But seniors do not feel this need, despite this need is increasing as everything around them is online. So, seniors take a change on web browsing, without being aware of the it is dangers, from the theft of personal data, fake news, or online frauds. Therefore, the investigation promotes a Serious Game that exposes these insecure digital situations by challenges to a group of seniors from a network of senior universities. Web Segura is an online educational game developed on the WordPress platform and with challenges of the H5P plugin. © 2023, University of Algarve Research Centre for Arts and Communication. All rights reserved.
2023
Authors
Alves, MI; Araújo, AD; Lima, B;
Publication
International Conference on Computer Supported Education, CSEDU - Proceedings
Abstract
Computer architecture is a prevalent topic of study in Informatics and Electrical Engineering courses, though students’ overall grasp of this subject’s concepts is many times hampered, mainly due to the lack of educational tools that can intuitively represent the internal behaviour of a CPU. With the evolution of the ARM architecture and its adoption in higher education institutions, the demand for this sort of tool has increased. Educational tools, specifically developed for the ARMv8 processor, are scarce and inadequate for what is necessary in an academic context. In order to contribute towards solving this problem, eduARM, a practical and interactive web platform that simulates how a ARMv8 CPU functions, was developed and is presented through this paper. Since this tool’s main purpose is to aid computer architecture students, contributing to an improvement in their learning experience, it comprises varied concepts of computer architecture and organization in a simple and intuitive manner, such as the internal structure of a CPU, in both its unicycle and pipelined versions, and the effects of executing a set of instructions. As to better understand its value, the developed tool was then validated through a case study with the participation of computer architecture students. Copyright © 2023 by SCITEPRESS – Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
2023
Authors
Tavares, L; Lima, B; Araújo, A;
Publication
Proceedings of the 18th International Conference on Software Technologies
Abstract
2023
Authors
Cammaerts, F; Snoeck, M; Paiva, ACR;
Publication
27TH INTERNATIONAL CONFERENCE ON EVALUATION AND ASSESSMENT IN SOFTWARE ENGINEERING, EASE 2023
Abstract
It is important to properly test developed software because this may contribute to fewer bugs going unreported in deployed software. Often, little attention is spent on the topic of software testing in curricula, yielding graduate students without adequate preparation to deal with the quality standards required by the industry. This problem could be tackled by introducing bite-sized software testing education capsules that allow teachers to introduce software testing to their students in a less time-consuming manner and with a hands-on component that will facilitate learning. In order to design appropriate software testing educational tools, it is necessary to consider both the software testing needs of the industry and the cognitive models of students. This work-in-progress paper proposes an experimental design to gain an understanding of the cognitive strategies used by students during test case design based on real-life cases. Ultimately, the results of the experiment will be used to develop educational support for teaching software testing.
The access to the final selection minute is only available to applicants.
Please check the confirmation e-mail of your application to obtain the access code.