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Publications

Publications by Nuno Escudeiro

2015

GAME DESIGN AND THE GAMIFICATION OF CONTENT: ASSESSING A PROJECT FOR LEARNING SIGN LANGUAGE

Authors
Bidarra, J; Escudeiro, P; Escudeiro, N; Reis, R; Baltazar, AB; Rodrigues, P; Lopes, J; Norberto, M; Barbosa, M;

Publication
EDULEARN15: 7TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES

Abstract
This paper discusses the concepts of game design and gamification of content, based on the development of a serious game aimed at making the process of learning sign language enjoyable and interactive. In this game the player controls a character that interacts with various objects and non player characters, with the aim of collecting several gestures from the Portuguese Sign Language corpus. The learning model used pushes forward the concept of gamification as a learning process valued by students and teachers alike, and illustrates how it may be used as a personalized device for amplifying learning. Our goal is to provide a new methodology to involve students and general public in learning specific subjects using a ludic, participatory and interactive approach supported by ICT-based tools. Thus, in this paper we argue that perhaps some education processes could be improved by adding the gaming factor through technologies that are able to involve students in a way that is more physical (e.g. using Kinect and sensor gloves), so learning becomes more intense and memorable.

2014

Automatic Sign Language Translator Model

Authors
Escudeiro, P; Escudeiro, N; Reis, R; Barbosa, M; Bidarra, J; Gouveia, B;

Publication
ADVANCED SCIENCE LETTERS

Abstract
In this paper we present the overall study that includes the model developed (VS-Virtual Sign Model) and the experiences performed, with an automatic bidirectional sign language translator, between written and sign language, which is being supervised by the research group GILT (Graphics, interaction and learning technologies) under the frame of a national project called Virtual Sign (VS project). This project aims to develop and evaluate a model that facilitates access for the deaf and hearing impaired to digital content in particular the educational content and learning objects creating the conditions for greater social inclusion of deaf and hearing impaired people. Access to digital content will be supported by an automatic translator between Portuguese Writing (LEP) and Portuguese Sign Language (LGP) supported by an interaction model.

2014

Enhancing Search Engine's Results with Metadata

Authors
Escudeiro, N; Escudeiro, P;

Publication
ADVANCED SCIENCE LETTERS

Abstract
Web search engines are powerful tools used to satisfy specific information needs on the web. Their purpose is to maximize user satisfaction when performing this task. Although there are other sources of evidence, besides text, to characterize document relevance for a specific need, current search engines do not allow users to explore these features when posing a query. Search engine queries are based almost exclusively on keywords. It is possible to improve user satisfaction if HTML tags and document metadata are available to users at query time. In this paper we present Xearch, a meta-search system that wraps public search engines in a framework that improves both the expressiveness of the language available for the user to specify information needs and the control over the answer format. Xearch converts HTML pages to a specific XML Schema, covering text and metadata derived from HTML. User queries can then be specified through a set of keywords but also explore documents' HTML tags and metadata. Results from our experimental evaluation confirm that it is possible to improve the answer quality with this framework.

2016

Serious Games for the Cognitive Stimulation of Adults: A Proposal of a Pilot Project

Authors
Alves, R; Souto, T; Escudeiro, P; Escudeiro, N;

Publication
SERIOUS GAMES, INTERACTION, AND SIMULATION, SGAMES 2015

Abstract
One of the major challenges for healthcare professionals in the XXI century is the increasing number of elderly in the world population. It is clearly important to find ways to stimulate cognitively this population, helping them to develop strategies and maintaining independency in their daily life activities. Conventional cognitive stimulation is time consuming task often causing discomfort in patients. Computer based tools may be used to perform cognitive stimulation and improve transferability in a setting that does not increase anxiety in individuals. This paper aims to present a pilot study of automatic platforms to enhance the cognitive process for older adults in order to promote an active aging.

2013

Slovenian students on Projects/Internships

Authors
Druzovec, TW; Zlatolas, LN; Escudeiro, N;

Publication
2013 PROCEEDINGS OF THE 24TH ANNUAL CONFERENCE ON EUROPEAN ASSOCIATION FOR EDUCATION IN ELECTRICAL AND INFORMATION ENGINEERING (EAEEIE)

Abstract
PRAXIS is the European Network aiming to setup the European Center for Project/Internship (IP) Excellence, which is developed for needs of project oriented education and between others also support internationalization at home and mobility of students abroad. Project/Internship course units are particularly relevant to engineering degrees. It is through this type of courses that students have the chance to practice their technical skills in a real-world-like setting and experience soft skills that are a key factor for employability. Besides students and teachers also companies and HEI (Higher Education Institution) are included and integrated into PRAXIS and new connections are possible. For needs of PRAXIS project, we did a PI survey in which students, HEI and companies where involved. We decided to have analysis for Slovenian student separately on the base number of completed questionnaires/partners ratio, which was the highest between all 31 participating countries.

2017

Neurocognitive Stimulation Game: Serious Game for Neurocognitive Stimulation and Assessment

Authors
Costa, J; Neto, J; Alves, R; Escudeiro, P; Escudeiro, N;

Publication
SERIOUS GAMES, INTERACTION AND SIMULATION

Abstract
The ageing process is naturally accompanied by changes in people's cognitive processes. The European population ageing is a challenge for the European social policy and for the mental health professionals. New technologies can play an important role in the neurocognitive stimulation area as they possess characteristics that might reduce the anxiety levels of patients participating in neurocognitive stimulation or assessment programs. In particular, serious games provide a setting that can be explored to improve the easy access to neurocognitive stimulation and assessment, regardless of place and time, at a lower cost then traditional approaches. This paper presents a serious game aiming to analyse neurocognitive deficits and stimulate the players' deficitary neurocognitive processes. This game is built on top of sound neurocognitive psychotherapy for adults, mainly addressing the cognitive processes of attention and memory. The game will simulate real world scenarios, allowing a better generalization process due to ecological validity.

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