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Publications

Publications by HumanISE

2019

Virtual Tutor: A Case of Study in University Aberta

Authors
Carvalho, E; Marcos, A;

Publication
DIGITAL SCIENCE

Abstract
The project VIRTUAL TUTORING - the virtual tutor as learning mediating artifact in online university education, is an ongoing project, with the main goal of analyzing the pedagogic impact of an anthropomorphic user interface on a typical distance learning environment targeted to support online higher education. It implies the development of 3D rigged avatars that should perform typical online tutor activities. The virtual tutor should mimic a human tutor, being a kind of emphatic interface between the student and the course module in Moodle. But more than this, the virtual tutor should give support in the learning process of the student, working as much as a guide inside the contents offered by the e-learning course. This paper gives an overview of the project present development status.

2019

Ensinar programação em ambientes e-learning: preocupações e propostas no âmbito do modelo pedagógico virtual da Universidade Aberta de Portugal

Authors
Mucheroni, ML; Carvalho, ES; Marcos, AF;

Publication
Revista Espaço Pedagógico

Abstract
O ensino e aprendizagem da programação de computadores em ambiente e-learning constitui uma área que tem vindo a atrair um interesse crescente tanto por parte das universidades de ensino em rede como pelos investigadores do e-learning. Aprender a programar computadores requer o desenvolvimento de raciocínio lógico da parte do estudante, enquanto aprende a dominar as potencialidades de uma determinada linguagem de programação, a construir estruturas de dados e a desenvolver uma estratégia de resolução de problemas pela sua divisão e modularização em problemas mais simples de mais fácil conquista. Adicionalmente importa que o estudante desenvolva competências de trabalho em grupo, de estudo individual com elevados níveis de concentração para realizar trabalho de revisão e depuração de código fonte. O ensino on-line de programação de computadores é constituído por estes aspetos, exigindo um elevado grau de interação entre estudantes e destes com o professor. Neste artigo, apresentamos um conjunto de reflexões e propostas concretas de estratégias de implementação do ensino e aprendizagem da programação de computadores, de nível universitário, explorando o método de “design” de instruções como uma abordagem do diálogo, uma adaptação da taxonomia de Bloom, com base na experiência e no modelo pedagógico virtual da Universidade Aberta de Portugal.

2019

Speculative Design for Development of Serious Games: A Case Study in the Context of Anorexia Nervosa

Authors
Peçaibes, V; Cardoso, P; Giesteira, B;

Publication
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST

Abstract
This article presents preliminary findings on the application of both Speculative Design and Game Design towards the conception of two prototypes of serious games with focus on anorexia. The first prototype focuses on psychoeducation of school-age youth, and the second aims to support research and sharing of knowledge about the disease, able to be used in focus groups and interviews. Anorexia is a complex and often fatal disease that has no cure, and by conceiving and playing these first prototypes we were able get a glimpse of the its context, making us more ready for this research’s next stages. © 2019, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.

2019

VISUAL SCIENCE COMMUNICATION: A CASE STUDY ON PUBLISHED GRAPHICAL ABSTRACTS

Authors
Costa, A; Giesteira, B; Costa, E;

Publication
DIGICOM 2019 - 3RD INTERNATIONAL CONFERENCE ON DESIGN AND DIGITAL COMMUNICATION

Abstract
Scientists spend huge efforts ensuring the highest standards of their research but fail in efforts to spread their achievements. They face time and effort constraints as they have to accomplish a myriad of tasks in their daily routines. If researchers on different disciplines have trouble communicating with each other around a specific topic of mutual interest, then cross-field collaborations will be problematic. Graphical Abstracts (GAs) are a specific type of infographics that summarize in one image what a research paper is about. Such visual communication tools convey facts, ideas and relationships more clearly and faster than written language. The usage and quality of GAs being produced for research papers, as well as the perception of their impact as a communication tool, is a growing topic of debate. We used i3S - one of the biggest biomedical research institutes in Europe - as a case study to build knowledge on that. A total of 994 scientific articles were analyzed, and 19% of the publications contain GAs while 26% neglected their use. With regard to graphic design principles, misuse of color is often encountered, as well as basic errors in space arrangement of the constituent elements of the graphic composition. Interestingly, it was observed that articles that use GAs have highest impact in terms of citations and readers but not in terms of tweets. In conclusion, the use of GAs falls short of their maximum potential as an inclusive and effective tool for communication between scientists.

2019

EMOTIONS AND BRANDING: THE EMOTIONAL DIMENSION OF BRANDS IN THE DIGITAL CONTEXT

Authors
Verissimo, A; Giesteira, B;

Publication
DIGICOM 2019 - 3RD INTERNATIONAL CONFERENCE ON DESIGN AND DIGITAL COMMUNICATION

Abstract
The presence of brands in digital is a challenge and at the same time an opportunity. It is important to realize the extent to which emotion is a determining factor in digital, to create meaningful and memorable experiences. Assuming that adaptation to change is a basic factor for the survival of any brand, so branding must adapt to new realities. In this article, we reflects on how fleeting and momentary can be what thrills and binds us to a brand. Different authors emphasize the importance of emotions in the experience provided by the image of a brand, as well as the connections that are established with people. This study begins by making a state of the art about the role of emotions in the area of branding, subjecting a set of individuals to the visualization of a sample of visual identities, through qualitative methods, with the objective of collecting data, establishing comparisons and to analyze correlations between the emotional perception of individuals and the strategic vision of the brand and associated branding. This article arises in the context of a master's dissertation, still under investigation, and therefore it is not possible to present final statements, only partial considerations of the work developed so far. The results of this study, being in development, ends the purpose of being applied in the branding of a newly created brand.

2019

Editorial

Authors
Rangel, A; Carvalhais, M; Ribas, L; Verdicchio, M;

Publication
JOURNAL OF SCIENCE AND TECHNOLOGY OF THE ARTS

Abstract

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