2019
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
Authors
Mucheroni, ML; Carvalho, ES; Marcos, AF;
Publication
Revista Espaço Pedagógico
Abstract
2019
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
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
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
Authors
Rangel, A; Carvalhais, M; Ribas, L; Verdicchio, M;
Publication
JOURNAL OF SCIENCE AND TECHNOLOGY OF THE ARTS
Abstract
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