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Publications

Publications by HumanISE

2016

Monitoring Systems for Parallel Distributed Data Management Systems

Authors
Pinho, E; de Carvalho, AV;

Publication
2016 11TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI)

Abstract
Usually, a Big Data system has a monitoring system for performance evaluation and error prevention. Although, there are some disadvantages in the way that these tools display the information and its targeted approach to physical components. The main goal is to study visual and interaction mechanisms that allow the representation of monitoring data in grid computing environments, providing the end-user information which can contribute objectively to the system analysis. This paper has the purpose to present the state of the art, carries out an intermediate evaluation of the current work and present the proposed solution.

2016

Visualization System for Monitoring Data Management Systems

Authors
Carvalho, A; Pinho, E;

Publication
Journal of Information Systems Engineering & Management

Abstract

2016

A Bot Spooler Architecture to Integrate Virtual Worlds with E-learning Management Systems for Corporate Training

Authors
Morgado, L; Paredes, H; Fonseca, B; Martins, P; Almeida, A; Vilela, A; Peixinho, F; Santos, A;

Publication
JOURNAL OF UNIVERSAL COMPUTER SCIENCE

Abstract
Joining efforts of academic and corporate teams, we developed an integration architecture - MULTIS - that enables corporate e-learning managers to use a Learning Management System (LMS) for management of educational activities in virtual worlds. This architecture was then implemented for the Formare LMS. In this paper we present this architecture and concretizations of its implementation for the Second Life Grid/OpenSimulator virtual world platforms. Current systems are focused on activities managed by individual trainers, rather than groups of trainers and large numbers of trainees: they focus on providing the LMS with information about educational activities taking place in a virtual world and/or being able to access within the virtual world some of the information stored in the LMS, and disregard the streamlining of activity setup and data collection in multi-trainer contexts, among other administrative issues. This architecture aims to overcome the limitations of existing systems for organizational management of corporate e-learning activities.

2016

Collaboration in 3D Virtual Worlds: a protocol for case study research

Authors
Cruz, Armando; Paredes, Hugo; Fonseca, Benjamim; Martins, Paulo; Morgado, Leonel;

Publication
EAI Endorsed Trans. Future Intellig. Educat. Env.

Abstract

2016

Computer-Simulated 3D Virtual Environments in Collaborative Learning and Training: Meta-Review, Refinement, and Roadmap

Authors
Correia, A; Fonseca, B; Paredes, H; Martins, P; Morgado, L;

Publication
Progress in IS - Handbook on 3D3C Platforms

Abstract

2016

Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype

Authors
Alves Fernandes, LMA; Matos, GC; Azevedo, D; Nunes, RR; Paredes, H; Morgado, L; Barbosa, LF; Martins, P; Fonseca, B; Cristovao, P; de Carvalho, F; Cardoso, B;

Publication
BEHAVIOUR & INFORMATION TECHNOLOGY

Abstract
Gestural interaction devices emerged and originated various studies on multimodal human-computer interaction to improve user experience (UX). However, there is a knowledge gap regarding the use of these devices to enhance learning. We present an exploratory study which analysed the UX with a multimodal immersive videogame prototype, based on a Portuguese historical/cultural episode. Evaluation tests took place in high school environments and public videogaming events. Two users would be present simultaneously in the same virtual reality (VR) environment: one as the helmsman aboard Vasco da Gama's fifteenth-century Portuguese ship and the other as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a VR headset to explore the environment, whereas the giant player used body motion to control the giant, and observed results on a screen, with no headset. This allowed a preliminary characterisation of UX, identifying challenges and potential use of these devices in multi-user virtual learning contexts. We also discuss the combined use of such devices, towards future development of similar systems, and its implications on learning improvement through multimodal human-computer interaction.

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