2015
Authors
Azevedo, D; Paredes, H; Fonseca, B;
Publication
2015 9th International Conference on Next Generation Mobile Applications, Services and Technologies (NGMAST 2015)
Abstract
In the current technological landscape, companies face problems associated with the development of mobile applications and rapid integration with their enterprise systems to ensure the availability of value-added services for its customers in pervasive environment. To fill this gap, a generic model for dynamic switching of communication channels to ensure the principles of transparency in distributed environments is proposed, by: (1) designing an interchangeable communication layer for mobile applications; (2) ensuring the transparency of the communication channels; (3) proposing a framework for the development of mobile applications in distributed environment to guarantee the mentioned above communication transparency.
2015
Authors
Cruz, A; Paredes, H; Fonseca, B; Martins, P; Morgado, L;
Publication
WORKSHOP PROCEEDINGS OF THE 11TH INTERNATIONAL CONFERENCE ON INTELLIGENT ENVIRONMENTS
Abstract
Three-dimensional virtual worlds (3DVW) have been growing fast in number of users, and are used for the most diverse purposes. In collaboration, 3DVW are used with good results due to features such as immersion, interaction capabilities, use of avatar embodiment, and physical space. In the particular cases of avatar embodiment and physical space, these features support nonverbal communication, but its impact on collaboration is not well known. In this work we present the initial steps for creation of a protocol for case study research, aiming to assert itself as a tool to collect data on how nonverbal communication influences collaboration in 3DVW. We define the propositions and units of analysis, and a pilot case to validate them.
2015
Authors
Cruz, A; Morgado, L; Paredes, H; Fonseca, B; Martins, P;
Publication
PROCEEDINGS OF THE 2015 IEEE 19TH INTERNATIONAL CONFERENCE ON COMPUTER SUPPORTED COOPERATIVE WORK IN DESIGN (CSCWD)
Abstract
Three dimensional virtual worlds (3DVW) have experienced a large growth in number of users, and are being used for collaboration activities. In parallel, the research field of Computer Supported Cooperative Work (CSCW) has developed taxonomies to classify systems that support collaboration. However, the CSCW perspective presents a bias towards traditional user interface paradigms, whose affordances are quite distinct from those of 3DVW, which include features such as the spatial environment, embodiment, and their dynamics. These are features which are regarded as significant factors in the research field of Presence, and yet, in our opinion, are not well appreciated from the perspective of CSCW analysis. Because of this, we question of the ability of CSCW taxonomies to properly describe the collaboration characteristics of 3DVW. By "properly", we mean to say that 3DVW bring to fore collaboration characteristics that are in fact distinctive of them as collaboration tools, impacting collaboration in ways that are seldom found in usual groupware, and yet CSCW taxonomies do not distinguish them. We posit that these features should be contemplated in CSCW taxonomies and their usefulness taken into account in the development of future systems that aim to support collaboration.
2015
Authors
Morgado, L; Cardoso, B; de Carvalho, F; Fernandes, L; Paredes, H; Barbosa, L; Fonseca, B; Martins, P; Nunes, RR;
Publication
CIT/IUCC/DASC/PICOM 2015 IEEE INTERNATIONAL CONFERENCE ON COMPUTER AND INFORMATION TECHNOLOGY - UBIQUITOUS COMPUTING AND COMMUNICATIONS - DEPENDABLE, AUTONOMIC AND SECURE COMPUTING - PERVASIVE INTELLIGENCE AND COMPUTING
Abstract
Gesture-controlled applications typically are tied to specific gestures, and also tied to specific recognition methods and specific gesture-detection devices. We propose a concern-separation architecture, which mediates the following concerns: gesture acquisition; gesture recognition; and gestural control. It enables application developers to respond to gesture-independent commands, recognized using plug-in gesture-recognition modules that process gesture data via both device-dependent and device-independent data formats and callbacks. Its feasibility is demonstrated with a sample implementation.
2015
Authors
Nunes, RR; Pedrosa, D; Fonseca, B; Paredes, H; Cravino, J; Morgado, L; Martins, P;
Publication
UNIVERSAL ACCESS IN HUMAN-COMPUTER INTERACTION: ACCESS TO LEARNING, HEALTH AND WELL-BEING, UAHCI 2015, PT III
Abstract
To motivate students to study advanced programming techniques, including the use of architectural styles such as the model-view-controller pattern, we have conducted action research upon a project based-learning approach. In addition to collaboration, the approach includes students' searching and analysis of scientific documents and their involvement in communities of practice outside academia. In this paper, we report the findings of second action research cycle, which took place throughout the fourth semester of a six-semester program. As with the previous cycle during the previous academic year, students did not satisfactorily achieve expected learning out-comes. More groups completed the assigned activities, but results continue to reflect poor engagement in the communities of practice and very low performance in other learning tasks. From the collected data we have identified new approaches and recommendations for subsequent research.
2015
Authors
Letra, P; Paiva, ACR; Flores, N;
Publication
2015 IEEE 18TH INTERNATIONAL CONFERENCE ON COMPUTATIONAL SCIENCE AND ENGINEERING (CSE)
Abstract
Software engineering is an area with a wide range of concepts and knowledge. To this diversity of topics, you may need to apply different teaching and learning techniques to be effective. One such technique is the use of serious games, but the design of such games tends to be complex, currently lacking a map of game design standards that comply with the Software Engineering education requirements. This paper presents the process to identify the game design patterns that can be effective for teaching software engineering, specifically the software project management topic. The process begins by identifying the relationship between game design patterns and teaching and learning functions based on literature review. Then the work follows establishing a relationship between teaching and learning functions and software project management education through questionnaires made to software engineering teachers. Finally, it sets up the relationship between game design patterns and software project management education through an empirical study conducted with master students. These results can be used as a basis for designing and developing serious games for teaching software project management.
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