2011
Authors
Esteves, M; Fonseca, B; Morgado, L; Martins, P;
Publication
BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY
Abstract
The emergence of new technologies such as three-dimensional virtual worlds brings new opportunities for teaching and learning. We conducted an action research approach to the analysis of how teaching and learning of computer programming at the university level could be developed within the Second Life virtual world. Results support the notion that it is possible to use this environment for better effectiveness in the learning of programming. The main results are the identification of problems hampering the teacher's intervention in this virtual world and the detection of solutions for those problems that were found effective to the success in using this environment for teaching/learning computer programming.
2011
Authors
Fonseca, B; Paredes, H; Rafael, LJ; Morgado, L; Martins, P;
Publication
COLLABORATION AND TECHNOLOGY
Abstract
The maintenance of military aircraft is complex and exhaustive, requiring an accurate training program. This process is not fault tolerant and requires certification renewal periodically. Furthermore, the process involves many professionals and resources, requiring phases of maintenance and verification of the tasks. Cooperation between professionals in the overall process is essential and requires strong team coordination. It is a highly costly process, since aircrafts are scarce and their readiness is essential for missions, and it requires a scheduling effort between all team members and aircrafts. The availability of tools that allow intensive training without aircraft presence is an asset to the maintenance squadrons. Virtual worlds have simulation and collaboration capabilities to implement this process. This paper presents a software architecture developed for training engine maintenance squadrons for certification, using virtual worlds platforms. This architecture is being tested in cooperation with the Portuguese Air Force and an engine maintenance squadron of F-16 aircrafts.
2011
Authors
Reis, R; Fonseca, B; Escudeiro, P;
Publication
SISTEMAS E TECNOLOGIAS DE INFORMACAO, VOL I
Abstract
This paper presents a comparative analysis between a set of virtual worlds in order to facilitate the process of selecting a virtual world to serve as a platform for application development. Based on exhaustive research in the area, we selected a set of criteria, based on the work of Mannien in 2004 and Robbins in 2009. After this identification we applied the Quantitative Evaluation Framework (QEF) developed by Squire in 2007 with the aim of assessing quantitatively the platforms under consideration. The results showed that Second Life, OpenSim and Active Worlds are platforms that offer more services and tools for developing applications with quality. © 2011 AISTI.
2011
Authors
Alexandre, G; Adao, T; Goncalves, M; Magalhaes, L; Bessa, M; Peres, E; Varajao, J;
Publication
ENTERPRISE INFORMATION SYSTEMS, PT 2
Abstract
Advertisers struggle to reach effectively and efficiently to their customers, continuously seeking to influence them and simultaneously reduce the overall publicity costs. Business areas like the mobile devices industry, together with wireless technologies and interactive environments, bring an huge opportunity for marketing purposes. supporting the chance to turn advertising into a convenient and easily accessible source of information by letting marketers communicate with costumers in a more direct, personal and contextualized way. This paper presents some foundations for the development of a system that will allow context-aware personalized profile-based advertising delivery, by using Bluetooth technology to identify and communicate with customers in a given geographic area, through their mobile devices.
2011
Authors
Melo, M; Bessa, M; Rocha, T; Sousa, J; Peres, E; Varajao, J; Magalhaes, L;
Publication
ENTERPRISE INFORMATION SYSTEMS, PT 2
Abstract
With Virtual Reality (VR) systems it is possible to visualize three-dimensional environments with a high level of detail and visual fidelity. The users can manipulate and interact with those virtual environments in an intuitive way, close to reality. The VR systems enable the access to digital services that can promote, amongst others, collaborative work, data sharing or e-commerce. In this paper, we present a multidisciplinary solution that can offer added value to users through a collaborative environment with an intuitive interface. This environment will use geo-referenced databases to replicate urban environments and represent real world problems in a virtual way, making possible a better and more flexible approach in order to solve them. It is also proposed an architecture and some digital services are illustrated to show its potential.
2011
Authors
Liberato, NAO; De Sousa Varajao, JEQA; Correia, ESP; Bessa, MEC;
Publication
Handbook of Research on Mobility and Computing: Evolving Technologies and Ubiquitous Impacts
Abstract
Location-based mobile services (LBMS) are at present an ever growing trend, as found in the latest and most popular mobile applications launched. They are, indeed, supported by the hasty evolution of mobile devices capabilities, namely smart phones, which are becoming truer mobile pocket-computers; by users demand, always searching for new ways to benefit from technology, besides getting more contextualized and user-centred services; and, lastly, by market drive, which sees mobile devices as a dedicated way to reach customers, providing profile-based publicity, products, discounts and events. With e-commerce, products and services started arriving to potential customers through desktop computers, where they can be bought and fast delivered to a given address. However, expressions such as "being mobile", "always connected", "anytime anywhere" that already characterize life in the present will certainly continue to do so in the near future. Meanwhile, mobile devices centred commerce services seem to be the next step. Therefore, this paper presents a system architecture designed for location-based e-commerce systems. These systems, where location plays the most important role, enable a remote products/services search, based in user parameters: after a product search, shops with that products are returned in the search results and are displayed in a map, around the user present location; and services like obtaining more information, reserving and purchasing are made available as well. This concept represents a mix between traditional client-oriented commerce and faceless mass-oriented e-commerce, enabling a proximity-based user-contextualized system, being well capable of conveying significant advantages and facilities to both service-providers/retailers and users. © 2011, IGI Global.
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