2011
Authors
Reis, MJCS; Bacelar, M; Reis, MGAD; Meira, D; Bessa, M; Peres, E; Morais, R; Valente, A; Soares, S; Bulas Cruz, J;
Publication
2011 2nd National Conference on Telecommunications, CONATEL 2011 - Proceedings
Abstract
The academic performance and social competence of a child in school is positively associated with the involvement of their parents. However, the researches about educational learning models often ignore the parents' part. Internet opens a new paradigm: education and communication approach is more complex than ever. Here, we would like to present an Internet based system to support students' homework. We believe that one of the major advantages of our system is time saving, particularly from the teacher's point of view. Also, this system gathers statistical data concerning different groups of students selected by the teacher. From these data on, the teacher can easily see where the students are having problems and decide what to do next. From the student (or parent) point of view, the prompt feedback about the exercises correctness, added to the training with different exercises sets about the same subject, besides the utilization of video, color, sound, etc., that positively reinforce child's senses, are elected as the main advantages. © 2011 IEEE.
2012
Authors
Rocha, T; Bessa, M; Goncalves, R; Peres, E; Magalhaes, L;
Publication
PROCEEDINGS OF THE 4TH INTERNATIONAL CONFERENCE ON SOFTWARE DEVELOPMENT FOR ENHANCING ACCESSIBILITY AND FIGHTING INFO-EXCLUSION (DSAI 2012)
Abstract
The lack of data in Portugal is a crucial problem for a full characterization and thus a full digital integration for people with disabilities. This is not only a problem of ethic dimension or equal opportunities but have also an economic dimension because excludes a consumer group with economical potential. Hence, this article focuses on the importance of the characterization of people with disabilities in a social, economic and digital perspective. It aims to emphasize their disabilities and ageing evolution, potential value in the digital business and design awareness for inclusion for improve the quality of life of people with disabilities. (C) 2012 The Authors. Published by Elsevier B.V. Selection and/or peer-review under responsibility of the Scientific Programme Committee of the 4th International Conference on Software Development for Enhancing Accessibility and Fighting Info-exclusion (DSAI 2012)
2012
Authors
Rocha, T; Bessa, M; Goncalves, M; Cabral, L; Godinho, F; Peres, E; Reis, MC; Magalhaes, L; Chalmers, A;
Publication
JOURNAL OF APPLIED RESEARCH IN INTELLECTUAL DISABILITIES
Abstract
Background One of the most mentioned problems of web accessibility, as recognized in several different studies, is related to the difficulty regarding the perception of what is or is not clickable in a web page. In particular, a key problem is the recognition of hyperlinks by a specific group of people, namely those with intellectual disabilities. Materials and Methods This experiment investigated a methodology based on the direct observation, video recording, interview and data obtained by an eye tracker device. Ten participants took part in this study. They were divided into two groups and asked to perform two tasks: Sing a song and Listen to a story in two websites. These websites were developed to include specific details. The first website presented an image navigation menu (INM), whereas the other one showed a text navigation menu (TNM). Results There was a general improvement regarding the participants' performance when using INMs. Conclusion The referred analysis indeed shows that not only did these specific participants gain a better understanding of the demanding task, but also they showed an improved perception concerning the content of the navigation menu that included hyperlinks with images.
2010
Authors
Cruz Cunha, MM; Reis, MGAD; Peres, E; Varajão, J; Bessa, M; Magalhães, L; Barbosa, L; Barreira, J;
Publication
IEEE-RITA
Abstract
An augmented reality system allows you to combine real and virtual objects in a real environment, interactively and in real-time, features that give these systems a high potential in learning environments. This paper discusses the fundamentals of information technology in education. In particular, it explores the mobile augmented reality as a tool to support learning. It also proposes a model for supporting learning environments attended by interactive multimedia environments using augmented reality on mobile devices. © IEEE.
2009
Authors
Peres, E; Liberato, N; Bessa, M; Varajao, J;
Publication
KNOWLEDGE MANAGEMENT AND INNOVATION IN ADVANCING ECONOMIES-ANALYSES & SOLUTIONS, VOLS 1-3
Abstract
Prevalent in today society mobile devices indeed come with technical capabilities offering both complex software applications and location-based services. However, seldom are the mobile-devices software and hardware potential fully exploited, seen that the navigation-aid systems are the most ordinary and significant advantages being taken from such capabilities. Furthermore, bringing environment-contextualized information and services to users through their mobile-devices seems yet to be roughly explored as an electronic business. For example, when someone is on tour and spontaneously wants to find information, or want to book/buy tickets, concerning cultural events taking place in their geographical surroundings, up to present, it is not known an available system or service capable of providing it. To overcome this problem, we propose a new ubiquitous events promotion e-business system, which enables one to search for cultural events based on geographic location, also supporting ticket-booking, ticket-selling and ticket-validation services.
2012
Authors
Barreira, J; Bessa, M; Pereira, LC; Adao, T; Peres, E; Magalhaes, L;
Publication
INFORMATION SYSTEMS AND TECHNOLOGIES
Abstract
Recent digital games have been developed not only for entertainment purposes, but also to promote learning. This paper presents MOW (Matching Objects and Words), which is an Augmented Reality (AR) game for learning words in different languages. Experimental tests were performed with Portuguese children during English classes. We have compared the results from using MOW along with traditional teaching methods. The results indicate that children who used the Augmented Reality games had a superior learning progress than those who used only traditional methods.
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