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Publications

Publications by Leonel Morgado

2024

Immersive learning environments: theory and research instruments

Authors
Morgado, Leonel; Beck, Dennis;

Publication
IEEE TC-ILE Quarterly Newsletter

Abstract

2014

Online Gym : um ginásio virtual 3D integrando a kinect : análise comparativa de bibliotecas de suporte

Authors
Cassola, Fernando; Morgado, Leonel; Paredes, Hugo; Fonseca, Benjamim; Martins, Paulo; Carvalho, Fausto de;

Publication

Abstract
A sincronização online de ginástica potencia novas possibilidades para melhorar o bem-estar físico e social das pessoas com restrições de deslocação. A nossa proposta passa pela criação de uma plataforma 3D - Online Gym - que permita que os utilizadores interajam e participem em sessões online de ginástica em grupo através do Microsoft Kinect. No presente artigo, com vista à concretização desta proposta, analisamos três alternativas tecnológicas para a implementação de serviços de deteção de movimentos que possam ser integrados em plataformas gráficas multiutilizador. Nos resultados, expõem-se as características de cada uma e o impacte respetivo para sua utilização na concretização desta proposta ou outras iniciativas similares.

2021

Simple VR for better living

Authors
Mota, Telma; Carvalho, Fausto de; Paredes, Hugo; Morgado, Leonel;

Publication
InnovAction

Abstract
Physical and cognitive rehabilitation based on natural interaction and VR has been on our horizon for several years, and we have been conducting experimentation towards that goal through several exploratory research initiatives.This article addresses some aspects of the state-of-the-art of VR in healthcare and well-being, with opportunities in the domain of rehabilitation based on natural interaction and VR being analyzed and put in perspective with the SmartAL ecosystem roadmap.

2014

Shamanic interfaces for computers and gaming platforms

Authors
Carvalho, Filipe; Morgado, Leonel; Coelho, António;

Publication
INForum 2014

Abstract
Natural user interfaces are becoming widespread as a focus of research in human-computer interaction. Gestural interaction is an important part of this field, but generally done by mimicry. This raises concerns such as the necessity of creating abstractions for non-imitable commands and the difficulty of finding gestures that are meaningful for a worldwide audience. Cultural backgrounds impart different meanings to gestures. In this research , we explore the concept of allowing individuals to interact with computer systems using gesture from the individual’s own culture, focusing on a software engineering approach to support this idea. The aim is to leverage the rich semantics of non-mimicry cultural gestures to expand gestural interaction to support abstract commands for instructions that do not have a matching gestural imitation. This approach also holds the potential to support the learning of gestural commands, by linking them to the cultural background of each user. The proposed software engineering approach demonstrates the feasibility of planning applications with commands in mind, not specific gestures, separating concerns between gestural identification (which can include cultural background elements) and actual commands.

2015

A game as a tool for empirical research on the shamanic interface concept

Authors
Pinto, Tiago Susano; Coelho, António; Lukosch, Stephan; Morgado, Leonel;

Publication
SciTecIN'15 - Sciences and Technologies of Interaction 2015

Abstract
A Shamanic Interface is a recent concept that posits that the acknowledgment of culture in gestural commands may contribute to richer and more powerful user interaction with abstract concepts and complexity, but has a lack of empirical validation. Hence, this paper presents a game developed as an empirical research tool for data collection and testing on shamanic interfaces. The game is a small maze where users use gestures to control a character to reach the end of each level. The control gestures performed by each user are captured with a Leap Motion controller and recognized through Hidden Markov Models. Three command sets were implemented: Portuguese cultural gestures, Dutch cultural gestures, and a generic set. This paper evaluates the game with different users to check its playability. We conclude that the game can be used as a research data-collection tool as is, but also acknowledge several playability-related improvement recommendations.

2024

Immersive Virtual Reality, Augmented Reality and Mixed Reality for Self-regulated Learning: A Review

Authors
Pedrosa, D; Morgado, L;

Publication
TECHNOLOGY, INNOVATION, ENTREPRENEURSHIP AND EDUCATION, TIE 2023

Abstract
Immersive technologies, such as virtual reality, augmented reality, and mixed reality have gained increasing interest and usage in the field of education. Attention is being paid to their effects on teaching and learning processes, one of which is self-regulation of learning, with an important role in supporting learning success. However, designing and creating immersive environments that support the development of SRL strategies is challenging. Employing a systematic approach, this literature review provides an overview of the uses of virtual, augmented, and mixed reality with the goal of supporting SRL. We map these to known educational uses of immersive environments, highlighting current gaps in these efforts and suggesting pathways for future studies on instructional design of the use of immersive technologies to support self-regulation of learning.

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