2014
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.
2022
Authors
Santos, C; Rybska, E; Klichowski, M; Jankowiak, B; Jaskulska, S; Domingues, N; Carvalho, D; Rocha, T; Paredes, H; Martins, P; Rocha, J;
Publication
CENTERIS/ProjMAN/HCist
Abstract
Partnerships for Science Education (PAFSE) is a case study of project-based learning applied to real-world problems connected with public health and sustainable development. The EU-funded project organizes science education activities at low secondary level engaging students and school stakeholders (universities, research centres, start-ups, enterprises, governmental organisations, NGOs) in health promotion and disease prevention actions that benefit the health and well-being of the community. Projects leaded by schools are addressed within educational scenarios co-created with partners interested in STEM education and developed under a relevant public health issue through their continuous engagement in open schooling approach.
2024
Authors
Fresneda Bottaro, F; Santos, A; Martins, P; Reis, L;
Publication
INFORMATION SYSTEMS AND TECHNOLOGIES, VOL 2, WORLDCIST 2023
Abstract
Learning environments unquestionably enable learners to develop their pedagogical and scientific processes efficiently and effectively. Thus, considering the impossibility of not having conditions of autonomy over the routine underlying the studies and, consequently, not having guarantees of the learning carried out makes the learners experience gaps in the domain of materials adequate to their actual needs. The paper's objective is to present the relevance of the applicability of Artificial Intelligence in Recommendation Systems, reinforced through the Assurance of Learning, oriented towards adaptive-personalized practice in corporate e-learning contexts. The research methodology underlying the work fell on Design Science Research, as it is considered adequate to support the research, given the need to carry out the design phases, development, construction, evaluation, validation of the artefact and, finally, communication of the results. The main results instigate the development of an Adaptive-Personalized Learning framework for corporate e-learning, provided with models of Artificial Intelligence and guided using the Assurance of Learning process. It becomes central that learners can enjoy adequate academic development. In this sense, the framework has an implicit structure that promotes the definition of personalized attributes, which involves recommendations and customizations of content per profile, including training content that will be suggested and learning activity content that will be continuously monitored, given the specific needs of learners.
2023
Authors
Silva, RM; Carvalho, D; Martins, P; Rocha, T;
Publication
ICITL
Abstract
Virtual reality (VR) technologies have been evolving in recent decades, allowing simulating real-life situations in controlled and safe virtual environments, where they reveal increasingly realistic details. There is an increase in the number of publications on virtual reality interventions in different areas, especially in Education, particularly in interventions with children diagnosed with Autism Spectrum Disorders (ASD). The lack of social skills prevents these children diagnosed with ASD to respond appropriately and adapt to the most diverse daily social situations. On this basis, VR has revealed a set of evidences that present promising results and show great acceptance among the diversified population with ASD. In order to understand how VR may contribute to the improvement of skills, allowing their inclusion, we conducted a systematic review of the literature. We present considerations on the selected studies, identifying the main gaps and pointing out possible directions for future research.
2024
Authors
Sousa, S; Lamas, D; Cravino, J; Martins, P;
Publication
COMPUTER
Abstract
The proposed framework (Human-Centered Trustworthy Framework) provides a novel human-computer interaction approach to incorporate positive and meaningful trustful user experiences in the system design process. It helps to illustrate potential users' trust concerns in artificial intelligence and guides nonexperts to avoid designing vulnerable interactions that lead to breaches of trust.
2023
Authors
Carvalho, D; Cabral, M; Rocha, T; Paredes, H; Martins, P;
Publication
HCI (54)
Abstract
The use of 3D animations in medical education is becoming increasingly popular. Indeed, animations are an efficient way to present complex information, reducing time spent reading textbooks. Thus, in the educational contexts, animations can help students learn more efficiently, retain and better understand information. In addition to improving the learning experience, medical education is a highly important and necessary endeavor, as it can directly affect the lives of patients. These videos can be useful in emergency care instructions and provide information about how to administer CPR to a patient or help in forensic reconstructions; a doctor might explain a medical term to a patient in a friendly way, and they can also help patients understand complex procedures. We find it important to understand if students and schools, when challenged, take a role in their community preparedness for major health problems. Projects led by schools are addressed within educational scenarios focused on STEM education and developed under a relevant public health issue through their continuous engagement in open schooling approach. By implementing an educational scenario with a focus on 3D animation, and thus potentiate the use of this technology, we intend to help raise awareness on the public health theme.
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