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Publications

Publications by Vitor Rocio

2021

Requisitos de um agente inteligente de apoio ao ensino-aprendizagem on-line: modelo Wizard User

Authors
Ferrão, Eduardo; Bidarra, José; Rocio, Vitor;

Publication
International Journal of Development Research

Abstract
O cenário atual apresenta, cotidianamente, novas ferramentas tecnológicas, que auxiliam e que permitem dar maior significado ao processo educacional. Nesse contexto, destacamos, principalmente, as tecnologias baseadas em Inteligência Artificial (IA), que são capazes de interpretar, estruturar e cruzar dados, gerando predições com as informações analisadas, podendo, ainda, realizar inferências automáticas e interação com os usuários. Diante da existência de poderosos recursos tecnológicos e a massificação de cursos on-line, podemos afirmar que as ferramentas de acompanhamento evolutivo dos participantes, a interação e as metodologias educacionais tornam-se fundamentais no processo de ensino-aprendizagem. Esse artigo tem o objetivo de nortear a especificação de requisitos do modelo tecnológico, que visa ao auxílio no processo de ensino-aprendizado em curso on-line. Essa investigação utilizou-se de entrevistas e inquéritos com gestores e alunos de universidades brasileiras, para identificar como a IA, aliada a outras tecnologias, poderia auxiliar o processo de ensino-aprendizado, além de proporcionar, aos gestores e professores (mediadores pedagógicos), mais informações operacionais, táticas e estratégicas, nas tomadas de decisão acadêmica. Por último, ratificou-se que, nas instituições analisadas, ainda, não existe o uso da IA e, também, há uma carência de tecnologias emergentes, que possibilitariam automatizar atividades operativas realizadas pelos professores.

2021

Enhancement and extension of the printed book: an online gamification model to complement educational textbooks

Authors
Rocio, Vitor; Bidarra, José;

Publication
Proceedings of I-HE2021 Conference (Innovating Higher Education)

Abstract
Despite the significant increase in the use of digital devices, and the access to e-books by younger ages, the printed book still remains very important. Nowadays, although many communication processes and information exchanges have a digital support, the importance of using printed paper is acknowledged in many contexts. Both the paper and the digital media have unique advantages: digital media integrate with audiovisual and interactive resources, and the paper book supports interactions such as tactile and kinesthetic feedback given to both hands. In recent years there have been several commercial products designated as "augmented books", using augmented reality technologies to provide the reader with more layers of information, thereby fostering the use of the book in new ways. So, in this concept paper we describe part of the research and outcomes of project CHIC – C3, aimed at designing and developing a platform for managing the production of digital content connected with printed books. Furthermore, we propose a model for the gamification of digital content based on the printed book, mainly aimed at educational purposes. A proof of concept for the model was built in the form of a companion platform, supported by the Moodle LMS, fully integrated with the main CHIC website. Readers are able to access the platform, engage in several content related games, and interact with other readers.

2021

Task scheduling model for fog paradigm

Authors
Barros, Celestino Lopes de; Rocio, Vitor; Sousa, André; Paredes, Hugo;

Publication
ADVANCE 2021. 9th International Workshop on ADVANCEs in ICT Infrastructures and Services

Abstract
Task scheduling in fog paradigm is highly complex and in the literature, there are still few studies. In the cloud architecture, it is widely studied and in many researches, it is approached from the perspective of service providers. Trying to bring innovative contributions in these areas, in this paper, we propose a model to the context-aware task-scheduling problem for fog paradigm. In our proposal, different context parameters are normalized through Min-Max normalization; requisition priorities are defined through the application of the Multiple Linear Regression (MLR) technique and scheduling is performed using Multi-Objective Non-Linear Programming Optimization (MONLIP) technique.

2022

Online gamification devices as extensions of the educational printed book

Authors
Bidarra, José; Rocio, Vitor;

Publication
The Envisioning Report for Empowering Universities

Abstract
In recent years there have been several commercial products designated as "augmented books". These use gamification and augmented reality technologies to provide the reader with more layers of information, thereby fostering the use of the book in new ways. So, in this article we describe part of the research and outcomes of the Portuguese project CHIC – C3, aimed at designing and developing a platform for managing the production of digital content connected with printed books. Furthermore, we developed a model for the gamification of digital content based on the printed book, mainly aimed at educational purposes. A proof of concept for the model was built in the form of a companion platform, supported by the Moodle LMS, fully integrated with the main CHIC website. Readers were able to access the platform, engage in several content related games, and interact with other readers.

2018

Empathic mediators for distance learning courses

Authors
Cláudio, Ana Paula; Carmo, Maria Beatriz; Silva, João Balsa da; Alves, Catarina Bilé; Costa, Ricardo; Marcos, Adérito; Carvalho, Elizabeth; Rocio, Vitor; Morgado, Leonel; Morgado, Lina; Varghese, Anila Ann; Seixas, Sónia; Barros, Daniela Melaré Vieira; Rodrigues, Ricardo; Martinho, Carlos;

Publication
Proceedings ICGI - 2018. International Conference on Graphics and Interaction

Abstract
Online distance learning introduces several challenges, such as the dependence of online tools, the asynchronous communication between teachers and students, and the lack of synchronous social engagement level that inclassroom teaching can leverage. The existence of an online tutor 24 hours/day would be an interesting asset to potentially work as an additional learning support tool. The Virtual Tutoring project aims at the development of solutions involving anthropomorphic 3D avatars that work as both virtual online tutors in the Moodle e-learning platform as well as coaches in a mobile application that interact empathically with the students by predicting their emotional state and selecting appropriate emotion regulation strategies. This paper presents the current status of the project, preliminary evaluations with students, and future developments.

2024

Problems and prospects of hybrid learning in higher education

Authors
Bidarra, J; Rocio, V; Sousa, N; Coutinho Rodrigues, J;

Publication
OPEN LEARNING

Abstract
This study was initiated at a time of unprecedented uncertainty, as lecturers and educational institutions across the world tried to manage the move to online education as a result of the global COVID-19 pandemic. It started with lecturers' perspectives of their performance during that time to identify innovative teaching strategies beyond the priority of emergency teaching. The main goal was to identify the occurrence of more permanent changes in Higher Education after the pandemic. The research was based on a qualitative approach where faculty members were interviewed about their activities before, during and after lockdown periods. Data collected was analysed with the help of an algorithm based on Artificial Intelligence. Ultimately, it was possible to gather and evaluate practical solutions related to hybrid learning in Europe, Australia, and New Zealand, leading to recommendations for stakeholders in Higher Education.

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