2015
Autores
Cruz, A; Morgado, L; Paredes, H; Fonseca, B; Martins, P;
Publicação
PROCEEDINGS OF THE 2015 IEEE 19TH INTERNATIONAL CONFERENCE ON COMPUTER SUPPORTED COOPERATIVE WORK IN DESIGN (CSCWD)
Abstract
Three dimensional virtual worlds (3DVW) have experienced a large growth in number of users, and are being used for collaboration activities. In parallel, the research field of Computer Supported Cooperative Work (CSCW) has developed taxonomies to classify systems that support collaboration. However, the CSCW perspective presents a bias towards traditional user interface paradigms, whose affordances are quite distinct from those of 3DVW, which include features such as the spatial environment, embodiment, and their dynamics. These are features which are regarded as significant factors in the research field of Presence, and yet, in our opinion, are not well appreciated from the perspective of CSCW analysis. Because of this, we question of the ability of CSCW taxonomies to properly describe the collaboration characteristics of 3DVW. By "properly", we mean to say that 3DVW bring to fore collaboration characteristics that are in fact distinctive of them as collaboration tools, impacting collaboration in ways that are seldom found in usual groupware, and yet CSCW taxonomies do not distinguish them. We posit that these features should be contemplated in CSCW taxonomies and their usefulness taken into account in the development of future systems that aim to support collaboration.
2015
Autores
Morgado, L; Cardoso, B; de Carvalho, F; Fernandes, L; Paredes, H; Barbosa, L; Fonseca, B; Martins, P; Nunes, RR;
Publicação
CIT/IUCC/DASC/PICOM 2015 IEEE INTERNATIONAL CONFERENCE ON COMPUTER AND INFORMATION TECHNOLOGY - UBIQUITOUS COMPUTING AND COMMUNICATIONS - DEPENDABLE, AUTONOMIC AND SECURE COMPUTING - PERVASIVE INTELLIGENCE AND COMPUTING
Abstract
Gesture-controlled applications typically are tied to specific gestures, and also tied to specific recognition methods and specific gesture-detection devices. We propose a concern-separation architecture, which mediates the following concerns: gesture acquisition; gesture recognition; and gestural control. It enables application developers to respond to gesture-independent commands, recognized using plug-in gesture-recognition modules that process gesture data via both device-dependent and device-independent data formats and callbacks. Its feasibility is demonstrated with a sample implementation.
2015
Autores
Nunes, RR; Pedrosa, D; Fonseca, B; Paredes, H; Cravino, J; Morgado, L; Martins, P;
Publicação
UNIVERSAL ACCESS IN HUMAN-COMPUTER INTERACTION: ACCESS TO LEARNING, HEALTH AND WELL-BEING, UAHCI 2015, PT III
Abstract
To motivate students to study advanced programming techniques, including the use of architectural styles such as the model-view-controller pattern, we have conducted action research upon a project based-learning approach. In addition to collaboration, the approach includes students' searching and analysis of scientific documents and their involvement in communities of practice outside academia. In this paper, we report the findings of second action research cycle, which took place throughout the fourth semester of a six-semester program. As with the previous cycle during the previous academic year, students did not satisfactorily achieve expected learning out-comes. More groups completed the assigned activities, but results continue to reflect poor engagement in the communities of practice and very low performance in other learning tasks. From the collected data we have identified new approaches and recommendations for subsequent research.
2015
Autores
Letra, P; Paiva, ACR; Flores, N;
Publicação
2015 IEEE 18TH INTERNATIONAL CONFERENCE ON COMPUTATIONAL SCIENCE AND ENGINEERING (CSE)
Abstract
Software engineering is an area with a wide range of concepts and knowledge. To this diversity of topics, you may need to apply different teaching and learning techniques to be effective. One such technique is the use of serious games, but the design of such games tends to be complex, currently lacking a map of game design standards that comply with the Software Engineering education requirements. This paper presents the process to identify the game design patterns that can be effective for teaching software engineering, specifically the software project management topic. The process begins by identifying the relationship between game design patterns and teaching and learning functions based on literature review. Then the work follows establishing a relationship between teaching and learning functions and software project management education through questionnaires made to software engineering teachers. Finally, it sets up the relationship between game design patterns and software project management education through an empirical study conducted with master students. These results can be used as a basis for designing and developing serious games for teaching software project management.
2015
Autores
Freitas, J; Meira, C; Melo, M; Barbosa, L; Bessa, M;
Publicação
PROCEEDINGS OF THE 2015 10TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2015)
Abstract
Humans sense the surrounding environment through five senses: sight, hearing, taste, smell and touch. This is valid not only for real life but also when one is exposed to virtual environments. It already exists systems that exploit the sensorial stimulation of more than one sense, however there are no available low-cost solutions that allow creative professionals to create and visualize multisensory contents. On this paper it is presented a solution for the creation and delivery of multisensory contents that allow users to create their own multisensory experiments. An evaluation of the developed solution that shows the potential of these new contents is also described.
2015
Autores
Freire, H; de Moura Oliveira, PBD; Solteiro Pires, EJS; Bessa, M;
Publicação
MEMETIC COMPUTING
Abstract
The performance of multi-objective evolutionary algorithms can severely deteriorate when applied to problems with 4 or more objectives, called many-objective problems. For Pareto dominance based techniques, available information about some optimal solutions can be used to improve their performance. This is the case of corner solutions. This work considers the behaviour of three multi-objective algorithms [Non-dominated sorting genetic algorithm (NSGA-II), Speed-constrained multi-objective particle swarm optimization (SMPSO) and generalized differential evolution (GDE3)] when corner solutions are inserted into the population at different evolutionary stages. The problem of finding corner solutions is addressed by proposing a new algorithm based in multi-objective particle swarm optimization (MOPSO). Results concerning the behaviour of the aforementioned algorithms in five benchmark problems (DTLZ1-5) and respective analysis are presented.
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