2014
Autores
Cota, MP; Barroso, J; Ferreira, SBL; Fonseca, B; Mikropoulos, TA; Paredes, H;
Publicação
DSAI
Abstract
2014
Autores
Fonseca, B; Goncalves, R; Nunes, RR; Teixeira, MS; Paredes, H; Morgado, L; Martins, P;
Publicação
LEARNING AND COLLABORATION TECHNOLOGIES: TECHNOLOGY-RICH ENVIRONMENTS FOR LEARNING AND COLLABORATION, PT II
Abstract
Entrepreneurship education is increasingly being promoted, driven by a wide consensus in modern societies concerning its benefits in fostering the development of several professional and personal attitudes and skills, such as business expertise, creativity, risk assessment or responsibility. In this context, several authorities have been actively developing policies and activities to empower entrepreneurship culture in young people. Serious Games are recognized as having an important role and potential in education and social networks emerged in the last decade as the platform preferred by many people to socialize, play games or conduct professional activities. This paper presents a proposal for BIZZY, a serious game to be developed and implemented as a Facebook application, to enable young people in the range 12-18 years old to learn entrepreneurial skills progressively, by guiding them to develop a business project from the early idea to the business plan.
2014
Autores
Cruz, A; Paredes, H; Fonseca, B; Morgado, L; Martins, P;
Publicação
Procedia Technology
Abstract
2014
Autores
Paredes, H; Fonseca, B; Barroso, J;
Publicação
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Abstract
Touchscreens allow interaction with icons and buttons for executing applications or selecting information. This can be used for non-verbal communication, enabling the deaf to communicate without the need for sign language translation and with a richer context than just using text. This paper explores the development process of iconographic driven applications for nonverbal communication following a user centered design approach. MyCarMobile, a mobile application intended to facilitate the communication of the deaf with roadside assistance services, is introduced as a case study. The application follows the iconographic driven interaction model allowing users to describe an occurrence, through the interaction with icons and buttons in a touchscreen device. Based on the implementation of the case study application and previous work a set of guidelines for implementing iconographic driven applications is proposed. © 2014 Springer International Publishing.
2014
Autores
Pinheiro, A; Fernandes, P; Maia, A; Cruz, G; Pedrosa, D; Fonseca, B; Paredes, H; Martins, P; Morgado, L; Rafael, J;
Publicação
Entertainment Computing
Abstract
Mechanical maintenance of F-16 engines is carried out as a team effort involving 3-4 skilled engine technicians, but the details of its procedures and requisites change constantly, to improve safety, optimize resources, and respond to knowledge learned from field outcomes. This provides a challenge for development of training simulators, since simulated actions risk becoming obsolete rapidly and require costly reimplementation. This paper presents the development of a 3D mechanical maintenance training simulator for this context, using a low-cost simulation platform and a software architecture that separates simulation control from simulation visualization, in view of enabling more agile adaptation of simulators. This specific simulator aims to enable technician training to be enhanced with cooperation and context prior to the training phase with actual physical engines. We provide data in support of the feasibility of this approach, describing the requirements that were identified with the Portuguese Air Force, the overall software architecture of the system, the current stage of the prototype, and the outcomes of the first field tests with users.
2014
Autores
Paredes, H; Cassola, F; Morgado, L; de Carvalho, F; Ala, S; Cardoso, F; Fonseca, B; Martins, P;
Publicação
COMPUTERS HELPING PEOPLE WITH SPECIAL NEEDS, ICCHP 2014, PT I
Abstract
The combination of the potentialities of the interactive technologies, like exergames and the emerging motion capture devices with the ability of 3D virtual worlds for socialisation and context, can produce a platform to promote the physical activity of its users, which leverages its potential. The OnlineGym is an exploratory project based on an online 3D virtual worlds platform that allows users to interact with the system through the use of a motion capture device. This paper discusses the chosen technological approaches and the preliminary results of the experiments performed with users.
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