2012
Autores
Pinheiro, A; Fernandes, P; Maia, A; Cruz, G; Pedrosa, D; Fonseca, B; Paredes, H; Martins, P; Morgado, L; Rafael, J;
Publicação
4TH INTERNATIONAL CONFERENCE ON GAMES AND VIRTUAL WORLDS FOR SERIOUS APPLICATIONS (VS-GAMES'12)
Abstract
Mechanical maintenance of F-16 engines is carried out as a team effort involving 3 to 4 skilled engine technicians. This paper presents the development of a mechanical maintenance simulator for their training. This simulator aims to enable technician training to be enhanced with cooperation and context prior to the training phase with actual physical engines. We describe 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. (C) 2012 The Authors. Published by Elsevier B. V. Selection and/or peer-review under responsibility of the scientific programme committee of VS-Games 2012
2012
Autores
Cruz, A; Correia, A; Paredes, H; Fonseca, B; Morgado, L; Martins, P;
Publicação
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Abstract
The development of groupware systems can be supported by the perspectives provided by taxonomies categorizing collaboration systems and theoretical approaches from the multidisciplinary field of Computer-Supported Cooperative Work (CSCW). In the last decades, multiple taxonomic schemes were developed with different classification dimensions, but only a few addressed the socio-technical perspective that encompasses the interaction between groups of people and technology in work contexts. Moreover, there is an ambiguity in the use of the categories presented in the literature. Aiming to tackle this vagueness and support the development of future groupware systems aware of social phenomena, we present a comprehensive classification model to interrelate technological requirements with CSCW dimensions of communication, coordination, cooperation, time and space, regulation, awareness, group dynamics, and complementary categories obtained from a taxonomic literature review. © 2012 Springer-Verlag.
2012
Autores
Neves, P; Nunes, RR; Lima, J; Martins, P; Paredes, H; Varajao, J; Morgado, L; Goncalves, R; Fonseca, B; Sanders, R; Barracho, V; Rus, M; Rahe, M; Mostert, A; Carvalho, J; Duarte, I;
Publicação
Handbook of Research on Serious Games as Educational, Business and Research Tools
Abstract
Serious games are playing an increasing role as educational tools and the last decade witnessed a growing number of proposals in this field. One of the major challenges of the current European societies is to foster an entrepreneurial interest in young people, and the European Commission has been promoting projects that pursue this objective. This chapter presents one such project, PLAYER, in which an educational game was implemented in Facebook with the aim of promoting entrepreneurship by guiding young people in the definition of a business proposal. The game encompasses 4 stages that include the basic description of the business idea, the characterization of its strategies, the filling of a funding quiz, the SWOT analysis, and finally the production of a detailed business plan, for those players to be able to reach the final stage of the game. © 2012, IGI Global.
2012
Autores
Magalhaes, L; Bessa, M; Urbano, C; Melo, M; Peres, E; Chalmers, A;
Publicação
OPTICS, PHOTONICS, AND DIGITAL TECHNOLOGIES FOR MULTIMEDIA APPLICATIONS II
Abstract
There is a vast body of literature concerning the capture, storing, transmission and display of High Dynamic Range (HDR) imaging. Nevertheless, there are few works that try to address the problem of getting HDR on mobile devices. Their hardware limitations, such as processing power, storage space, graphics capabilities and screen characteristics, transform that problem in a big challenge. However, since more and more HDR content is being produced and given that in a few years it can become a standard, it is necessary to provide the means to visualize HDR images and video on mobile devices. The main goal of this paper is to present a survey on HDR visualization approaches and techniques developed specifically for mobile devices. To understand what are the main challenges that need to be addressed in order to visualize HDR on mobile devices, an overview of their main characteristics is given. The very low dynamic range of most of mobile devices' displays implies that a tone mapping operator (TMO) must be applied in order to visualize the HDR content. The current status of the research on TMO will be presented and analyzed, a special attention will be given to the ones that were developed taking in account the limited characteristics of the mobile devices' displays. Another important issue is visualization quality assessment, meaning visualize HDR content without losing the main characteristics of the original HDR content. Thus, evaluation studies of HDR content visualization on mobile devices will be presented and their results analyzed.
2012
Autores
Carvalho, D; Bessa, M; Peres, E; Magalhaes, L; Guedes, C; Oliveira, L;
Publicação
7TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2012)
Abstract
The use of Information and Communication Technologies (ICTs) has grown substantially over the past few years. However, a portion of the world's society has not been able to keep up with these technological advances. For this purpose, we present a serious game with a multi-touch interface envisioned to encourage and teach digitally excluded people on how to use the Portuguese Automated Teller Machine (ATM): a commodity much needed by society, but still avoided by some, mainly due to their fear of the digital world. An exploratory study was conducted to investigate if a serious game based on a new interaction paradigm can have a positive influence in the struggle against the Portuguese digital divide. We believe that the findings of our pilot case study can be useful to determine if a multi-touch serious game, due to its intuitiveness and ease of use, can stimulate the digitally excluded people to handle the ATM on a regular basis. The results that were obtained suggest that this approach may indeed produce a positive impact in the attempt to bridge the Portuguese digital divide.
2012
Autores
Adao, T; Magalhaes, L; Bessa, M; Barreira, J; Melo, M; Goncalves, M; Sousa, J; Peres, E;
Publicação
4TH CONFERENCE OF ENTERPRISE INFORMATION SYSTEMS - ALIGNING TECHNOLOGY, ORGANIZATIONS AND PEOPLE (CENTERIS 2012)
Abstract
In some business areas there is the need to use representations of places or buildings in order to provide visual informations. These representations are, mainly, reconstructions of scaled real models or virtual representations produced in a Computer-Aided Design (CAD) tool. Recently, procedural modeling has been applied to generate buildings and cities in a short time and with a minimum user intervention. This methodology reveals to be a promising solution for a cost-effective alternative in models construction. One of the areas that can benefit from this kind of approach is archeology, for example to test archeological hypothesis. However, the existing solutions are not flexible enough to provide high detailed models containing building interiors and exteriors. This paper aims to present the global architecture and specification of an information system that supports the procedural modeling process, producing enhanced virtual representations of ancient places, including building facades and interiors, using the information available. (C) 2012 Published by Elsevier Ltd. Selection and/or peer review under responsibility of CENTERIS/SCIKA - Association for Promotion and Dissemination of Scientific Knowledge
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