2011
Autores
Cabo, M; Pereira, T; Fonseca, B; Paredes, H;
Publicação
ASSETS 11: PROCEEDINGS OF THE 13TH INTERNATIONAL ACM SIGACCESS CONFERENCE ON COMPUTERS AND ACCESSIBILITY
Abstract
In this demo, we present an application for mobile phones, which can allow communication between deaf and emergency medical services using an iconographic touch interface. This application can be useful especially for deaf but also for persons without disabilities that face sudden situations where speech is hard to articulate.
2011
Autores
Esteves, M; Fonseca, B; Morgado, L; Martins, P;
Publicação
BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY
Abstract
The emergence of new technologies such as three-dimensional virtual worlds brings new opportunities for teaching and learning. We conducted an action research approach to the analysis of how teaching and learning of computer programming at the university level could be developed within the Second Life virtual world. Results support the notion that it is possible to use this environment for better effectiveness in the learning of programming. The main results are the identification of problems hampering the teacher's intervention in this virtual world and the detection of solutions for those problems that were found effective to the success in using this environment for teaching/learning computer programming.
2011
Autores
Fonseca, B; Paredes, H; Rafael, LJ; Morgado, L; Martins, P;
Publicação
COLLABORATION AND TECHNOLOGY
Abstract
The maintenance of military aircraft is complex and exhaustive, requiring an accurate training program. This process is not fault tolerant and requires certification renewal periodically. Furthermore, the process involves many professionals and resources, requiring phases of maintenance and verification of the tasks. Cooperation between professionals in the overall process is essential and requires strong team coordination. It is a highly costly process, since aircrafts are scarce and their readiness is essential for missions, and it requires a scheduling effort between all team members and aircrafts. The availability of tools that allow intensive training without aircraft presence is an asset to the maintenance squadrons. Virtual worlds have simulation and collaboration capabilities to implement this process. This paper presents a software architecture developed for training engine maintenance squadrons for certification, using virtual worlds platforms. This architecture is being tested in cooperation with the Portuguese Air Force and an engine maintenance squadron of F-16 aircrafts.
2011
Autores
Reis, R; Fonseca, B; Escudeiro, P;
Publicação
SISTEMAS E TECNOLOGIAS DE INFORMACAO, VOL I
Abstract
This paper presents a comparative analysis between a set of virtual worlds in order to facilitate the process of selecting a virtual world to serve as a platform for application development. Based on exhaustive research in the area, we selected a set of criteria, based on the work of Mannien in 2004 and Robbins in 2009. After this identification we applied the Quantitative Evaluation Framework (QEF) developed by Squire in 2007 with the aim of assessing quantitatively the platforms under consideration. The results showed that Second Life, OpenSim and Active Worlds are platforms that offer more services and tools for developing applications with quality. © 2011 AISTI.
2011
Autores
Alexandre, G; Adao, T; Goncalves, M; Magalhaes, L; Bessa, M; Peres, E; Varajao, J;
Publicação
ENTERPRISE INFORMATION SYSTEMS, PT 2
Abstract
Advertisers struggle to reach effectively and efficiently to their customers, continuously seeking to influence them and simultaneously reduce the overall publicity costs. Business areas like the mobile devices industry, together with wireless technologies and interactive environments, bring an huge opportunity for marketing purposes. supporting the chance to turn advertising into a convenient and easily accessible source of information by letting marketers communicate with costumers in a more direct, personal and contextualized way. This paper presents some foundations for the development of a system that will allow context-aware personalized profile-based advertising delivery, by using Bluetooth technology to identify and communicate with customers in a given geographic area, through their mobile devices.
2011
Autores
Melo, M; Bessa, M; Rocha, T; Sousa, J; Peres, E; Varajao, J; Magalhaes, L;
Publicação
ENTERPRISE INFORMATION SYSTEMS, PT 2
Abstract
With Virtual Reality (VR) systems it is possible to visualize three-dimensional environments with a high level of detail and visual fidelity. The users can manipulate and interact with those virtual environments in an intuitive way, close to reality. The VR systems enable the access to digital services that can promote, amongst others, collaborative work, data sharing or e-commerce. In this paper, we present a multidisciplinary solution that can offer added value to users through a collaborative environment with an intuitive interface. This environment will use geo-referenced databases to replicate urban environments and represent real world problems in a virtual way, making possible a better and more flexible approach in order to solve them. It is also proposed an architecture and some digital services are illustrated to show its potential.
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