2023
Autores
Silva, R; Martins, F; Cravino, J; Martins, P; Costa, C; Lopes, JB;
Publicação
EDUCATION SCIENCES
Abstract
The proper integration of technology in teaching and learning processes must consider the role of teachers and students, as well as the design of tasks and the context in which they are implemented. Teachers' perceived self-efficacy significantly influences their willingness to integrate educational robotics (ER) into their practice, so initial teacher training should provide opportunities for teachers to participate in structured activities that integrate ER. In this study, a class of pre-service teachers from an initial teacher training programme were provided with their first contact with an ER platform through the use of a simulator. We present the design process of a student exploration guide and teacher guide, developed over three iterative cycles of implementation, assessment and redesign. The analysis of the data collected allowed for improvements in the design of the tasks, the graphic component of the student exploration guide, and more precise indications for the teacher's actions. The main contribution of this study is the chain orchestration between the simulator, student exploration guide and teacher guide, which allowed pre-service teachers to solve a set of challenges of increasing complexity, thereby progressively decreasing their difficulties and contributing to an adequate integration of ER in their future teaching practices.
2023
Autores
Sousa, S; Cravino, J; Martins, P;
Publicação
MULTIMODAL TECHNOLOGIES AND INTERACTION
Abstract
The Internet revolution in 1990, followed by the data-driven and information revolution, has transformed the world as we know it. Nowadays, what seam to be 10 to 20 years ago, a science fiction idea (i.e., machines dominating the world) is seen as possible. This revolution also brought a need for new regulatory practices where user trust and artificial Intelligence (AI) discourse has a central role. This work aims to clarify some misconceptions about user trust in AI discourse and fight the tendency to design vulnerable interactions that lead to further breaches of trust, both real and perceived. Findings illustrate the lack of clarity in understanding user trust and its effects on computer science, especially in measuring user trust characteristics. It argues for clarifying those notions to avoid possible trust gaps and misinterpretations in AI adoption and appropriation.
2023
Autores
Cosme, J; Ribeiro, A; Filipe, V; Amorim, EV; Pinto, R;
Publicação
WEBIST (Revised Selected Papers)
Abstract
The Digital Twin concept involves the transition to digital representations of factory floor equipment, the computerized simulation of processes and the visualization of data in real time. This type of digital transformations can be considered radical, encountering barriers in its implementation either due to resistance to change by the different elements that make up the industry or due to the disruption it can cause in the production process. The start of production on an assembly line is usually preceded by a checking procedure of parameters/conditions of the equipment present on the assembly line, using a sheet of paper containing the list of items to check and validate. In this article we describe the adoption of a paperless checklist to verify the configuration of assembly line equipment at production bootstrapping. A training program to coach the employees for a successful digital transition is also presented and discussed. Both the digital checklist and the training program are validated in a real-world industrial scenario. The results highlight the advantages of the digital approach given to the checklist with a multi-access viewing and maintenance of data for later analysis, with the training plan demonstrating effectiveness in breaking down barriers and resistance to the adoption of a new working method.
2023
Autores
Cosme, J; Pinto, T; Ribeiro, A; Filipe, V; Amorim, EV; Pinto, R;
Publicação
WEBIST
Abstract
The Digital Model concept of factory floor equipment allows simulation, visualization and processing, and the ability to communicate between the various workstations. The Digital Twin is the concept used for the digital representation of equipment on the factory floor, capable of collecting a set of data about the equipment and production, using physical sensors installed in the equipment. Within the scope of data visualization and processing, there is a need to manage information about parameters/conditions that the assembly line equipments must present to start a production order, or in a shift handover. This study proposes a paperless checklist to manage equipment information and monitor production ramp-up. The proposed solution is validated in a real-world industrial scenario, by comparing its suitability against the current paper-based approach to log information. Results show that the paperless checklist presents advantages over the current approach since it enables multi-access viewing and logging while maintaining a digital history of log changes for further analysis. Copyright © 2023 by SCITEPRESS - Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
2023
Autores
Limonova, Viktoriya; Santos, Arnaldo; São Mamede, Henrique; Filipe, Vítor;
Publicação
RE@D – Revista de Educação a Distância e eLearning
Abstract
A significant concern that is widely discussed in the field of Higher Education is declining student participation. In several institutions, attendance is optional, allowing students to attend lectures at their convenience. This study proposes the integration of Artificial Intelligence and Gamification to improve student engagement and attendance rates. The initiative combines advanced technological strategies with conventional educational methodologies to enhance the lecture experience. The initiative is significant as formal lectures often witness dwindling student interest and frequent absenteeism, undermining the educational process and student's future career prospects. This combination has the potential to revolutionise Higher Education by providing a more interactive and engaging learning experience. While gamification has positively impacted learning in various contexts, integration with Artificial Intelligence is a game-changer, paving the way for a modernised educational experience. This innovative exploration of the AI-gamification blend sets the stage for future research and the implementation of updated academic strategies, ultimately addressing student engagement and attendance. This position paper presents the bases and foundations for understanding the problem of student attendance and engagement and the role of AI and gamification in Higher Education in alleviating it.;Uma inquietação relevante e extensamente discutida no domínio do Ensino Superior é a diminuição da participação dos estudantes. Em diversas instituições, a assiduidade é facultativa, permitindo aos estudantes a frequência às aulas segundo a sua disponibilidade. Este estudo propõe a integração da Inteligência Artificial e da Gamification como meios para melhorar o envolvimento e as taxas de assiduidade dos estudantes. A iniciativa em causa articula estratégias tecnologicamente avançadas com metodologias educativas convencionais no intuito de enriquecer a experiência de ensino. Tal iniciativa assume importância dada à constante diminuição do interesse dos estudantes e a assiduidade irregular nas aulas formais, fatores que afetam negativamente o processo de ensino e as perspetivas de carreira dos estudantes. Esta combinação ostenta o potencial de revolucionar o Ensino Superior, proporcionando uma experiência de aprendizagem mais interativa e envolvente. Embora a Gamification já tenha impactado positivamente o processo de aprendizagem em diversos contextos, a sua integração com a Inteligência Artificial surge como um elemento transformador, abrindo caminho para uma experiência educacional modernizada. Esta investigação inovadora que combina a IA e Gamification prepara as bases para investigações futuras e a implementação de estratégias académicas aprimoradas, concentrando-se principalmente no envolvimento e na assiduidade dos estudantes. Este artigo de posicionamento apresenta as bases e os fundamentos necessários para a compreensão do problema da frequência e envolvimento dos estudantes no Ensino Superior, assim como o papel da IA e da Gamification na sua mitigação.
2023
Autores
Domingues, JM; Filipe, V; Luz, F; Carita, A;
Publicação
Proceedings of the International Conferences on Interfaces and Human Computer Interaction 2023, IHCI 2023; Computer Graphics, Visualization, Computer Vision and Image Processing 2023, CGVCVIP 2023; and Game and Entertainment Technologies 2023, GET 2023
Abstract
The challenge is a fundamental aspect of almost every gameplay, and immersion is one of the most widely recognized concepts in the video game industry. Since this is currently a work in progress, this study aims to preliminary research how player's perceived level of challenge affects narrative immersion during gameplay in the role-playing game (RPG) genre. This study will outline the procedures that will be undertaken, including the utilization of the Challenge Originating from Recent Gameplay Interaction Scale (CORGIS) instrument and a questionnaire to measure player immersion. These instruments will enable the assessment of the impact of the perceived challenge on narrative immersion in each use case. © 2023 Proceedings of the International Conferences on Interfaces and Human Computer Interaction 2023, IHCI 2023; Computer Graphics, Visualization, Computer Vision and Image Processing 2023, CGVCVIP 2023; and Game and Entertainment Technologies 2023, GET 2023. All rights reserved.
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