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Publicações

Publicações por HumanISE

2013

Serious Game em contexto de Formação Profissional: um estudo de caso

Autores
Mourão, João; Ramos, Fernando; Moreira, Lúcia; Santos, Arnaldo;

Publicação
Educação, Formação & Tecnologias

Abstract
O projeto “Serious Game em contexto de formação profissional” teve por objetivo explorar o potencial da utilização de Serious Games nas atividades de formação da PT Inovação SA. O projeto, que decorreu entre Janeiro de 2011 e Maio de 2013, incluiu a conceção, prototipagem e validação de um Serious Game destinado a familiarizar os novos colaboradores da PT Inovação SA com a organização física e lógica da empresa, para o que foi desenvolvido um ambiente realista que permite a navegação em alguns espaços de referência da empresa bem como o contacto com a estrutura dirigente e com alguns produtos. Em diversas fases do jogo o utilizador é convidado a realizar atividades pedagógicas que permitem que tome consciência dos progressos de aprendizagem que está a realizar. O Serious Game desenvolvido foi validado com sucesso através de um modelo composto por parâmetros e estratégias de avaliação orientados para análise da usabilidade e do resultados de aprendizagem, tendo-se efetuado recolha de dados através de testes de usabilidade, observação direta não participativa, registo audiovisual, think-aloud protocol e questionário por inquérito pré e pós-sessão. As principais conclusões do trabalho realizado indicam que o Serious Game possui bom potencial enquanto instrumento de apoio à formação, pois possibilita uma aprendizagem rápida e eficaz promovendo positivamente para a integração do novo colaborador na empresa.;The project "Serious Game in the context of vocational training" aimed exploring the potential use of Serious Games in the training activities of PT Inovação SA. The project, which took place between September 2010 and June 2013, included design, prototyping and validation of a Serious Game intended to familiarize new employees of PT Inovação SA with the physical and logical organization of the company. For this purpose a realistic environment was developed allowing navigation in some reference spaces in the company, as well as contact with the managing structure and with some products. In various stages of the game the user is invited to perform educational activities that allow him to be aware of his learning progress. The Serious Game was validated successfully by a model consisting of parameters and assessment strategies oriented to the analysis of usability and the learning outcomes. Data collection was achieved through usability testing, nonparticipatory direct observation, audiovisual recording, think-aloud protocol and questionnaire survey before and after the session. The main conclusions of the work indicate that the Serious Game has good potential as a tool to support training, as it proved to enable quick learning and effectiveness in promoting positive integration of a new employee in the company.

2013

Documenting software using adaptive software artifacts

Autores
Correia, FilipeFigueiredo;

Publicação
Conference on Systems, Programming, and Applications: Software for Humanity, SPLASH '13, Indianapolis, IN, USA, October 26-31, 2013 - Companion Volume

Abstract
Creating and using software documentation presents numerous challenges, namely in what concerns the expression of knowledge structures, consistency maintenance and classification. Adaptive Software Artifacts is a flexible approach to expressing structured contents that tackles these concerns, and that is being realized in the context of a Software Forge. Copyright © 2013 by the Association for Computing Machinery, Inc. (ACM).

2013

A social gamification framework for a K-6 learning platform

Autores
Simões J.; Redondo R.D.; Vilas A.F.;

Publicação
Computers in Human Behavior

Abstract
As video games, particularly, social games are growing in popularity and number of users, there has been an increasing interest in its potential as innovative teaching tools. Gamification is a new concept intending to use elements from video games in non-game applications. Education is an area with high potential for application of this concept since it seeks to promote people's motivation and engagement. The research in progress will try to find how to apply social gamification in education, testing and validating the results of that application. To fulfil these objectives, this paper presents the guidelines and main features of a social gamification framework to be applied in an existent K-6 social learning environment.

2013

Tuning Meta-Heuristics Using Multi-agent Learning in a Scheduling System

Autores
Pereira, I; Madureira, A; Moura Oliveira, PBd; Abraham, A;

Publicação
Trans. Comput. Sci.

Abstract
In complexity theory, scheduling problem is considered as a NP-complete combinatorial optimization problem. Since Multi-Agent Systems manage complex, dynamic and unpredictable environments, in this work they are used to model a scheduling system subject to perturbations. Meta-heuristics proved to be very useful in the resolution of NP-complete problems. However, these techniques require extensive parameter tuning, which is a very hard and time-consuming task to perform. Based on Multi-Agent Learning concepts, this article propose a Case-based Reasoning module in order to solve the parameter-tuning problem in a Multi-Agent Scheduling System. A computational study is performed in order to evaluate the proposed CBR module performance. © 2013 Springer-Verlag Berlin Heidelberg.

2013

Meta-heuristics self-parameterization in a multi-agent scheduling system using case-based reasoning

Autores
Pereira, I; Madureira, A; de Moura Oliveira, P;

Publicação
Intelligent Systems, Control and Automation: Science and Engineering

Abstract
This paper proposes a novel agent-based approach to Meta-Heuristics self-configuration. Meta-heuristics are algorithms with parameters which need to be set up as efficient as possible in order to unsure its performance. A learning module for self-parameterization of Meta-heuristics (MH) in a Multi-Agent System (MAS) for resolution of scheduling problems is proposed in this work. The learning module is based on Case-based Reasoning (CBR) and two different integration approaches are proposed. A computational study is made for comparing the two CBR integration perspectives. Finally, some conclusions are reached and future work outlined. © 2013, Springer Science+Business Media Dordrecht.

2013

Towards Scheduling Optimization through Artificial Bee Colony Approach

Autores
Madureira, A; Pereira, I; Abraham, A;

Publicação
2013 WORLD CONGRESS ON NATURE AND BIOLOGICALLY INSPIRED COMPUTING (NABIC)

Abstract
In this paper an Artificial Bee Colony Approach for Scheduling Optimization is presented. The adequacy of the proposed approach is validated on the minimization of the total weighted tardiness for a set of jobs to be processed on a single machine and on a set of instances for Job-Shop scheduling problem. The obtained computational results allowed concluding about their efficiency and effectiveness. The ABC performance and respective statistical significance was evaluated.

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