2008
Autores
Santos, F; Fonseca, B; Morgado, L; Martins, P;
Publicação
C(5) 2008: SIXTH INTERNATIONAL CONFERENCE ON CREATING, CONNECTING AND COLLABORATING THROUGH COMPUTING, PROCEEDINGS
Abstract
This paper, referring to a work in progress, describes functional elements of the user interface of a Virtual World that may provide an important contribution to the process by which primary teachers and pupils collaborate in negotiating spatial configurations of educational spaces (classroom, playground, set for a theatre play, etc.). We have observed this process and some of its inherent difficulties and identified requirements or the functional elements of the interface. Finally, we reflect about factors impacting children's feelings of lack of authorship and ownership of spatial configurations resulting from collaboration and how a computer system may help in this regard. This Virtual World is therefore configured to be applied in educational contexts where curricular models reflect the new childhood culture where children have an active role in the spaces where they spend most of their time, as schools that adopt the Portuguese Modern School Movement pedagogical model.
2008
Autores
Esteves, M; Fonseca, B; Morgado, L; Martins, P;
Publicação
FIE: 2008 IEEE FRONTIERS IN EDUCATION CONFERENCE, VOLS 1-3
Abstract
In this paper, it is presented a study concerning about the use of the three-dimensional virtual world Second Life (SL) to visualize and contextualize the learning of computer programming. SL allows students to use avatars to create 3D objects and program their behaviours, process data, and interact with external servers, using Linden Scripting Language (LSL), a language with C-like syntax and a state machine. Scripts can execute concurrently, and several students can simultaneously work over the same object and/or script. Through action research, we explore and analyse the potential of SL for teaching-learning introductory computer programming in computer science undergraduate courses. We believe this virtual environment has potential to help students, since it presents an immediately visual feedback of the program execution.
2012
Autores
Morgado, L; Fonseca, B; Martins, P; Paredes, H; Cruz, G; Maia, AM; Nunes, R; Santos, A;
Publicação
Proceedings of the IEEE Global Engineering Education Conference, EDUCON 2012, Marrakech, Morocco, April 17-20, 2012
Abstract
With the goal of lessening barriers to the learning of advanced programming techniques, we put into place a trial which required students to get involved with online communities of programmers. Using a course assignment on software architecture styles, students had study a problem, find basis for a tentative approach, and discuss it online with programmers. The expectation was that students would find motivation for their studies from both the contact with communities of programmers, and from having to study and reflect upon their problem well enough to be able to draw the interest of members of those communities. We present the strategy we used, the developments and outcomes, and ideas for further application of this approach. © 2012 IEEE.
2012
Autores
Silva, E; Silva, N; Paredes, H; Martins, P; Fonseca, B; Morgado, L;
Publicação
2012 IEEE SYMPOSIUM ON VISUAL LANGUAGES AND HUMAN-CENTRIC COMPUTING (VL/HCC)
Abstract
This paper presents two contributions: (i) a system architecture capable of staging platform-independent choreographies within different virtual worlds, and (ii) an ontology-based solution for capturing and representing multi-user choreographies with reduced time/effort. We argue that choreographies for virtual worlds should be clearly separated from the technical characteristics of their execution in virtual world technological platforms. Due to the heterogeneity of the various virtual worlds and their domain requirements, we propose exploiting the modularity, generality, and granularity dimensions of ontologies to simplify and empower the choreography modeling capabilities. Instead of a unique ontology, several ontologies with different levels of generality and granularity can be progressively combined to support the modeling requirements of a given choreography. Because these ontologies are aligned with the ontology of each specific virtual world platform, the mapping and transformation between the core ontology is simplified and automated, thus reducing the development and time-to-market.
2012
Autores
Fonseca, B; Morgado, L; Paredes, H; Martins, P; Goncalves, R; Neves, P; Nunes, RR; Lima, J; Varajao, J; Pereira, A; Sanders, R; Barracho, V; Lapajne, U; Rus, M; Rahe, M; Mostert, A; Klein, T; Bojovic, V; Bosnjak, S; Bosnjak, Z; Carvalho, J; Duarte, I; Casaramona, A; Soraci, A;
Publicação
JOURNAL OF UNIVERSAL COMPUTER SCIENCE
Abstract
Entrepreneurship is widely recognized as one of the basic skills to be acquired through a life-long learning. The European Union, under the guidance of the Oslo Agenda, promotes several initiatives to develop entrepreneurship culture in Europe. Education can make a significant contribution to entrepreneurship, encouraging the development of entrepreneurial attitudes and skills in young people. Serious Games are presently recognised as having an important role and potential in education and social networks emerged in the last years as the platform preferred by many, especially young people, to socialize, play games and even learn. This paper presents the PLAYER project, in which a game was developed and implemented as a Facebook application, to enable learning entrepreneurial skills progressively, by guiding users to develop a business idea in the form of a business plan.
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
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