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Publicações

Publicações por CSE

2020

Blind and visually impaired visitors’ experiences in museums: Increasing accessibility through assistive technologies

Autores
Vaz, R; Freitas, D; Coelho, A;

Publicação
International Journal of the Inclusive Museum

Abstract
People with visual impairments generally experience many barriers when visiting museum exhibitions, given the ocular centricity of these institutions. The situation is worsened by a frequent lack of physical, intellectual and sensory access to exhibits or replicas, increased by the inaccessibility to use ICT-based local or general alternative or augmentative communication resources that can allow different interactions to sighted visitors. Few studies analyze applications of assistive technologies for multisensory exhibit design and relate them with visitors’ experiences. This article aims to contribute to the field of accessibility in museums by providing an overview of the experiences and expectations of blind and visually impaired patrons when visiting those places, based on a literature review. It also surveys assistive technologies used to enhance the experiences of visitors with vision loss while visiting museum exhibitions and spaces. From this, it is highlighted that adopting hybrid technological approaches, following universal design principles and collaborating with blind and visually impaired people, can contribute to integrate access across the continuum of visits. © Common Ground Research Networks, Roberto Vaz, Diamantino Freitas, António Coelho, Some Rights Reserved,

2020

An Interactive Application Framework for Natural Parks using Serious Location-based Games with Augmented Reality

Autores
Santos, L; Silva, N; Nobrega, R; Almeida, R; Coelho, A;

Publicação
PROCEEDINGS OF THE 15TH INTERNATIONAL JOINT CONFERENCE ON COMPUTER VISION, IMAGING AND COMPUTER GRAPHICS THEORY AND APPLICATIONS, VOL 1: GRAPP

Abstract
Park visitors and tourists, in general, seek new experiences, leading to a growing search for ways to create more memorable experiences. Some technological solutions, such as Augmented Reality, have proved that they can be useful to create more immersive and interactive experiences, both in entertainment and education. An application with Augmented Reality, using location-based services in a gamified way, can create pleasant and entertaining outdoor experiences without losing its pedagogical ability, making it a promising fit for a nature park. We propose a conceptual framework for creating these mobile applications for nature parks. From which, a mobile application was prototyped with location-based services and augmented reality interactive experiences, with the purpose of disseminating scientific knowledge about the fauna and flora of a nature park. Gaming elements are also introduced in the application's design to try and improve the engagement and involvement in the various activities of the application and its contents. User tests were performed during the development of the prototype and with the final version. The results allow us to conclude that this type of applications can improve the visitors' experience while at the same time, improve the dissemination of scientific knowledge.

2020

Drill-Down Dashboard for Chairing of Online Master Programs in Engineering

Autores
Silva, ACe; Morgado, L; Coelho, A;

Publicação
Technology and Innovation in Learning, Teaching and Education - Second International Conference, TECH-EDU 2020, Vila Real, Portugal, December 2-4, 2020, Proceedings, 3

Abstract
Online masters’ program chairs need up-to-date information to monitor efficiently and effectively all the courses in the program for which they are responsible. Learning Management Systems supporting the operation of the online programme collect vast amounts of data about the learning process. These systems are geared to support individual teachers and students, not program chairs. This article presents the process that led to the development of a Dashboards for program chairs, based upon an analysis of their regular supervision tasks, decision-making information needs, and available data in the learning management system, Moodle. The information presented via the dashboard is aggregated and contextualised for all students enrolled in the program, in all its courses, contributing to improve decision-making in program chairing. The dashboard prototype is presented as a concrete outcome of this process, which can be replicated to achieve more advanced and updated versions, hopefully contributing to better program chairing. © 2021, Springer Nature Switzerland AG.

2020

FASTEN: An IoT platform for Supply Chain Management in a Covid-19 Pandemic Scenario

Autores
Lemos, F; Do Nascimento, T; Dalmarco, G;

Publicação
Markets, Globalization & Development Review

Abstract

2020

Energy Refactorings for Android in the Large and in the Wild

Autores
Couto, M; Saraiva, J; Fernandes, JP;

Publicação
PROCEEDINGS OF THE 2020 IEEE 27TH INTERNATIONAL CONFERENCE ON SOFTWARE ANALYSIS, EVOLUTION, AND REENGINEERING (SANER '20)

Abstract
Improving the energy efficiency of mobile applications is a timely goal, as it can contribute to increase a device's usage time, which most often is powered by batteries. Recent studies have provided empirical evidence that refactoring energy-greedy code patterns can in fact reduce the energy consumed by an application. These studies, however, tested the impact of refactoring patterns individually, often locally (e.g., by measuring method-level gains) and using a small set of applications. We studied the application-level impact of refactorings, comparing individual refactorings, among themselves and against the combinations on which they appear. We use scenarios that simulate realistic application usage on a large-scale repository of Android applications. To fully automate the detection and refactoring procedure, as well as the execution of test cases, we developed a publicly available tool called Chimera. Our findings include statistical evidence that i) individual refactorings produce consistent gains, but with different impacts, ii) combining as much refactorings as possible most often, but not always, increases energy savings when compared to individual refactorings, and iii) a few combinations are harmful to energy savings, as they can actually produce more losses than gains. We prepared a set of guidelines for developers to follow, aiding them on deciding how to refactor and consistently reduce energy.

2020

Fostering soft and hard skills for innovation among informatics engineering students – An emancipatory approach

Autores
Torres, MF; Flores, N; Torres, RT;

Publicação
Journal of Innovation Management

Abstract
Informatics engineers are currently in the spotlight of innovation. It is, therefore, relevant to analyse and reflect on how higher education can, and should, prepare future engineers to innovate as expected in this ever-changing world. This paper aims to further research and foster scholarly debate regarding the requirements and implications of teaching innovation. For that purpose, we examine an exploratory case study on interdisciplinary cooperation between two higher education courses, designed to promote students’ active learning of innovation through the progressive development of their soft and hard skills. Both courses engaged in an emancipatory pedagogical approach, mostly grounded in project-based work, active learning, and formative assessment. To obtain feedback on this interdisciplinary cooperation, questionnaires were devised to ascertain the students’ perceptions about this pedagogical approach. Individual responses were collected from both courses and data was analysed through simple statistical procedures. Articulating a priori soft skills development with a posteriori hard skills learning process is perceived by students as beneficial in gradually, yet successfully, understanding the subject of innovation. Also, there were even some external success indicators which showed the recognition of successful innovation skills development in informatics engineering students. Thus, according to students’ perceptions of their experience with an emancipatory pedagogy that connected soft with hard skills development, we conclude that such approach encouraged students to create new knowledge and allowed them to develop the necessary skills to innovate.

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