NomeGonçalo Conde Matos
Desde15 julho 2013
CentroCentro de Sistemas de Informação e de Computação Gráfica
Alves Fernandes, LMA; Matos, GC; Azevedo, D; Nunes, RR; Paredes, H; Morgado, L; Barbosa, LF; Martins, P; Fonseca, B; Cristovao, P; de Carvalho, F; Cardoso, B;
BEHAVIOUR & INFORMATION TECHNOLOGY
Gestural interaction devices emerged and originated various studies on multimodal human-computer interaction to improve user experience (UX). However, there is a knowledge gap regarding the use of these devices to enhance learning. We present an exploratory study which analysed the UX with a multimodal immersive videogame prototype, based on a Portuguese historical/cultural episode. Evaluation tests took place in high school environments and public videogaming events. Two users would be present simultaneously in the same virtual reality (VR) environment: one as the helmsman aboard Vasco da Gama's fifteenth-century Portuguese ship and the other as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a VR headset to explore the environment, whereas the giant player used body motion to control the giant, and observed results on a screen, with no headset. This allowed a preliminary characterisation of UX, identifying challenges and potential use of these devices in multi-user virtual learning contexts. We also discuss the combined use of such devices, towards future development of similar systems, and its implications on learning improvement through multimodal human-computer interaction.
Dominguez, C; Nascimento, MM; Payan Carreira, R; Cruz, G; Silva, H; Lopes, J; Morais, MDFA; Morai, E;
European Journal of Engineering Education
Considering the results of research on the benefits and difficulties of peer review, this paper describes how teaching faculty, interested in endorsing the acquisition of communication and critical thinking (CT) skills among engineering students, has been implementing a learning methodology throughout online peer review activities. While introducing a new methodology, it is important to weight the advantages found and the conditions that might have restrained the activity outcomes, thereby modulating its overall efficiency. Our results show that several factors are decisive for the success of the methodology: the use of specific and detailed orientation guidelines for CT skills, the students’ training on how to deliver a meaningful feedback, the opportunity to counter-argument, the selection of good assignments’ examples, and the constant teacher's monitoring of the activity. Results also tackle other aspects of the methodology such as the thinking skills evaluation tools (grades and tests) that most suit our reality. An improved methodology is proposed taking in account the encountered limitations, thus offering the possibility to other interested institutions to use/test and/or improve it. © 2014 SEFI.
Pinheiro, A; Fernandes, P; Maia, A; Cruz, G; Pedrosa, D; Fonseca, B; Paredes, H; Martins, P; Morgado, L; Rafael, J;
Mechanical maintenance of F-16 engines is carried out as a team effort involving 3-4 skilled engine technicians, but the details of its procedures and requisites change constantly, to improve safety, optimize resources, and respond to knowledge learned from field outcomes. This provides a challenge for development of training simulators, since simulated actions risk becoming obsolete rapidly and require costly reimplementation. This paper presents the development of a 3D mechanical maintenance training simulator for this context, using a low-cost simulation platform and a software architecture that separates simulation control from simulation visualization, in view of enabling more agile adaptation of simulators. This specific simulator aims to enable technician training to be enhanced with cooperation and context prior to the training phase with actual physical engines. We provide data in support of the feasibility of this approach, describing 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.
Fernandes, P; Pinheiro, A; Cruz, G; Maia, AM; Morgado, L; Martins, P; Paredes, H; Fonseca, B; Bernardino Lopes, JB; Cravino, J;
2013 2ND EXPERIMENT@ INTERNATIONAL CONFERENCE (EXP.AT'13)
This demonstration proposal aims to present a 3D multi-user training simulator, developed in the 3D Open Simulator virtual world platform, in order to enable the practice and training of mechanical maintenance for F-16 engines, specifically the installation of a Pratt & Whitney F100 engine in a F-16 aircraft - a process that requires three skilled engine technicians to do a set of cooperative execution tasks. The main purpose of the simulator is to provide trainees and trainers with more opportunities to conduct training, enabling technician training to be enhanced with cooperation and context prior to the training phase with actual physical engines. In this proposal, we describe the architecture of the system and the sample simulation tasks.
Cruz, G; Maia, A; Morgado, L; Fonseca, B; Paredes, H; Bessa, F; Rodrigues, C; Martins, P;
ADVANCES IN INFORMATION SYSTEMS AND TECHNOLOGIES
In this paper, we present the user experience design of Young Europeans for Democracy (YED) serious application. Facing the actually need to support young citizens understanding and participation in Europe, schools have a key role on European studies integration. Accordingly to the growing opportunities of applying technology for training and education, we propose a serious application in a open-source 3D Virtual World environment solution, adopting a problem-based learning approach, role-playing dynamics and group work tasks. The main goal was to design a meaningfully user experience, increasing the students motivation and engagement for learning different knowledge on the topics of European Studies. Some preliminary results are presented, based on participatory observation within the use of the serious application.
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