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Sobre

Sobre

Leonel Morgado é Professor Associado com Agregação da Universidade Aberta, onde leciona nos cursos da secção de informática, nas áreas de métodos de investigação, mundos virtuais e programação. É também Secretário da Mesa da Assembleia da Sociedade Portuguesa de Ciências dos Videojogos e membro da Direção da associação internacional de investigação Immersive Learning Research Network. Desenvolve trabalho de investigação científica e desenvolvimento tecnológico sobre mundos virtuais desde 2000, em especial no apoio tecnológico ao ensino e à aprendizagem, tendo vindo a concentrar-se nos ambientes imersivos desde 2006. É autor de mais de 200 publicações científicas, incluindo artigos em revistas, comunicações em conferências e capítulos de livros. Antes de abraçar a carreira académica foi diretor técnico-comercial de uma empresa de importação, distribuição e venda de hardware, terminologista da localização do MS Office 97 e do Oracle InterOffice, consultor linguístico da IBM/Lotus, coordenador de equipas de desenvolvimento Web e de implantação de software, e gestor de equipas de combate à infoexclusão.

Tópicos
de interesse
Detalhes

Detalhes

  • Nome

    Leonel Morgado
  • Cluster

    Informática
  • Cargo

    Investigador Sénior
  • Desde

    01 junho 2012
012
Publicações

2022

Design and Evaluation of a Choreography-Based Virtual Reality Authoring Tool for Experiential Learning in Industrial Training

Autores
Cassola, F; Mendes, D; Pinto, M; Morgado, L; Costa, S; Anjos, L; Marques, D; Rosa, F; Maia, A; Tavares, H; Coelho, A; Paredes, H;

Publicação
IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES

Abstract
The use of virtual reality (VR) for industrial training helps minimize risks and costs by allowing more frequent and varied use of experiential learning activities, leading to active and improved learning. However, creating VR training experiences is costly and time-consuming, requiring software development experts. Additionally, current authoring tools lack integration with existing data and are desktop-oriented, which detach the pedagogic process of creating the immersive experience from experiencing it in a situated context. We present a novel interactive approach for immersive authoring of VR-based experiential training by the trainers themselves, from inside the virtual environment and without the support of development experts. The design includes identifying interactable elements, such as 3-D models, equipment, tools, settings, and environment. The trainer also specifies by demonstration the actions to be performed by trainees, as a virtual choreography. During course execution, trainees' activities are also registered as virtual choreographies and matched to those specified by the trainer. Thus trainer and trainee are culturally situated within their area semantics and social discourse, rather than adopting concepts of the VR system for the learning content. We conducted a usability case study with professionals from an international wind energy company, using detailed models of wind turbines and real-world procedures. Trainers set up a training course using the immersive authoring tool, and trainees executed the course. The learning experience and usability were analyzed, and the training was certified by comparing real-world task completion between a user that had undergone virtual training and a user that did not.

2022

Using Virtual Choreographies to Identify Office Users’ Behaviors to Target Behavior Change Based on Their Potential to Impact Energy Consumption

Autores
Cassola, F; Morgado, L; Coelho, A; Paredes, H; Barbosa, A; Tavares, H; Soares, F;

Publicação
ENERGIES

Abstract
Reducing office buildings’ energy consumption can contribute significantly towards carbon reduction commitments since it represents ~40% of total energy consumption. Major components of this are lighting, electrical equipment, heating, and central cooling systems. Solid evidence demonstrates that individual occupants’ behaviors impact these energy consumption components. In this work, we propose the methodology of using virtual choreographies to identify and prioritize behavior-change interventions for office users based on the potential impact of specific behaviors on energy consumption. We studied the energy-related office behaviors of individuals by combining three sources of data: direct observations, electricity meters, and computer logs. Data show that there are behaviors with significant consumption impact but with little potential for behavioral change, while other behaviors have substantial potential for lowering energy consumption via behavioral change.

2022

Recommendation Tool for Use of Immersive Learning Environments

Autores
Morgado, L; Torres, M; Beck, D; Torres, F; Almeida, A; Simões, A; Ramalho, F; Coelho, A;

Publicação
8th International Conference of the Immersive Learning Research Network, iLRN 2022, Vienna, Austria, May 30 - June 4, 2022

Abstract

2022

Work-in-Progress - The Role of Immersion When Designing Characters for Adapting Textual Narratives into Comic Strips for Online Higher Education: Trials Prototyping Characters

Autores
Bonfim, C; Lacet, D; Morgado, L; Pedrosa, D;

Publicação
8th International Conference of the Immersive Learning Research Network, iLRN 2022, Vienna, Austria, May 30 - June 4, 2022

Abstract

2022

Anonymizing student team data of online collaborative learning in Slack

Autores
Fontes, MM; Pedrosa, D; Morgado, L; Cravino, J;

Publicação
International Conference on Advanced Learning Technologies, ICALT 2022, Bucharest, Romania, July 1-4, 2022

Abstract
Research data on the activities of student teams in online learning environments are relevant for evaluating instructional methods, strategies, tools, and materials. For research data sharing and publication purposes, these personal data must be anonymized or pseudonymized as recommended by data protection and privacy policies. This paper addresses issues related to anonymizing and pseudonymizing student data on the Slack teamwork platform, one often employed in educational and business settings. Issues are discussed from two perspectives: data extraction and data transformation. Difficulties and challenges concerning data extraction and transformation are described. The complexities of these two processes are considered, and a starting point for developing more efficient methods is put forward. © 2022 IEEE.

Teses
supervisionadas

2021

Educação, Desenvolvimento e Tecnologias

Autor
Isadora Cardozo Dias

Instituição
IES_Outra

2020

Simprogramming: Uma abordagem pedagógica motivacional para a aprendizagem de programação em turmas intermédias do ensino superior

Autor
Ricardo Rodrigues Nunes

Instituição
UTAD

2020

Inven!RA – Platform for authoring and tracking of Inventive Activity Plans

Autor
Tiago José Lima Cruzeiro

Instituição
UP-FEUP

2020

Drill-down Dashboard for Coordination of Master Programmes in Engineering

Autor
Anabela Costa e Silva

Instituição
UP-FEUP

2019

Implementação de BackOffice Web para Gestão do OpenSimulator da UAb

Autor
Bruno Rafael Primo Vicente

Instituição
IES_Outra