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Publicações

Publicações por HumanISE

2022

The Ambient Assisted Working (AAW) concept

Autores
Reis, A; Carvalho, D; Rocha, T; Barroso, J;

Publicação
PROCEEDINGS OF THE 15TH INTERNATIONAL CONFERENCE ON PERVASIVE TECHNOLOGIES RELATED TO ASSISTIVE ENVIRONMENTS, PETRA 2022

Abstract
Assistive environments is a well established research area, particularly, the Ambient Assisted Living (AAL) paradigm, which relies in data and artificial intelligence to infer the user's actions and status, thus enabling assistive actions. In a very distinct environment - the manufacturing industry, we propose a twin concept - the Ambient Assisted Working (AAW), to provide assistance to the workers on the factory floor, using solutions with design principles similar to AAL systems. The Industry 4.0 (I4.0) Technical Assistance design principle, introduces the assistance concept in I4.0 solutions and the AAW builds on top of that design principle.

2022

ENHANCING HIGHER EDUCATION TUTORING WITH ARTIFICIAL INTELLIGENCE INFERENCE

Autores
Silva, B; Reis, A; Sousa, J; Solteiro Pires, EJ; Barroso, J;

Publicação
EDULEARN Proceedings - EDULEARN22 Proceedings

Abstract

2022

Senior Citizens Learning Safe Behaviors on the Web

Autores
Bernardino, I; Almeida, JB; Baptista, RJV; Mamede, HS;

Publicação
Digital Active Methodologies for Educative Learning Management - Advances in Educational Technologies and Instructional Design

Abstract
Daily tasks like reading the news or just saying hello to a friend or family member is through technologies, online applications in the mobile devices. Being online is a natural way of life, but those how did not grow with these new technologies and the internet feel outcast from the new online world. Senior citizens are looking to get themselves an update, connect with this online world, to be closer to family and friend members. It is simple as that, but is it? No. Without the fundamental knowledge on how to be safe on online browsing or using social media applications are the personal data of senior citizen safe and their own life safe? No. Through serious games, one can help them to learn all the matters in digital skills and more importantly in online web browsing.

2022

Gender Inequality in Computer Science Higher Education: A Case Study

Autores
de Almeida, JESC; Carneiro, MA; Silva, MFL; Baptista, RJV;

Publicação
Lecture Notes in Networks and Systems

Abstract
Following the reduced number of female students at ISTEC Porto computer science and engineering courses, we tried to find out what are the factors that might be causing this fact. This gender inequality was found looking back at the data from the last 15 years, clearly showing the gap between male and female students managing to conclude the degree. To point out the reasons and probable explanation a literature review was made to figure out conceivable paths to change this status quo. The article concludes that gender inequality resides on cultural differences as well as in the lack of information about the real role played by women in technology companies, particularly IT companies. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

2022

An Initial Framework for Adaptive Serious Games Based on a Systematic Literature Review

Autores
Pistono, AMAD; Santos, AMP; Baptista, RJV;

Publicação
TECHNOLOGY AND INNOVATION IN LEARNING, TEACHING AND EDUCATION, TECH-EDU 2022

Abstract
Serious Games have been used in professional training to increase employee engagement and improve the results of training initiatives. This work intends to investigate the influence of game elements, in adaptable Serious Games, according to the users' interactions, on the increase of engagement in the game itself and, as the main goal, on the learning results and the transfer of the acquired knowledge and practised skills to the daily work activities. Using the Design Science Research - DSR methodology, this study aims to develop a framework for the development and evaluation of Serious Games to improve the user experience, the learning outcomes, the transfer of knowledge to work situations, and the application of the skills practised in the game in real professional scenarios. This paper presents an initial Framework for Adaptive Serious Games derived from a systematic literature review. The next steps in this investigation are pointed out following the DSR methodology.

2022

A qualitative analysis of frameworks for training through Serious Games

Autores
Pistono, A; Santos, A; Baptista, R;

Publicação
Procedia Computer Science

Abstract
The new education paradigm derived from industry 4.0 indicates that personalised and engaging learning models should be applied to train employees so they can know the related concepts of this industry, have the necessary skills to perform adequately their tasks and correctly use the technologies and tools. This paper presents a qualitative analysis of existing frameworks for training through Serious Games. By analysing the frameworks identified in a previously conducted literature review, this paper shows the frameworks' dimensions, objectives, and trends. Gaps regarding the planned adaptation of Serious Games by the studied frameworks and the lack of relationship between learning outcomes and professional competencies were also presented. © 2022 Elsevier B.V.. All rights reserved.

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