2022
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. In this article, 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 who had undergone virtual training and a user who did not.
2022
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
2022
Autores
Martins, J; Parente, M; Amorim Lopes, M; Amaral, L; Figueira, G; Rocha, P; Amorim, P;
Publicação
IEEE TRANSACTIONS ON ENGINEERING MANAGEMENT
Abstract
Firms have available many forms of collaboration, including cooperatives or joint ventures, in this way leveraging their market power. Customers, however, are atomic agents with few mechanisms for collaborating, leading to an unbalanced buyer-supplier relationship and economic surpluses that shift to producers. Some group buying websites helped alleviate the problem by offering bulk discounts, but more advancements can be made with the emergence of technologies, such as the blockchain. In this article, we propose a customer-push e-marketplace built on top of Ethereum, where customers can aggregate their proposals, and suppliers try to outcompete each other in reverse auction bids to fulfil the order. Furthermore, smart contracts make it possible to automate many operational activities, such as payment escrows/release upon delivery confirmation, increasing the efficiency along the supply chain. The implementation of this network is expected to improve market efficiency by reducing transaction costs, time delays, and information asymmetry. Furthermore, concepts such as increased bargaining power and economies of scale, and their effects in buyer-supplier relationships, are also explored.
2022
Autores
Morgado, L;
Publicação
Video Journal of Social and Human Research
Abstract
2022
Autores
Fontes, MM; Pedrosa, D; Morgado, L; Cravino, J;
Publicação
2022 INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT 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
Autores
Pais, A; Ferreira, C; Pires, V; Silva, V; Alves, JL; Bastos, J; Belinha, J;
Publicação
INTERNATIONAL JOURNAL OF INTERACTIVE DESIGN AND MANUFACTURING - IJIDEM
Abstract
In the context of the COVID-19 pandemic, public spaces had to be quickly adapted to the new circumstances especially under the uncertainty of the pandemic development. Door handles are some of the most touched surfaces and so, this point of contagion was chosen to be tackled and two solutions were developed that would prevent direct touch with the handle: a portable and a fixed device. The portable device (HYHOOK + HYTIP) is a hook-like device holding a finger cover, which permits to open doors and push buttons safely. The fixed device (HANDGENIC) is meant to be assembled in door handles to equip buildings, such as universities or schools. With the fixed device, the user can open the door using their forearm which makes them less likely to transfer any particles to eyes, nose or mouth. The 3D printing Fused Filament Fabrication (FFF) process was selected as manufacturing technique, which allows the fast production of prototypes. This work portrays the development process and design iterations taking into consideration the concerns about the functioning of the devices and possible failures or alternative uses. To assure structural integrity of the parts, finite element (FE) analysis was used to verify its mechanical response. As conclusion, it was found that FE analysis indicate that the devices are structurally sound to be used in public spaces and that 3D printing is a useful way to rapidly develop devices while testing several design possibilities.
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