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Publicações

Publicações por Emanuel Peres Correia

2012

MOW: Augmented Reality Game to Learn Words in Different Languages Case study: learning english names of animals in elementary school

Autores
Barreira, J; Bessa, M; Pereira, LC; Adao, T; Peres, E; Magalhaes, L;

Publicação
INFORMATION SYSTEMS AND TECHNOLOGIES

Abstract
Recent digital games have been developed not only for entertainment purposes, but also to promote learning. This paper presents MOW (Matching Objects and Words), which is an Augmented Reality (AR) game for learning words in different languages. Experimental tests were performed with Portuguese children during English classes. We have compared the results from using MOW along with traditional teaching methods. The results indicate that children who used the Augmented Reality games had a superior learning progress than those who used only traditional methods.

2010

"Digital Projects": a reflection and bridges to the future

Autores
Teixeira, R; Varajao, J; Bessa, M; Peres, E;

Publicação
SISTEMAS Y TECNOLOGIAS DE INFORMACION

Abstract
Portugal started its "formal" path to the Information Society in 1997 with the creation of the "Green Paper on the Information Society". In 2000, the "Operational Programme for the Information Society" was created and based on three main pillars. Having been created as part of the second pillar, "Portugal Digital", the "Digital Cities and Regions" initiative, aimed at developing the Information Society on a regional basis. In this article an overview is made on the purposes and results of the projects incorporated in the "Digital Cities and Regions" initiative. The goals of several projects were analysed. From this analysis a summary chart and a brief discussion of the Goals of the Digital Projects were made.

2010

USING INFORMATION TECHNOLOGY BASED EXERCISES IN PRIMARY MATHEMATICS TEACHING OF CHILDREN WITH CEREBRAL PALSY AND MENTAL RETARDATION: A CASE STUDY

Autores
Reis, MGAD; Cabral, L; Peres, E; Bessa, M; Valente, A; Morais, R; Soares, S; Baptista, J; Aires, A; Escola, JJ; Bulas Cruz, JA; Reis, MJCS;

Publicação
TURKISH ONLINE JOURNAL OF EDUCATIONAL TECHNOLOGY

Abstract
Technology has profoundly changed the way we learn and live. Indeed, such relationship appears to be quite complex, within IT contexts, and especially in socially and technologically rich learning environments, where related skills and learning are progressively required and fostered. Thus, if a satisfactory level of intellectual performance and social competence of a primary school pupil is indeed highly dependent on the type of participation that parents offer their children, IT, in general, and Internet, in particular, may well provide a new paradigm, setting forth that education and communication approach is truly more complex than ever before. It is on the basis of such paradigm that we therefore present a case study where a set of multimedia exercises were used in order to possibly improve the mathematical skills of pupils, one with mental retardation and another with cerebral palsy. Being part of a Web-based system to support students' learning, the referred set of multimedia exercises proved to be the children's favorite, rather than exercises in paper form, which also led the children to show a fair more positive attitude towards learning. Also, we observed that through the mentioned multimedia exercises, the children became far more autonomous, interested, persistent, happy, and able to easily absorb the material as well as more willingly to continue on working.

2012

New interaction paradigms to fight the digital divide: a pilot case study regarding multi-touch technology

Autores
Carvalho, D; Bessa, M; Oliveira, L; Guedes, C; Peres, E; Magalhaes, L;

Publicação
PROCEEDINGS OF THE 4TH INTERNATIONAL CONFERENCE ON SOFTWARE DEVELOPMENT FOR ENHANCING ACCESSIBILITY AND FIGHTING INFO-EXCLUSION (DSAI 2012)

Abstract
Information and Communication Technologies (ICTs) are considered a powerful tool for economic development and the growth of societies. However, instead of helping overcome society's inqualities caused by the digital era, they have instigated an increase of the people that rested aside of the information age. The digital divide refers to the difficulty info-excluded people have in keeping up with technological advances. This phenomenon was triggered by the rapid growth and dissemination of technological equipment, as a portion of society did not have the proper time or knowledge to adjust. This paper sets forth a new approach to help fight the Portuguese digital divide by presenting new ways of interaction. Resorting to multi-touch technology, we examine how this new natural interaction paradigm can have a positive influence in the struggle against info-exclusion. For this purpose, we present a multi-touch game envisioned to encourage and teach digitally excluded people on how to use an important and needed everyday equipment - the ATM (Automated Teller Machine) - as it is still avoided by some. We believe that our pilot case study can show preliminary results on how natural user interfaces may be beneficial to help overcome some difficulties enforced by the digital divide. We consider that our findings may be valuable to show a possible path of how the new natural user interfaces can help bring technology and people closer. After being asked about their user experience, the participants of this exploratory study agreed that the game encouraged them to explore more about new technologies. (C) 2012 The Authors. Published by Elsevier B.V. Selection and/or peer-review under responsibility of the Scientific Programme Committee of the 4th International Conference on Software Development for Enhancing Accessibility and Fighting Info-exclusion (DSAI 2012)

2012

Developing a multi-touch Serious Game to fight the digital divide The Portuguese ATM: a pilot case study

Autores
Carvalho, D; Bessa, M; Peres, E; Magalhaes, L; Guedes, C; Oliveira, L;

Publicação
SISTEMAS Y TECNOLOGIAS DE INFORMACION, VOLS 1 AND 2

Abstract
The use of Information and Communication Technologies (ICTs) has grown substantially over the past few years. However, a portion of the world's society has not been able to keep up with these technological advances. For this purpose, we present a serious game with a multi-touch interface envisioned to encourage and teach digitally excluded people on how to use the Portuguese Automated Teller Machine (ATM): a commodity much needed by society, but still avoided by some, mainly due to their fear of the digital world. An exploratory study was conducted to investigate if a serious game based on a new interaction paradigm can have a positive influence in the struggle against the Portuguese digital divide. We believe that the findings of our pilot case study can be useful to determine if a multi-touch serious game, due to its intuitiveness and ease of use, can stimulate the digitally excluded people to handle the ATM on a regular basis. The results that were obtained suggest that this approach may indeed produce a positive impact in the attempt to bridge the Portuguese digital divide.

2023

Empowering Deaf-Hearing Communication: Exploring Synergies between Predictive and Generative AI-Based Strategies towards (Portuguese) Sign Language Interpretation

Autores
Adao, T; Oliveira, J; Shahrabadi, S; Jesus, H; Fernandes, M; Costa, A; Ferreira, V; Gonçalves, MF; Lopéz, MAG; Peres, E; Magalhaes, LG;

Publicação
JOURNAL OF IMAGING

Abstract
Communication between Deaf and hearing individuals remains a persistent challenge requiring attention to foster inclusivity. Despite notable efforts in the development of digital solutions for sign language recognition (SLR), several issues persist, such as cross-platform interoperability and strategies for tokenizing signs to enable continuous conversations and coherent sentence construction. To address such issues, this paper proposes a non-invasive Portuguese Sign Language (Lingua Gestual Portuguesa or LGP) interpretation system-as-a-service, leveraging skeletal posture sequence inference powered by long-short term memory (LSTM) architectures. To address the scarcity of examples during machine learning (ML) model training, dataset augmentation strategies are explored. Additionally, a buffer-based interaction technique is introduced to facilitate LGP terms tokenization. This technique provides real-time feedback to users, allowing them to gauge the time remaining to complete a sign, which aids in the construction of grammatically coherent sentences based on inferred terms/words. To support human-like conditioning rules for interpretation, a large language model (LLM) service is integrated. Experiments reveal that LSTM-based neural networks, trained with 50 LGP terms and subjected to data augmentation, achieved accuracy levels ranging from 80% to 95.6%. Users unanimously reported a high level of intuition when using the buffer-based interaction strategy for terms/words tokenization. Furthermore, tests with an LLM-specifically ChatGPT-demonstrated promising semantic correlation rates in generated sentences, comparable to expected sentences.

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