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Publicações

Publicações por Hugo Paredes

2016

A Bot Spooler Architecture to Integrate Virtual Worlds with E-learning Management Systems for Corporate Training

Autores
Morgado, L; Paredes, H; Fonseca, B; Martins, P; Almeida, A; Vilela, A; Peixinho, F; Santos, A;

Publicação
JOURNAL OF UNIVERSAL COMPUTER SCIENCE

Abstract
Joining efforts of academic and corporate teams, we developed an integration architecture - MULTIS - that enables corporate e-learning managers to use a Learning Management System (LMS) for management of educational activities in virtual worlds. This architecture was then implemented for the Formare LMS. In this paper we present this architecture and concretizations of its implementation for the Second Life Grid/OpenSimulator virtual world platforms. Current systems are focused on activities managed by individual trainers, rather than groups of trainers and large numbers of trainees: they focus on providing the LMS with information about educational activities taking place in a virtual world and/or being able to access within the virtual world some of the information stored in the LMS, and disregard the streamlining of activity setup and data collection in multi-trainer contexts, among other administrative issues. This architecture aims to overcome the limitations of existing systems for organizational management of corporate e-learning activities.

2015

A communication channels dynamic switching model for always-connected availability of service oriented mobile applications

Autores
Azevedo, D; Paredes, H; Fonseca, B;

Publicação
2015 9th International Conference on Next Generation Mobile Applications, Services and Technologies (NGMAST 2015)

Abstract
In the current technological landscape, companies face problems associated with the development of mobile applications and rapid integration with their enterprise systems to ensure the availability of value-added services for its customers in pervasive environment. To fill this gap, a generic model for dynamic switching of communication channels to ensure the principles of transparency in distributed environments is proposed, by: (1) designing an interchangeable communication layer for mobile applications; (2) ensuring the transparency of the communication channels; (3) proposing a framework for the development of mobile applications in distributed environment to guarantee the mentioned above communication transparency.

2016

Autonomous systems to support social activity of elderly people A prospective approach to a system design

Autores
Reis, A; Paredes, H; Barroso, I; Monteiro, MJ; Rodrigues, V; Khanal, SR; Barroso, J;

Publicação
PROCEEDINGS OF THE 2016 1ST INTERNATIONAL CONFERENCE ON TECHNOLOGY AND INNOVATION IN SPORTS, HEALTH AND WELLBEING (TISHW 2016)

Abstract
The reduction in physical and social activity in elderly people degrades the aging process, causing or increasing suffering to the individual and to his family and friends. Most times, the individual well-being is related to the strength of the social bonds with the family and friends group, so it is important to keep this bonds in the various stages of life, especially in the later life, when the individual has health limitations and is living in a community centre. This paper proposes an exploratory approach, regarding the use of information technologies systems, as autonomous systems, to assist in supporting and encouraging elderly people to preserve and develop their social activities and the relationships with their family and friends social group. During the course of the aging process, some aging people have their social activity degraded due to health limitations and institutionalization in elderly care centers, in which they are admitted as residents. We propose the design of a software system, capable of running in autonomous devices, such as, robots and other consumer appliances, enabling them to recognize and interact with the users, according to their state of mind and the specific current moment context. The interactions should be simple and focused on keeping the users informed about the current life events of their family and friends, and create the opportunities for the users to interact with the participants of those events by creating interaction proposals. The systems would monitor the user's family and friends group, regarding their information and actions on the social media. The system's interactions with the user would be based on that knowledge and on the knowledge of the user's current context. An adaptive user interface would present and manage the user interactions, acting as a mediator between the user and his family and friends group.

2015

CanIHelp: A Platform for Inclusive Collaboration

Autores
Paredes, H; Fernandes, H; Sousa, A; Fortes, R; Koch, F; Filipe, V; Barroso, J;

Publicação
UNIVERSAL ACCESS IN HUMAN-COMPUTER INTERACTION: ACCESS TO INTERACTION, PT II

Abstract
Technology plays a key role in daily life of people with special needs, being a mean of integration or even communication with society. By built up experience, we find that support tools play a crucial part in empowerment of persons with special needs and small advances may represent shifts and opportunities. The diversity of solutions and the need for dedicated hardware to each feature represents a barrier to its use, compromising the success of the solutions against, among others, problems of usability and scale. This paper aims to explore the concept of inclusive collaboration to enhance the mutual interaction and assistance. The proposed approach combines and generalizes the usage of human computation in a collaborative environment with assistive technologies creating redundancy and complementarity in the solutions provided, contributing to enhance the quality of life of people with special needs and the elderly. The CanIHelp platform is an embodiment of the concept as a result from an orchestrated model using mechanisms of collective intelligence through social inclusion initiatives. The platform features up for integrating assistive technologies, collaborative tools and multiple multimedia communication channels, accessible through multimodal interfaces for universal access. A discussion of the impacts of fostering collaboration and broadening from the research concepts to the societal impacts is presented. As final remarks a set of future research challenges and guidelines are identified.

2016

Collaboration in 3D Virtual Worlds: a protocol for case study research

Autores
Cruz, Armando; Paredes, Hugo; Fonseca, Benjamim; Martins, Paulo; Morgado, Leonel;

Publicação
EAI Endorsed Trans. Future Intellig. Educat. Env.

Abstract

2015

Collaboration in 3D Virtual Worlds: designing a protocol for case study research

Autores
Cruz, A; Paredes, H; Fonseca, B; Martins, P; Morgado, L;

Publicação
WORKSHOP PROCEEDINGS OF THE 11TH INTERNATIONAL CONFERENCE ON INTELLIGENT ENVIRONMENTS

Abstract
Three-dimensional virtual worlds (3DVW) have been growing fast in number of users, and are used for the most diverse purposes. In collaboration, 3DVW are used with good results due to features such as immersion, interaction capabilities, use of avatar embodiment, and physical space. In the particular cases of avatar embodiment and physical space, these features support nonverbal communication, but its impact on collaboration is not well known. In this work we present the initial steps for creation of a protocol for case study research, aiming to assert itself as a tool to collect data on how nonverbal communication influences collaboration in 3DVW. We define the propositions and units of analysis, and a pilot case to validate them.

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