Cookies
O website necessita de alguns cookies e outros recursos semelhantes para funcionar. Caso o permita, o INESC TEC irá utilizar cookies para recolher dados sobre as suas visitas, contribuindo, assim, para estatísticas agregadas que permitem melhorar o nosso serviço. Ver mais
Aceitar Rejeitar
  • Menu
Publicações

Publicações por Paulo Martins

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

Accessible options for Deaf people in e-Learning platforms: technology solutions for Sign Language translation

Autores
Martins, P; Rodrigues, H; Rocha, T; Francisco, M; Morgado, L;

Publicação
PROCEEDINGS OF THE 6TH INTERNATIONAL CONFERENCE ON SOFTWARE DEVELOPMENT AND TECHNOLOGIES FOR ENHANCING ACCESSIBILITY AND FIGHTING INFO-EXCLUSION

Abstract
This paper presents a study on potential technology solutions for enhancing the communication process for deaf people on e-learning platforms through translation of Sign Language (SL). Considering SL in its global scope as a spatial-visual language not limited to gestures or hand/forearm movement, but also to other non-dexterity markers such as facial expressions, it is necessary to ascertain whether the existing technology solutions can be effective options for the SL integration on e-learning platforms. Thus, we aim to present a list of potential technology options for the recognition, translation and presentation of SL (and potential problems) through the analysis of assistive technologies, methods and techniques, and ultimately to contribute for the development of the state of the art and ensure digital inclusion of the deaf people in e-learning platforms. The analysis show that some interesting technology solutions are under research and development to be available for digital platforms in general, but yet some critical challenges must solved and an effective integration of these technologies in e-learning platforms in particular is still missing. (C) 2015 The Authors. Published by Elsevier B.V.

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.

2016

Computer-Simulated 3D Virtual Environments in Collaborative Learning and Training: Meta-Review, Refinement, and Roadmap

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

Publicação
Progress in IS - Handbook on 3D3C Platforms

Abstract

2016

Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype

Autores
Alves Fernandes, LMA; Matos, GC; Azevedo, D; Nunes, RR; Paredes, H; Morgado, L; Barbosa, LF; Martins, P; Fonseca, B; Cristovao, P; de Carvalho, F; Cardoso, B;

Publicação
BEHAVIOUR & INFORMATION TECHNOLOGY

Abstract
Gestural interaction devices emerged and originated various studies on multimodal human-computer interaction to improve user experience (UX). However, there is a knowledge gap regarding the use of these devices to enhance learning. We present an exploratory study which analysed the UX with a multimodal immersive videogame prototype, based on a Portuguese historical/cultural episode. Evaluation tests took place in high school environments and public videogaming events. Two users would be present simultaneously in the same virtual reality (VR) environment: one as the helmsman aboard Vasco da Gama's fifteenth-century Portuguese ship and the other as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a VR headset to explore the environment, whereas the giant player used body motion to control the giant, and observed results on a screen, with no headset. This allowed a preliminary characterisation of UX, identifying challenges and potential use of these devices in multi-user virtual learning contexts. We also discuss the combined use of such devices, towards future development of similar systems, and its implications on learning improvement through multimodal human-computer interaction.

  • 1
  • 17