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Publicações

Publicações por Paulo Martins

2015

Fitting Three Dimensional Virtual Worlds into CSCW

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

Publicação
PROCEEDINGS OF THE 2015 IEEE 19TH INTERNATIONAL CONFERENCE ON COMPUTER SUPPORTED COOPERATIVE WORK IN DESIGN (CSCWD)

Abstract
Three dimensional virtual worlds (3DVW) have experienced a large growth in number of users, and are being used for collaboration activities. In parallel, the research field of Computer Supported Cooperative Work (CSCW) has developed taxonomies to classify systems that support collaboration. However, the CSCW perspective presents a bias towards traditional user interface paradigms, whose affordances are quite distinct from those of 3DVW, which include features such as the spatial environment, embodiment, and their dynamics. These are features which are regarded as significant factors in the research field of Presence, and yet, in our opinion, are not well appreciated from the perspective of CSCW analysis. Because of this, we question of the ability of CSCW taxonomies to properly describe the collaboration characteristics of 3DVW. By "properly", we mean to say that 3DVW bring to fore collaboration characteristics that are in fact distinctive of them as collaboration tools, impacting collaboration in ways that are seldom found in usual groupware, and yet CSCW taxonomies do not distinguish them. We posit that these features should be contemplated in CSCW taxonomies and their usefulness taken into account in the development of future systems that aim to support collaboration.

2016

Integrating virtual worlds with Learning Management Systems: the MULTIS approach

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

Publicação
2016 15TH INTERNATIONAL CONFERENCE ON UBIQUITOUS COMPUTING AND COMMUNICATIONS AND 2016 INTERNATIONAL SYMPOSIUM ON CYBERSPACE AND SECURITY (IUCC-CSS)

Abstract
Learning Management Systems (LMS) provide minimal support for educational use of virtual worlds. Integration efforts assume the educators are inside the virtual world, providing hooks to services in the external LMS, to setup and manage virtual world activities. We present the inverse approach, enabling educators to setup and manage virtual world activities using the traditional LMS Web interface as an integral part of the overall educational activities of a course. In our approach, the LMS enables the teacher/trainer to setup, control, track, and store virtual world activities and its elements. It is the result of a joint effort by academic and corporate teams, implemented in the Formare LMS for OpenSimulator and Second Life Grid virtual world platforms. We explain how the Multis architecture can be used for integration, with concrete cases, an approach that can be implemented in other LMS and virtual world platforms, to overcome the limitations of existing systems for organizational management of e-learning activities.

2015

Separating Gesture Detection and Application Control Concerns with a Multimodal Architecture

Autores
Morgado, L; Cardoso, B; de Carvalho, F; Fernandes, L; Paredes, H; Barbosa, L; Fonseca, B; Martins, P; Nunes, RR;

Publicação
CIT/IUCC/DASC/PICOM 2015 IEEE INTERNATIONAL CONFERENCE ON COMPUTER AND INFORMATION TECHNOLOGY - UBIQUITOUS COMPUTING AND COMMUNICATIONS - DEPENDABLE, AUTONOMIC AND SECURE COMPUTING - PERVASIVE INTELLIGENCE AND COMPUTING

Abstract
Gesture-controlled applications typically are tied to specific gestures, and also tied to specific recognition methods and specific gesture-detection devices. We propose a concern-separation architecture, which mediates the following concerns: gesture acquisition; gesture recognition; and gestural control. It enables application developers to respond to gesture-independent commands, recognized using plug-in gesture-recognition modules that process gesture data via both device-dependent and device-independent data formats and callbacks. Its feasibility is demonstrated with a sample implementation.

2017

Assessment of Microsoft Kinect in the Monitoring and Rehabilitation of Stroke Patients

Autores
Abreu, J; Rebelo, S; Paredes, H; Barroso, J; Martins, P; Reis, A; Amorim, EV; Filipe, V;

Publicação
Recent Advances in Information Systems and Technologies - Volume 2 [WorldCIST'17, Porto Santo Island, Madeira, Portugal, April 11-13, 2017].

Abstract
Telerehabilitation is an alternative way for physical therapy of stroke patients. The monitoring and correction of exercises can be done through the analysis of body movements recorded by an optical motion capture system. This paper presents a first study to assess the use of Microsoft Kinect in the monitoring and rehabilitation of patients who have suffered a stroke. A comparative study was carried out to assess the accuracy of joint angle measurement with the Microsoft Kinect (for Windows and for Xbox One) and Optitrack™. The results obtained in the first experiment showed a good agreement in the measurements between the three systems, in almost all movements. These results suggest that Microsoft Kinect, a low cost and markerless motion capture system, can be considered as an alternative to complex and high cost motion capture devices for the monitoring and rehabilitation of stroke patients. © Springer International Publishing AG 2017.

2014

BIZZY - A Social Game for Entrepreneurship Education

Autores
Fonseca, B; Goncalves, R; Nunes, RR; Teixeira, MS; Paredes, H; Morgado, L; Martins, P;

Publicação
LEARNING AND COLLABORATION TECHNOLOGIES: TECHNOLOGY-RICH ENVIRONMENTS FOR LEARNING AND COLLABORATION, PT II

Abstract
Entrepreneurship education is increasingly being promoted, driven by a wide consensus in modern societies concerning its benefits in fostering the development of several professional and personal attitudes and skills, such as business expertise, creativity, risk assessment or responsibility. In this context, several authorities have been actively developing policies and activities to empower entrepreneurship culture in young people. Serious Games are recognized as having an important role and potential in education and social networks emerged in the last decade as the platform preferred by many people to socialize, play games or conduct professional activities. This paper presents a proposal for BIZZY, a serious game to be developed and implemented as a Facebook application, to enable young people in the range 12-18 years old to learn entrepreneurial skills progressively, by guiding them to develop a business project from the early idea to the business plan.

2014

Can Presence Improve Collaboration in 3D Virtual Worlds?

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

Publicação
Procedia Technology

Abstract

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