2021
Autores
Rocio, Vitor; Bidarra, José;
Publicação
Proceedings of I-HE2021 Conference (Innovating Higher Education)
Abstract
Despite the significant increase in the use of digital devices, and the access to e-books by younger ages, the printed book still remains very important. Nowadays, although many communication processes and information exchanges have a digital support, the importance of using printed paper is acknowledged in many contexts. Both the paper and the digital media have unique advantages: digital media integrate with audiovisual and interactive resources, and the paper book supports interactions such as tactile and kinesthetic feedback given to both hands.
In recent years there have been several commercial products designated as "augmented books", using augmented reality technologies to provide the reader with more layers of information, thereby fostering the use of the book in new ways. So, in this concept paper we describe part of the research and outcomes of project CHIC – C3, aimed at designing and developing a platform for managing the production of digital content connected with printed books. Furthermore, we propose a model for the gamification of digital content based on the printed book, mainly aimed at educational purposes. A proof of concept for the model was built in the form of a companion platform, supported by the Moodle LMS, fully integrated with the main CHIC website.
Readers are able to access the platform, engage in several content related games, and interact with other readers.
2021
Autores
Barros, Celestino Lopes de; Rocio, Vitor; Sousa, André; Paredes, Hugo;
Publicação
ADVANCE 2021. 9th International Workshop on ADVANCEs in ICT Infrastructures and Services
Abstract
Task scheduling in fog paradigm is highly complex and in the literature, there are still few studies. In the cloud architecture, it is widely studied and in many researches, it is approached from the perspective of service providers. Trying to bring innovative contributions in these areas, in this paper, we propose a model to the context-aware task-scheduling problem for fog paradigm. In our proposal, different context parameters are normalized through Min-Max normalization; requisition priorities are defined through the application of the Multiple Linear Regression (MLR) technique and scheduling is performed using Multi-Objective Non-Linear Programming Optimization (MONLIP) technique.
2022
Autores
Bidarra, José; Rocio, Vitor;
Publicação
The Envisioning Report for Empowering Universities
Abstract
In recent years there have been several commercial products designated as "augmented books". These use gamification and augmented reality technologies to provide the reader with more layers of information, thereby fostering the use of the book in new ways. So, in this article we describe part of the research and outcomes of the Portuguese project CHIC – C3, aimed at designing and developing a platform for managing the production of digital content connected with printed books. Furthermore, we developed a model for the gamification of digital content based on the printed book, mainly aimed at educational purposes.
A proof of concept for the model was built in the form of a companion platform, supported by the Moodle LMS, fully integrated with the main CHIC website. Readers were able to access the platform, engage in several content related games, and interact with other readers.
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