2011
Authors
Morgado, L;
Publication
Handbook of Research on Business Social Networking: Organizational, Managerial, and Technological Dimensions
Abstract
2008
Authors
Morgado, L;
Publication
Technology Enhanced Learning: Best Practices
Abstract
The explosion in the use of computing in learning holds great potential for preschool education, and yet information on common educational practices with computers at the level of preschool education is scarce. This chapter shares two distinct goals: first, to provide context for the practitioner by providing a panorama of the information available on actual field practices and recommendations by official bodies from several countries regarding the inclusion of computing technology in the educational practice at the preschool and kindergarten levels; and second, to present a hands-on technical perspective on the matter of immersion of the computer in the daily practice of preschools in the form of a four-way guide, including the use of computer programming in this manner. At the end, a list of readings and activity suggestions is provided to help the reader put these ideas into practice. © 2008, IGI Global.
2012
Authors
Varajao, J; Morgado, L;
Publication
JOURNAL OF THE TEXTILE INSTITUTE
Abstract
For manufacturers of physical goods, conducting market tests of product prototypes to assess consumers' preferences can be costly and complex. To some extent, production and logistic processes need to be in place, not just the marketing rationale. We put forth the hypothesis that virtual worlds may be a feasible environment to conduct early market tests of product prototypes for some physical products. The rationale for this hypothesis is that such tests with virtual versions of product prototypes may be conducted with minimal overhead, based on resources from marketing and design departments, without resources from production or logistics. They could be a first filter or selection process to determine which product prototypes demonstrate better acceptance by the public, with reduced costs and complexity. An expectation is that by having simpler and less costly tests, a wider variety of product prototypes can be considered, and test number and frequency increased, supporting better information gathering. A central question in this regard is the level of similarity between the preferences of the public when presented with virtual items, in comparison with the actual physical items. To attain data about this, we carried out an exploratory study, creating a set of both virtual and physical prototype versions of a physical product: t-shirts. We then invited virtual-world users to experience the virtual t-shirts on their avatars and express their preferences. Finally, we presented users with the option to buy the physical t-shirts with their own money, at promotional cost (as a reward for participating in the virtual trial), but explicitly told them, as they held the various physical versions in their hands, that they could change their preference at no extra cost. The results identified the level of similarity and differences between buyers' preferences in these two situations, pointing to the significant potential of using a virtual world to conduct market tests to assess consumers' preferences on prototypes of physical t-shirts.
2010
Authors
Velegrakis, G; Varajao, J; Morgado, L; Dominguez, C; Rodrigues, C; Coelho, D; Haidimoschi, A; Sancin, C; Doppler, G; Koivusalo, H; Lakanen, E;
Publication
E-Business Managerial Aspects, Solutions and Case Studies
Abstract
In a dynamic and competitive world, understanding the knowledge, skills and competences that managers of small and medium enterprises (SMEs) require is an important endeavour, to ensure that both academic and business training institutions offer well formed programs/courses and curricula. Several studies, conducted by academic researchers and business associations around the world, focused on identifying managers' skills and competences, but there isn't an overall perspective on today's requirements of European SME managers. This is a critical aspect because managers' competences strongly influence enterprises' competitiveness and, therefore, the economic competitiveness of countries themselves. To help overcome this problem, the authors conducted a study in six European countries through a literature review and several interviews with business associations' executives. The result is a list of 34 competences, which the authors organized in four categories: personal; team management; business; and technical. These competences are presented and discussed in this chapterand show that an SME manager should be well prepared in a rich set of complementary areas to perform her/his job. The findings enable a better understanding of the profile of SME managers from the point of view of required competences, and may help in the design of new training programs to fulfil the identified needs. © 2011, IGI Global.
2011
Authors
Ribeiro, T; Faria, N; Morgado, L; Simoes, P; Rodrigues, P; Leite, L;
Publication
Proceedings - 2011 3rd International Conferenceon Games and Virtual Worlds for Serious Applications, VS-Games 2011
Abstract
Many military training centers still use traditional means to train and practice air traffic control. To represent reality, they use physical models of an airfield and aircrafts, or advanced computer simulations. LMS systems are also frequently used for management of online contents of courses. We are connecting simulations with LMS systems, in order to support trainers' tracking of trainees' progress. This paper presents a technological architecture that allows a trainee to use a virtual air traffic control (ATC) simulator to practice exercises available at the LMS and updates the LMS with the trainee's progress and actions within the simulator. It also presents details of a first approach to the implementation of this architecture. © 2011 IEEE.
2008
Authors
Morgado, L; Kahn, K;
Publication
JOURNAL OF VISUAL LANGUAGES AND COMPUTING
Abstract
ToonTalk is a child-oriented programming language whose environment is an animated virtual world, with objects that children can pick up and use as in a game, such as birds, trucks, and robots, providing direct child-oriented metaphors for programming constructs. Actions performed by a programmer's avatar with these objects are both code and coding. ToonTalk is a powerful system, not just a "toy" system: it is based upon concurrent constraint programming languages, and programs written in languages such as Flat Guarded Horn Clauses and Flat Concurrent Prolog can be straightforwardly constructed in ToonTalk. However, there is not a specification of ToonTalk, for ready implementation in other environments. We propose that the ToonTalk language lies not in the animations displayed by the current environment, but on the actions performed by the programmer with virtual world objects; we present a description and analysis of the methods the ToonTalk language provides to programmers for expressing programs.
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