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Publications

Publications by Benjamim Fonseca

2012

PLAYER - a European Project and a Game to Foster Entrepreneurship Education for Young People

Authors
Fonseca, B; Morgado, L; Paredes, H; Martins, P; Goncalves, R; Neves, P; Nunes, RR; Lima, J; Varajao, J; Pereira, A; Sanders, R; Barracho, V; Lapajne, U; Rus, M; Rahe, M; Mostert, A; Klein, T; Bojovic, V; Bosnjak, S; Bosnjak, Z; Carvalho, J; Duarte, I; Casaramona, A; Soraci, A;

Publication
JOURNAL OF UNIVERSAL COMPUTER SCIENCE

Abstract
Entrepreneurship is widely recognized as one of the basic skills to be acquired through a life-long learning. The European Union, under the guidance of the Oslo Agenda, promotes several initiatives to develop entrepreneurship culture in Europe. Education can make a significant contribution to entrepreneurship, encouraging the development of entrepreneurial attitudes and skills in young people. Serious Games are presently recognised as having an important role and potential in education and social networks emerged in the last years as the platform preferred by many, especially young people, to socialize, play games and even learn. This paper presents the PLAYER project, in which a game was developed and implemented as a Facebook application, to enable learning entrepreneurial skills progressively, by guiding users to develop a business idea in the form of a business plan.

2011

Computer Supported Cooperative Work A Field to Consider

Authors
Correia, A; Fonseca, B; Paredes, H;

Publication
SISTEMAS E TECNOLOGIAS DE INFORMACAO, VOL I

Abstract
In an organizational sphere of great dynamism and mutability, the effectiveness of group work in companies and institutions is assumed as one of the most important success factors to achieve their objectives. The computer has acquired a strategic task in the support of cooperative work processes, raising a fruitful symbiosis between humans and machines with different functions but strongly interconnected. This article examines the holistic nature of Computer Supported Cooperative Work, an interdisciplinary scientific field that has caused many transformations at the social and technological levels, showing a polymorphic, multidimensional character. In this context, it becomes urgent to articulate the myriad of concepts and technological trends that make up the field on a clear attempt to conglomerate a composite of visions of its nuclear evolutionary origins. © 2011 AISTI.

2012

An integrative approach to diagram-based collaborative brainstorming: A case study

Authors
Azevedo, D; Fonseca, B; Lukosch, S; Paredes, H; Janeiro, J; Briggs, RO;

Publication
Proceedings of the 1st International Workshop on Interaction Design in Educational Environments, IDEE 2012, in Conjunction with ICEIS 2012

Abstract
The need for computer supported collaboration has grown over the last years and made collaboration an important factor within organizations. This trend has resulted in the development of a variety of tools and technologies to support he various forms of collaboration. Many collaborative processes, e.g. strategy building, scenario analysis, root cause analysis and requirements engineering, requires various collaboration support tools. Within these synchronous collaborative applications to create, evaluate, elaborate, discuss, and revise graphical models, e.g. data flow, fishbone and brainstorming diagrams, play an important role. Currently, the necessary tools are not integrated and flexible enough to support such processes. In this paper, we present a case study done to a synchronous collaborative brainstorming diagram editor - CLSD that is integrated in a flexible group support system. Our approach goes beyond the current state of the art as we can be seamlessly integrated with other collaboration support tools such as text-based brainstorming or voting.

2011

Exploring Iconographic Interface in Emergency for Deaf

Authors
Cabo, M; Pereira, T; Fonseca, B; Paredes, H;

Publication
ASSETS 11: PROCEEDINGS OF THE 13TH INTERNATIONAL ACM SIGACCESS CONFERENCE ON COMPUTERS AND ACCESSIBILITY

Abstract
In this demo, we present an application for mobile phones, which can allow communication between deaf and emergency medical services using an iconographic touch interface. This application can be useful especially for deaf but also for persons without disabilities that face sudden situations where speech is hard to articulate.

2012

Development of a mechanical maintenance training simulator in OpenSimulator for F-16 aircraft engines

Authors
Pinheiro, A; Fernandes, P; Maia, A; Cruz, G; Pedrosa, D; Fonseca, B; Paredes, H; Martins, P; Morgado, L; Rafael, J;

Publication
4TH INTERNATIONAL CONFERENCE ON GAMES AND VIRTUAL WORLDS FOR SERIOUS APPLICATIONS (VS-GAMES'12)

Abstract
Mechanical maintenance of F-16 engines is carried out as a team effort involving 3 to 4 skilled engine technicians. This paper presents the development of a mechanical maintenance simulator for their training. This simulator aims to enable technician training to be enhanced with cooperation and context prior to the training phase with actual physical engines. We describe the requirements that were identified with the Portuguese Air Force, the overall software architecture of the system, the current stage of the prototype, and the outcomes of the first field tests with users. (C) 2012 The Authors. Published by Elsevier B. V. Selection and/or peer-review under responsibility of the scientific programme committee of VS-Games 2012

2011

Improving teaching and learning of computer programming through the use of the Second Life virtual world

Authors
Esteves, M; Fonseca, B; Morgado, L; Martins, P;

Publication
BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY

Abstract
The emergence of new technologies such as three-dimensional virtual worlds brings new opportunities for teaching and learning. We conducted an action research approach to the analysis of how teaching and learning of computer programming at the university level could be developed within the Second Life virtual world. Results support the notion that it is possible to use this environment for better effectiveness in the learning of programming. The main results are the identification of problems hampering the teacher's intervention in this virtual world and the detection of solutions for those problems that were found effective to the success in using this environment for teaching/learning computer programming.

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