2016
Authors
Morgado, L; Paredes, H; Fonseca, B; Martins, P; Almeida, A; Vilela, A; Peixinho, F; Santos, A;
Publication
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
Authors
Azevedo, D; Paredes, H; Fonseca, B;
Publication
2015 9th International Conference on Next Generation Mobile Applications, Services and Technologies (NGMAST 2015)
Abstract
In the current technological landscape, companies face problems associated with the development of mobile applications and rapid integration with their enterprise systems to ensure the availability of value-added services for its customers in pervasive environment. To fill this gap, a generic model for dynamic switching of communication channels to ensure the principles of transparency in distributed environments is proposed, by: (1) designing an interchangeable communication layer for mobile applications; (2) ensuring the transparency of the communication channels; (3) proposing a framework for the development of mobile applications in distributed environment to guarantee the mentioned above communication transparency.
2016
Authors
Cruz, Armando; Paredes, Hugo; Fonseca, Benjamim; Martins, Paulo; Morgado, Leonel;
Publication
EAI Endorsed Trans. Future Intellig. Educat. Env.
Abstract
2015
Authors
Cruz, A; Paredes, H; Fonseca, B; Martins, P; Morgado, L;
Publication
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
Authors
Correia, A; Fonseca, B; Paredes, H; Martins, P; Morgado, L;
Publication
Progress in IS - Handbook on 3D3C Platforms
Abstract
2016
Authors
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;
Publication
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.
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