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Publicações

Publicações por HumanISE

2017

ICARUS Training and Support System

Autores
Bedkowski, J; Majek, K; Pelka, M; Maslowski, A; Coelho, A; Goncalves, R; Baptista, R; Sanchez, JM;

Publicação
Search and Rescue Robotics - From Theory to Practice

Abstract

2017

ClueKing: Allowing Parents to Customize an Informal Learning Environment for Children

Autores
Cesario, V; Nisi, V; Coelho, A;

Publicação
SERIOUS GAMES, INTERACTION AND SIMULATION

Abstract
This paper introduces ClueKing, a children's pervasive game which encompasses context-aware and parents mediation to create an informal learning environment. In this paper we review related theories of inquiry-based learning and parent involvement, the basic pedagogical model, and mobile learning and pervasive games as the technological framework. The basic concept of ClueKing defines an interactive environment where teachers define the learning goals and challenges and parents mediate their application on the home setting, the children schedule and how to promote their engagement. The system's architecture is also presented, as well as the workflows for the development of ClueKing. Since this is work in progress the paper concludes with the next steps and future work to be carried out.

2017

Gamification at Scraim

Autores
Silva, D; Coelho, A; Duarte, C; Henriques, PC;

Publicação
SERIOUS GAMES, INTERACTION AND SIMULATION

Abstract
Software developers usually work as a team and in order to improve the team organization and performance several companies use agile methodologies. The efficiency of this methodologies can be improved by the use of project management tools. Several software developers are difficult to motivate on the usage of these tools, as they often claim being disruptive to their workflow. This paper presents the use of gamification to incite software developers to use this kind of tools with the necessary regularity. The main focus of this work is on the tasks completion and the regular use of the project management tool, while insuring the respect of the values proposed by the agile manifesto to software development. The gamification process is described in detail, followed by an application the project management software SCRAIM.

2017

Preface

Autores
de Carvalho, CV; Coelho, A; Escudeiro, P;

Publicação
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST

Abstract

2017

Command and Control Systems for Search and Rescue Robots

Autores
Govindaraj, S; Letier, P; Chintamani, K; Gancet, J; Jimenez, MN; Esbrí, MÁ; Musialik, P; Bedkowski, J; Badiola, I; Gonçalves, R; Coelho, A; Serrano, D; Tosa, M; Pfister, T; Sanchez, JM;

Publicação
Search and Rescue Robotics - From Theory to Practice

Abstract

2017

GReSBAS project: A gamified approach to promote more energy efficient behaviours in buildings

Autores
Barbosa, A; Iria, J; Cassola, F; Coelho, A; Portela, J; Kucuk, U; Madureira, AG; Zehir, MA; Ozdemir, A; Soares, FJ;

Publicação
2017 10TH INTERNATIONAL CONFERENCE ON ELECTRICAL AND ELECTRONICS ENGINEERING (ELECO)

Abstract
The GReSBAS project (2016-2019) aims to enable the active participation of buildings in DR programs through gamified competition between building owners. In case of large buildings, gamified competition can be established within the building for its occupants, for instance having different floors of the building competing between them. This approach will allow building owners to reduce electricity costs and increase energy efficiency by motivating/rewarding building occupants for participating in DR programs. The concepts and tools developed under GReSBAS will be tested in two demonstration sites: a corporate building in Portugal and a residential building in Turkey. This paper presents the Portuguese demonstration site and describes how the energy consumption, temperature and building occupancy data will be collected, processed and used by the tools developed in GReSBAS.

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