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Publicações

Publicações por Leonel Morgado

2023

Mathematical and Statistical Modelling for Assessing COVID-19 Superspreader Contagion: Analysis of Geographical Heterogeneous Impacts from Public Events

Autores
Leal, C; Morgado, L; Oliveira, TA;

Publicação
MATHEMATICS

Abstract
During a pandemic, public discussion and decision-making may be required in face of limited evidence. Data-grounded analysis can support decision-makers in such contexts, contributing to inform public policies. We present an empirical analysis method based on regression modelling and hypotheses testing to assess events for the possibility of occurrence of superspreading contagion with geographically heterogeneous impacts. We demonstrate the method by evaluating the case of the May 1st, 2020 Demonstration in Lisbon, Portugal, on regional growth patterns of COVID-19 cases. The methodology enabled concluding that the counties associated with the change in the growth pattern were those where likely means of travel to the demonstration were chartered buses or private cars, rather than subway or trains. Consequently, superspreading was likely due to travelling to/from the event, not from participating in it. The method is straightforward, prescribing systematic steps. Its application to events subject to media controversy enables extracting well founded conclusions, contributing to informed public discussion and decision-making, within a short time frame of the event occurring.

2023

Métodos para criação de narrativas imersivas: uma revisão de revisões da literatura

Autores
Bonfim, CJdL; Morgado, L; Pedrosa, DCC;

Publicação
Novos Olhares

Abstract
O conceito de narrativa imersiva enfoca narrativas enquanto forma de promover o estado psicológico de imersão do público-alvo. Este artigo apresenta o resultado de uma revisão de revisões de literatura que objetivou identificar os principais métodos para concepção e criação de narrativas imersivas, considerando aspectos estruturais e elementos específicos, como personagens e cenários. Os resultados revelaram cinco clusters com características diferenciadas, considerando as dimensões da imersão narrativa temporal, espacial e emocional.

2023

Inven!RA Architecture for Sustainable Deployment of Immersive Learning Environments

Autores
Morgado, L; Coelho, A; Beck, D; Gutl, C; Cassola, F; Baptista, R; van Zeller, M; Pedrosa, D; Cruzeiro, T; Cota, D; Grilo, R; Schlemmer, E;

Publicação
SUSTAINABILITY

Abstract
The objective of this work was to support the sustainable deployment of immersive learning environments, which face varied obstacles, including the lack of support infrastructures for active learning pedagogies. Sustainability from the perspective of the integration of these environments in educational practice entails situational awareness, workload, and the informed assessment ability of participants, which must be supported for such activities to be employed in a widespread manner. We have approached this wicked problem using the Design Science Research paradigm and produced the Inven!RA software architecture. This novel result constitutes a solution for developing software platforms to enable the sustainable deployment of immersive learning environments. The Inven!RA architecture is presented alongside four demonstration scenarios employed in its evaluation, providing a means for the situational awareness of immersive learning activities in support of pedagogic decision making.

2024

Educational Practices and Strategies With Immersive Learning Environments: Mapping of Reviews for Using the Metaverse

Autores
Beck, D; Morgado, L; O'Shea, P;

Publicação
IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES

Abstract
The educational metaverse promises fulfilling ambitions of immersive learning, leveraging technology-based presence alongside narrative and/or challenge-based deep mental absorption. Most reviews of immersive learning research were outcomes-focused, few considered the educational practices and strategies. These are necessary to provide theoretical and pedagogical frameworks to situate outcomes within a context where technology is in concert with educational approaches. We sought a broader perspective of the practices and strategies used in immersive learning environments, and conducted a mapping survey of reviews, identifying 47 studies. Extracted accounts of educational practices and strategies under thematic analysis yielded 45 strategies and 21 practices, visualized as a network clustered by conceptual proximity. Resulting clusters Active context, Collaboration, Engagement and Scaffolding, Presence, and Real and virtual multimedia learning expose the richness of practices and strategies within the field. The visualization maps the field, supporting decision-making when combining practices and strategies for using the metaverse in education, highlights which practices and strategies are supported by the literature, and the presence and absence of diversity within clusters.

2008

Estudo fenomenográfico sobre o futuro do comércio electrónico no second life

Autores
Bernardo, M; Morgado, L; Rabadao, C;

Publicação
Iberian Conference on Information Systems and Technologies, CISTI

Abstract

2010

USABILITY of 3D CONTROLLERS in SECOND LIFE

Autores
Fernandes, P; Ferreira, C; Cunha, A; Morgado, L;

Publicação
PROCEEDINGS OF THE 3RD INTERNATIONAL CONFERENCE ON SOFTWARE DEVELOPMENT FOR ENHANCING ACCESSIBILITY AND FIGHTING INFO-EXCLUSION (DSAI 2010)

Abstract
The Second Life platform unites various technologies: 3D virtual environments, virtual reality, Internet connection between participants and the possibility of customization of the three-dimensional content. It is a virtual collaborative environment that allows users to explore digital worlds and interact with others in real time. Increasingly, new peripherals to interact with virtual environments are emerging in the market, and good examples of this are 3Dconnexion's 3D controllers. These are designed to be easy to use, allowing users to zoom, move around in space and rotate 3D objects with a simple hand tap on the device. With this project we wanted to identify usability problems among 3Dconnexion's devices in Second Life 3D virtual environment. We created a usability test and implemented it. With its data we identified usability features of these 3D controllers.

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