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Publicações

Publicações por Leonel Morgado

2008

Phenomenographic study on the future of e-commerce in Second Life

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

Publicação
ACTAS DE LA III CONFERENCIA IBERICA DE SISTEMAS Y TECNOLOGIAS DE LA INFORMACION, VOL 1

Abstract

2010

Privacy challenges and methods for virtual classrooms in Second Life Grid and OpenSimulator

Autores
Vilela, A; Cardoso, M; Martins, D; Santos, A; Moreira, L; Paredes, H; Martins, P; Morgado, L;

Publicação
2nd International Conference on Games and Virtual Worlds for Serious Applications, VS-GAMES 2010

Abstract
Mass adoption of virtual world platforms for education and training implies efficient management of computational resources. In Second Life Grid and OpenSimulator, commonly used for this purpose, a key resource is the number of servers required to support educational spaces. Educational activities can take place at different altitudes over the same virtual land, for different classes. This way a single virtual world server can sustain several different educational spaces/classes, reducing the number of servers needed to make available different classrooms or other educational spaces. One issue whose importance is emphasized in such conditions is that of class privacy, bearing in mind that most privacy-management features of these platforms are land-based, not space-based. In this paper, we provide an overview of the issues to consider when planning privacy in these platforms and the methodologies that can be developed and implemented to ensure it at an adequate level, including the extra privacy possible in OpenSimulator regarding Second Life Grid. © 2010 IEEE.

2008

Children as active partners: strategies for collaboration in spatial tasks through Virtual Worlds

Autores
Santos, F; Fonseca, B; Morgado, L; Martins, P;

Publicação
C(5) 2008: SIXTH INTERNATIONAL CONFERENCE ON CREATING, CONNECTING AND COLLABORATING THROUGH COMPUTING, PROCEEDINGS

Abstract
This paper, referring to a work in progress, describes functional elements of the user interface of a Virtual World that may provide an important contribution to the process by which primary teachers and pupils collaborate in negotiating spatial configurations of educational spaces (classroom, playground, set for a theatre play, etc.). We have observed this process and some of its inherent difficulties and identified requirements or the functional elements of the interface. Finally, we reflect about factors impacting children's feelings of lack of authorship and ownership of spatial configurations resulting from collaboration and how a computer system may help in this regard. This Virtual World is therefore configured to be applied in educational contexts where curricular models reflect the new childhood culture where children have an active role in the spaces where they spend most of their time, as schools that adopt the Portuguese Modern School Movement pedagogical model.

2008

Contextualization of Programming Learning: A Virtual Environment Study

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

Publicação
FIE: 2008 IEEE FRONTIERS IN EDUCATION CONFERENCE, VOLS 1-3

Abstract
In this paper, it is presented a study concerning about the use of the three-dimensional virtual world Second Life (SL) to visualize and contextualize the learning of computer programming. SL allows students to use avatars to create 3D objects and program their behaviours, process data, and interact with external servers, using Linden Scripting Language (LSL), a language with C-like syntax and a state machine. Scripts can execute concurrently, and several students can simultaneously work over the same object and/or script. Through action research, we explore and analyse the potential of SL for teaching-learning introductory computer programming in computer science undergraduate courses. We believe this virtual environment has potential to help students, since it presents an immediately visual feedback of the program execution.

2012

Social networks, microblogging, virtual worlds, and Web 2.0 in the teaching of programming techniques for software engineering: A trial combining collaboration and social interaction beyond college

Autores
Morgado, L; Fonseca, B; Martins, P; Paredes, H; Cruz, G; Maia, AM; Nunes, R; Santos, A;

Publicação
Proceedings of the IEEE Global Engineering Education Conference, EDUCON 2012, Marrakech, Morocco, April 17-20, 2012

Abstract
With the goal of lessening barriers to the learning of advanced programming techniques, we put into place a trial which required students to get involved with online communities of programmers. Using a course assignment on software architecture styles, students had study a problem, find basis for a tentative approach, and discuss it online with programmers. The expectation was that students would find motivation for their studies from both the contact with communities of programmers, and from having to study and reflect upon their problem well enough to be able to draw the interest of members of those communities. We present the strategy we used, the developments and outcomes, and ideas for further application of this approach. © 2012 IEEE.

2012

Development of platform-independent multi-user choreographies for virtual worlds based on ontology combination and mapping

Autores
Silva, E; Silva, N; Paredes, H; Martins, P; Fonseca, B; Morgado, L;

Publicação
2012 IEEE SYMPOSIUM ON VISUAL LANGUAGES AND HUMAN-CENTRIC COMPUTING (VL/HCC)

Abstract
This paper presents two contributions: (i) a system architecture capable of staging platform-independent choreographies within different virtual worlds, and (ii) an ontology-based solution for capturing and representing multi-user choreographies with reduced time/effort. We argue that choreographies for virtual worlds should be clearly separated from the technical characteristics of their execution in virtual world technological platforms. Due to the heterogeneity of the various virtual worlds and their domain requirements, we propose exploiting the modularity, generality, and granularity dimensions of ontologies to simplify and empower the choreography modeling capabilities. Instead of a unique ontology, several ontologies with different levels of generality and granularity can be progressively combined to support the modeling requirements of a given choreography. Because these ontologies are aligned with the ontology of each specific virtual world platform, the mapping and transformation between the core ontology is simplified and automated, thus reducing the development and time-to-market.

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