2010
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.
2012
Autores
Hadjileontiadis, LJ; Martins, P; Todd, R; Paredes, H; Rodrigues, J; Barroso, J;
Publicação
DSAI
Abstract
2012
Autores
Sousa, A; Faria, J; Fernandes, H; Goncalves, R; Paredes, H; Martins, P; Barroso, J;
Publicação
2012 WORLD AUTOMATION CONGRESS (WAC)
Abstract
The rapid proliferation of human population and the growth of consumption leaded to an increase of hazardous waste. This becomes a worldwide ecological and environmental challenge. According to last available statistics the estimated global municipal solid waste reached 2.02 billion tons. Unfortunately there is not only solid waste: vegetable oil, one kind of liquid waste, used in food manufacturing, is responsible for serious contamination of water resources. Its collection is profitable by recycling into biodiesel and is already regulated in some countries. However it faces several logistic issues. Major issues are related to collection delays, which lead to oil giveaway, and reduced collection [1,2]. This paper proposes a solution to some of these logistic problems introducing a system to manage cooking oil collection in order to increase collection profits. The developed system follows a defined oil collection plan in order to optimize collection routes, introducing a sensor network that triggers collection events to a central system overcoming the current collection delays and wastes. The system is being tested in a real scenario with a Portuguese cooking oil collection company.
2008
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
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
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.
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