2013
Autores
Fernandes, P; Pinheiro, A; Cruz, G; Maia, AM; Morgado, L; Martins, P; Paredes, H; Fonseca, B; Bernardino Lopes, JB; Cravino, J;
Publicação
2013 2ND EXPERIMENT@ INTERNATIONAL CONFERENCE (EXP.AT'13)
Abstract
This demonstration proposal aims to present a 3D multi-user training simulator, developed in the 3D Open Simulator virtual world platform, in order to enable the practice and training of mechanical maintenance for F-16 engines, specifically the installation of a Pratt & Whitney F100 engine in a F-16 aircraft - a process that requires three skilled engine technicians to do a set of cooperative execution tasks. The main purpose of the simulator is to provide trainees and trainers with more opportunities to conduct training, enabling technician training to be enhanced with cooperation and context prior to the training phase with actual physical engines. In this proposal, we describe the architecture of the system and the sample simulation tasks.
2013
Autores
Cruz, G; Maia, A; Morgado, L; Fonseca, B; Paredes, H; Bessa, F; Rodrigues, C; Martins, P;
Publicação
ADVANCES IN INFORMATION SYSTEMS AND TECHNOLOGIES
Abstract
In this paper, we present the user experience design of Young Europeans for Democracy (YED) serious application. Facing the actually need to support young citizens understanding and participation in Europe, schools have a key role on European studies integration. Accordingly to the growing opportunities of applying technology for training and education, we propose a serious application in a open-source 3D Virtual World environment solution, adopting a problem-based learning approach, role-playing dynamics and group work tasks. The main goal was to design a meaningfully user experience, increasing the students motivation and engagement for learning different knowledge on the topics of European Studies. Some preliminary results are presented, based on participatory observation within the use of the serious application.
2014
Autores
Paredes, H; Fonseca, B; Barroso, J;
Publicação
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Abstract
Touchscreens allow interaction with icons and buttons for executing applications or selecting information. This can be used for non-verbal communication, enabling the deaf to communicate without the need for sign language translation and with a richer context than just using text. This paper explores the development process of iconographic driven applications for nonverbal communication following a user centered design approach. MyCarMobile, a mobile application intended to facilitate the communication of the deaf with roadside assistance services, is introduced as a case study. The application follows the iconographic driven interaction model allowing users to describe an occurrence, through the interaction with icons and buttons in a touchscreen device. Based on the implementation of the case study application and previous work a set of guidelines for implementing iconographic driven applications is proposed. © 2014 Springer International Publishing.
2014
Autores
Pinheiro, A; Fernandes, P; Maia, A; Cruz, G; Pedrosa, D; Fonseca, B; Paredes, H; Martins, P; Morgado, L; Rafael, J;
Publicação
Entertainment Computing
Abstract
Mechanical maintenance of F-16 engines is carried out as a team effort involving 3-4 skilled engine technicians, but the details of its procedures and requisites change constantly, to improve safety, optimize resources, and respond to knowledge learned from field outcomes. This provides a challenge for development of training simulators, since simulated actions risk becoming obsolete rapidly and require costly reimplementation. This paper presents the development of a 3D mechanical maintenance training simulator for this context, using a low-cost simulation platform and a software architecture that separates simulation control from simulation visualization, in view of enabling more agile adaptation of simulators. This specific simulator aims to enable technician training to be enhanced with cooperation and context prior to the training phase with actual physical engines. We provide data in support of the feasibility of this approach, describing the requirements that were identified with the Portuguese Air Force, the overall software architecture of the system, the current stage of the prototype, and the outcomes of the first field tests with users.
2013
Autores
Correia, A; Fonseca, B; Paredes, H;
Publicação
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Abstract
The purpose of this study is to conduct a bibliometric and taxonomy-based analysis of the field of CSCW to map its recent evolution at a quantitative and qualitative level. A model for semantic analytics and social evaluation is also discussed with emphasis on the hypothesis of putting crowds into the loop of bibliography classification process to improve the current labor-intensive, time-consuming, unrepeatable and sometimes subjective task of scientometricians. A total of 1,480 publications were carefully reviewed and subjected to scientometric data analysis methods and techniques. Analyzed parameters included document orientation, deviation from trend in the total number of citations, and publication activity by author's affiliation country. A semantic classification of 541 publications allows identifying growing trends and lacking research indicators. At a human-centered perspective, limitations are unfilled in the limitative analytical spectrum, laborious and time-consuming processes of data seeking, gathering, cataloguing and analysis, subjective results at a taxonomic level, lack of more bibliographic data analytics perspectives, and absence of human-centered results concerning cognitive aspects in meta-knowledge research practices. Hypotheses are suggested towards a crowd-enabled model for bibliography evaluation in order to understand the ways as humans and machines can work cooperatively and massively on scientific data to solve complex problems. © 2013 Springer-Verlag.
2014
Autores
Paredes, H; Cassola, F; Morgado, L; de Carvalho, F; Ala, S; Cardoso, F; Fonseca, B; Martins, P;
Publicação
COMPUTERS HELPING PEOPLE WITH SPECIAL NEEDS, ICCHP 2014, PT I
Abstract
The combination of the potentialities of the interactive technologies, like exergames and the emerging motion capture devices with the ability of 3D virtual worlds for socialisation and context, can produce a platform to promote the physical activity of its users, which leverages its potential. The OnlineGym is an exploratory project based on an online 3D virtual worlds platform that allows users to interact with the system through the use of a motion capture device. This paper discusses the chosen technological approaches and the preliminary results of the experiments performed with users.
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