2016
Autores
Morgado, L; Paredes, H; Fonseca, B; Martins, P; Almeida, A; Vilela, A; Peixinho, F; Santos, A;
Publicação
JOURNAL OF UNIVERSAL COMPUTER SCIENCE
Abstract
Joining efforts of academic and corporate teams, we developed an integration architecture - MULTIS - that enables corporate e-learning managers to use a Learning Management System (LMS) for management of educational activities in virtual worlds. This architecture was then implemented for the Formare LMS. In this paper we present this architecture and concretizations of its implementation for the Second Life Grid/OpenSimulator virtual world platforms. Current systems are focused on activities managed by individual trainers, rather than groups of trainers and large numbers of trainees: they focus on providing the LMS with information about educational activities taking place in a virtual world and/or being able to access within the virtual world some of the information stored in the LMS, and disregard the streamlining of activity setup and data collection in multi-trainer contexts, among other administrative issues. This architecture aims to overcome the limitations of existing systems for organizational management of corporate e-learning activities.
2016
Autores
Morgado, L; Almeida, A; Vilela, A; Pires, B; Cardoso, M; Paredes, H; Fonseca, B; Martins, P; Peixinho, F; Santos, A;
Publicação
2016 15TH INTERNATIONAL CONFERENCE ON UBIQUITOUS COMPUTING AND COMMUNICATIONS AND 2016 INTERNATIONAL SYMPOSIUM ON CYBERSPACE AND SECURITY (IUCC-CSS)
Abstract
Learning Management Systems (LMS) provide minimal support for educational use of virtual worlds. Integration efforts assume the educators are inside the virtual world, providing hooks to services in the external LMS, to setup and manage virtual world activities. We present the inverse approach, enabling educators to setup and manage virtual world activities using the traditional LMS Web interface as an integral part of the overall educational activities of a course. In our approach, the LMS enables the teacher/trainer to setup, control, track, and store virtual world activities and its elements. It is the result of a joint effort by academic and corporate teams, implemented in the Formare LMS for OpenSimulator and Second Life Grid virtual world platforms. We explain how the Multis architecture can be used for integration, with concrete cases, an approach that can be implemented in other LMS and virtual world platforms, to overcome the limitations of existing systems for organizational management of e-learning activities.
2014
Autores
Fonseca, B; Paredes, H; Martins, P; Alberto, A; Rego, J; Morgado, L; Santos, A;
Publicação
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Abstract
This paper presents an interactive video system that enables users to change the flow of video playback by interacting with hotspots that were predefined throughout the video streams. These hotspots are synchronized with the underlying video streams and the interactions result in smooth transitions between the preloaded targets. This approach allows the dynamic visualization of content by interacting with the hotspots and producing the consequent changes in the flow of the story. The system includes web-based and mobile video players specifically developed to deal with the interactive features, as well as a configuration tool that allows content managers to choose which pre-produced interaction possibilities will be used for a specific target audience. The interactive video solution presented herein has potential to be used as a powerful communication tool, in commercial, e-learning, accessibility and entertainment contexts. © 2014 Springer International Publishing.
2017
Autores
Morgado, L; Paredes, H; Fonseca, B; Martins, P; Almeida, A; Vilela, A; Pires, B; Cardoso, M; Peixinho, F; Santos, A;
Publicação
PERSONAL AND UBIQUITOUS COMPUTING
Abstract
This work further clarifies how the MULTIS architecture can be used for integration of virtual worlds in learning management system (LMS) for organizational management of e-learning activities, as an extension to a previous work published in the proceedings of VEAI 2016. Current LMSs provide minimal support for educational use in an organizational context, and other integration efforts assume that educators are inside the virtual world, accessing the LMS as an external service. Our approach enables educators to set up and manage virtual world activities from within the traditional LMS Web interface as an integral part of the overall educational activities of a course. The MULTIS architecture foresees several alternative communication channels between LMS and virtual worlds, including the spooling of automated clients or "bots" and the flexibility to inject code if necessary and possible. In this work, we detail the application of this architecture and its approach in several sample scenarios, based on previous analysis of integration requirements. It is the result of a joint effort by academic and corporate teams, implemented and tested in the Formare LMS for OpenSimulator and Second Life Grid virtual world platforms.
2015
Autores
Hack, JR; Ramos, F; Pinto Santos, AMP; Moreira, LD;
Publicação
REVISTA COMPLUTENSE DE EDUCACION
Abstract
In this paper we discuss collaborative learning strategies based on the use of digital stories in corporate training and lifelong learning. The text starts with a concise review on theoretical and technical foundations about the use of digital technologies in collaborative strategies in lifelong learning. We will also discuss if the corporate training may be improved by the use of individual audio-visual experience in learning process. Careful planning, scripting and production of audio-visual digital stories can help in the construction of collaborative learning spaces in which adults are in the context of vocational training throughout life. Our analysis concludes emphasizing on the need to experience the routing performance of digital stories in the context of corporate training, following the reference levels mentioned here, so we can have in a future more theoretical and empirical elements for the validation and conceptualization in the use of digital stories in the context of corporate training. Ultimately we believe that lifelong learning can be improved with the use of strategies that promote the production of personal audio-visual for those involved in teaching and learning process in organizational context.
2019
Autores
Carvalho, J; Santos, A; Paredes, H;
Publicação
PROCEEDINGS OF THE 2019 IEEE 23RD INTERNATIONAL CONFERENCE ON COMPUTER SUPPORTED COOPERATIVE WORK IN DESIGN (CSCWD)
Abstract
A multiplicity of innovative applications has been developed based on the mobile crowdsourcing (MCS) paradigm. One group of applications addresses the creation of accessibility maps in large cities. In this context, a conceptual model of a system for the detection and the timely notification of the existence of temporary obstacles and other dangers in the urban environment is proposed in "Pervasive Crowd Mapping for Dynamic Environments". This concept (PCM4DE) encompasses, among other technologies, the use of crowdsourcing. The system will be particularly useful to people with disabilities and elderly people. An exploratory literature review showed that data quality and the motivation strategies fur participating in the systems based on MCS remain two of the key challenges to the effectiveness of those systems. This paper aims to contribute to the implementation of the PCM4DE concept by proposing the development of a mechanism that should improve the data quality through motivation forms which will enable a positive personal user experience, i.e., an experience which meets the participant's objectives, needs and preferences.
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