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Publicações

Publicações por CSE

2019

Virtual Reality for training - The impact of smell on presence, cybersickness, fatigue, stress and knowledge transfer

Autores
Narciso, D; Bessa, M; Melo, M; Vasconcelos Raposo, J;

Publicação
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)

Abstract
The area of professional training using virtual reality technologies has received considerable investment due to the advantages that virtual reality provides over traditional training. In this paper, we present an experiment whose goal was to analyse the impact that an additional stimulus has on the effectiveness of a virtual environment designed to train firefighters. The additional stimulus is a smell, more specifically the smell of burnt wood, which is consistent with the audiovisual content presented, and the effectiveness of the VE is measured through participant's feeling of presence, cybersickness, fatigue, stress and transfer of knowledge. The results indicate that, although the VE was successful in transferring knowledge, the addition of smell did not influence any of the measured variables. In the discussion section, we present the various factors that we believe have influenced this result. As future work, more experiments will be performed, with other stimuli, to understand better which stimuli increase participant's feeling of presence in the VE.

2019

Virtual Reality in Education: Learning a Foreign Language

Autores
Pinto, D; Peixoto, B; Krassmann, A; Melo, M; Cabral, L; Bessa, M;

Publicação
New Knowledge in Information Systems and Technologies - Volume 3

Abstract
There are still open questions about the effectiveness of Virtual Reality (VR) in Education when compared to conventional learning methods. This paper studies the feasibility of a VR-based learning tool and the possible differences in knowledge retention across a VR learning method and a conventional audio method, when it comes to learning a foreign language. Also, the students’ sense of presence and satisfaction were studied. For such purpose, a user study was conducted and results revealed that while presence and satisfaction were higher in Virtual Reality, the knowledge retention score remains the same across both experimental conditions. © Springer Nature Switzerland AG 2019.

2019

The Impact of Gender, Avatar and Height in Distance Perception in Virtual Environments

Autores
Coelho, H; Melo, M; Branco, F; Raposo, JV; Bessa, M;

Publicação
New Knowledge in Information Systems and Technologies - Volume 2, World Conference on Information Systems and Technologies, WorldCIST 2019, Galicia, Spain, 16-19 April

Abstract
Virtual Reality is becoming more popular over the years because it allows the user to be the main actor in another environment and interact with it in real time. New interaction methods are being studied, like tangible interfaces, but there is little work done related to small distances when grabbing objects through a virtual environment. This study is important because, in our perspective, interaction in virtual reality will be at arms reach, meaning that the user will interact within very close distances (under 1 m). In this paper, the research team further evaluate distance perception using gender, the presence of avatar and height (fixed or personalised). The sample consisted of 64 participants (32 females and 32 males) evenly distributed between all four conditions (8 males and 8 females for each condition). Results revealed that gender does have an impact on small distance estimation; height does not have an impact on distance estimation; and avatar does make a difference when trying to grab a real object through the virtual environment. © Springer Nature Switzerland AG 2019.

2019

Interplay of Documents' Readability, Comprehension and Consumer Health Search Performance Across Query Terminology

Autores
Lopes, CT; Ribeiro, C;

Publicação
PROCEEDINGS OF THE 2019 CONFERENCE ON HUMAN INFORMATION INTERACTION AND RETRIEVAL (CHIIR'19)

Abstract
Because of terminology mismatches, health consumers frequently face difficulties while searching the Web for health information. Difficulties arise in query formulation but also in understanding the retrieved documents. In this work we analyze how documents' readability affects users' comprehension and how both affect the retrieval performance, measured in different ways. In addition, we analyze how performance measures relate with each other. For this purpose we have conducted a laboratory user study with 40 participants. We found that readability is essential for a document to be at least partially relevant and that it becomes even more important if the document has medico-scientific terminology. Moreover, the relevance of a document to a specific user highly depends on its comprehension. In lay queries we found the medical accuracy of users' answers is related to the session's relevance assessments. This shows that users can, at least in part, relate their relevance assessments with the medical accuracy of the documents. On the other hand, this relationship does not exist with medico-scientific queries.

2019

A NEW GAME-BASED APPROACH FOR THE CREATIVE LEARNING OF PROGRAMMING IN THE DIGITAL MEDIA AREA

Autores
Coelho, A; Reis, L; Monteiro, J;

Publicação
EDULEARN19: 11TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES

Abstract
Teaching in the scientific area of Digital Media has been evolving to meet the challenges facing our society, particularly to create technologies that effectively provide added value to the human being, both professionally and in the personal life. This article presents a new teaching methodology that combines "creative programming" and "creatively learning programming", intertwining the use of digital games as the metaphor for the programming constructs, and gamification to enhance engagement and regular work. This is backed up on the knowledge that the introductory learning of programming is a process that requires the acquisition of cognitive skills, which fit into what is defined as Computational Thinking, but also that the process of learning programming has a high level of complexity. This causes specific difficulties that have been observed over several years, mainly as the practice requires specific mathematical skills, not so common in Digital Media students. The teaching methodology is based on a constructionist approach, with PBL, defining learning paths supported on digital games development. The difficulty inherent in constructing a problematic base, coherent with the learning process, led to the development of the Creative Programming Matrix, based on the triadic certification method. This matrix enables the teacher to select, organize and develop the best game examples to support the learning process. This work has been preliminarily evaluated through questionnaires to students and surveys to faculty that teaches programming courses. This method was instantiated in the restructuring of a course on a Master program in Multimedia. A set of gamified activities promoted a natural progression in the learning, essential for a first approach to the programming. From a set of clear objectives, the target behaviours and the profile of the students were defined, the cycles of involvement and the necessary tools were developed, not forgetting that learning should be fun! The results validate a higher efficacy and engagement of the students.

2019

Defining Requirements for a Gamified Programming Exercises Format

Autores
Swacha, J; Queiros, R; Paiva, JC; Leal, JP;

Publicação
KNOWLEDGE-BASED AND INTELLIGENT INFORMATION & ENGINEERING SYSTEMS (KES 2019)

Abstract
Computer programming is a complex domain both to teach and learn. This incited endeavors to find methods that could mitigate at least some of the existing barriers. In the last years, automatic assessment has been playing an important role in reducing the burden of teachers in the assessment of students' attempts to solve programming exercises and fostering the autonomy of students by allowing them to practice in any place and at any time with timely feedback. Even more recent development is the use of gamification in computer programming education in order to raise the enjoyment and engagement of students. Despite its rising spread, until now, there is not a programming exercise specification format addressing the needs of gamification, such as the definition of challenges, the underlying storyline, including the links to other exercises, or the rewards for solving challenges in form of points, badges or virtual items. Such a data format would allow the exchange of ready-to-use programming exercises along with the gamification-related data among different educational institutions and courses, providing instructors a possibility to make use of gamification in their courses without having to invest their own time in defining gamification rules themselves. In this paper, we analyze a set of concepts related to programming gamification developed in our previous work to identify the requirements for the specification of a gamified exercise format. (C) 2019 The Authors. Published by Elsevier B.V.

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