Repository logo
 
Loading...
Profile Picture

Search Results

Now showing 1 - 4 of 4
  • Serious pervasive games
    Publication . Coelho, António; Rodrigues, Rui Manuel Gonçalves Calejo; Nóbrega, Rui; Jacob, João; Morgado, Leonel; Cardoso, Pedro; Van Zeller, Maria; Santos, Liliana; Sousa, A. Augusto
    Serious Pervasive Games extend themagic circle (Huizinga, 1938) to the players’ context and surrounding environment. The blend of both physical and fictive game worlds provides a push in player engagement and promotes situated learning approaches. Space and time, as well as social context, acquire a more meaningful impact on the gameplay. From pervasive learning towards science communication with location-based games, this article presents research and case studies that exemplify their benefits and related problems. Pervasive learning can be defined as “learning at the speed of need through formal, informal and social learning modalities” (Pontefract, 2013). The first case study—the BEACONING project—aims to contextualize the teaching and learning process, connecting it with problem-based game mechanics within STEM. The main goal of this project is to provide the missing connection between STEM subjects and real-world interactions and applications. The pedagogical foundation is supported on problem-based learning (PBL), in which active learning is in the center, and learners have to work with different tools and resources in order to solve problems (quests). Teachers create, facilitate, and assess pervasive and gamified learning activities (missions). Furthermore, these quests are gamified in order to provide non-linear game plots. In a second case study, we demonstrate and evaluate how natural heritage can benefit from pervasive games. This study is based on a set of location-based games for an existing natural park, which have been developed in order to provide enhanced experiences, as well as additional information about some species that are more difficult to observe or that are seasonal. Throughout the research and development of these projects, we have encountered and identified several problems, of different nature, present in pervasive games.
  • Inven!RA Architecture for sustainable deployment of immersive learning environments
    Publication . Morgado, Leonel; Coelho, António; Beck, Dennis; Gütl, Christian; Cassola, Fernando; Baptista, Ricardo; Van Zeller, Maria; Pedrosa, Daniela; Cruzeiro, Tiago; Cota, Duarte; Grilo, Ricardo; Schlemmer, Eliane
    The objective of this work was to support the sustainable deployment of immersive learning environments, which face varied obstacles, including the lack of support infrastructures for active learning pedagogies. Sustainability from the perspective of the integration of these environments in educational practice entails situational awareness, workload, and the informed assessment ability of participants, which must be supported for such activities to be employed in a widespread manner. We have approached this wicked problem using the Design Science Research paradigm and produced the Inven!RA software architecture. This novel result constitutes a solution for developing software platforms to enable the sustainable deployment of immersive learning environments. The Inven!RA architecture is presented alongside four demonstration scenarios employed in its evaluation, providing a means for the situational awareness of immersive learning activities in support of pedagogic decision making.
  • Digital storytelling approaches in virtual museums: umbrella review of systematic reviews
    Publication . Lacet, Demetrius; Van Zeller, Maria; Martins, Paulo; Morgado, Leonel
    Museums have the mission of promoting and safeguarding objects of historical value and have undergone several modifications over time to take the focus off the object and give more importance to information and the visitor. Currently they encompass different types of experiences, either through digital and interactive elements, or through new approaches, such as storytelling, which has acted as a protagonist of these transformations. In this sense, the museum in the digital mode, known as virtual museum, plays an important role in this sharing of information and experiences. However, by having different modalities for navigation and interaction, especially in formats that simulate the physical visit, like virtual tours, they present some problems that have been identified in the literature, such as, solitary visit, lack of script to follow and little interaction with the exhibited objects. This literature review was conducted between 2013-2021 and 14 papers were selected for analysis. The results support the understanding of the role of narratives and the way museums use them in the virtual space and highlights the gaps of knowledge on the use of storytelling in this context.
  • Frontiers of the past in the digital world: multidisciplinary collaboration in the 3D reconstitution of medieval border towns
    Publication . Cuesta-Gómez, Fabián; Trindade, Luísa; Silva, Gonçalo Melo da; Alves, Tiago; Filipe, João; Lscet, Demetrius; van Zeller, Maria; Morgado, Leonel; Prata, Sara; Coelho, António; Costa, Adelaide Millán
    The virtual reconstitution of Castelo de Vide, Portugal, within the FRONTOWNS project, highlights the challenges and successes of multidisciplinary collaboration in heritage preservation through 3D modeling. The goal was to reconstruct the town’s urban evolution, focusing on its role as a border settlement from the 13th to 16th centuries. The project combined archaeological evidence, historical sources, and digital technologies like photogrammetry and 3D scanning. Co-creation workshops aligned diverse knowledge, leading to creative solutions that balanced historical accuracy and technical feasibility. Despite budget constraints, it produced a highquality digital reconstitution with insights for future virtual heritage projects.