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- Non-verbal aspects of collaboration in virtual worlds: a CSCW taxonomy-development proposal integrating the presence dimensionPublication . Cruz, Armando; Paredes, Hugo; Morgado, Leonel; Martins, PauloVirtual worlds, particularly those able to provide a three-dimensional physical space, have features that make them suitable to support collaborative activities. These features distinguish virtual worlds from other collaboration tools, but current taxonomies of the field of Computer-Supported Cooperative Work do not account for several distinctive features of virtual worlds, namely those related with non-verbal communication. We intended to find out how the use of an avatar, gestures, spatial sounds, etc., influence collaboration in order to be able to include non-verbal communication in taxonomies of the field Computer-Supported Cooperative Work. Several cases of collaboration in virtual worlds are analysed, to find the impact of these non-verbal characteristics of virtual worlds. We proposed adding the concept of Presence to taxonomies of Computer-Supported Cooperative Work and contribute with guidance for future taxonomy development that includes it as a new dimension. This new dimension of Presence is subdivided into "avatar" and "physical space" subdimensions. In turn, these are divided into "physical appearance", "gestures, sounds and animations" and "focus, nimbus and aura"; "environment" and "objects / artefacts". This new taxonomy-development proposal may contribute to inform better design of virtual worlds in support of cooperative work.
- Task scheduling model for fog paradigmPublication . Barros, Celestino Lopes de; Rocio, Vitor; Sousa, André; Paredes, HugoTask scheduling in fog paradigm is highly complex and in the literature, there are still few studies. In the cloud architecture, it is widely studied and in many researches, it is approached from the perspective of service providers. Trying to bring innovative contributions in these areas, in this paper, we propose a model to the context-aware task-scheduling problem for fog paradigm. In our proposal, different context parameters are normalized through Min-Max normalization; requisition priorities are defined through the application of the Multiple Linear Regression (MLR) technique and scheduling is performed using Multi-Objective Non-Linear Programming Optimization (MONLIP) technique.
- Simple VR for better livingPublication . Mota, Telma; Carvalho, Fausto de; Paredes, Hugo; Morgado, LeonelPhysical and cognitive rehabilitation based on natural interaction and VR has been on our horizon for several years, and we have been conducting experimentation towards that goal through several exploratory research initiatives.This article addresses some aspects of the state-of-the-art of VR in healthcare and well-being, with opportunities in the domain of rehabilitation based on natural interaction and VR being analyzed and put in perspective with the SmartAL ecosystem roadmap.
- Immersive authoring of virtual reality trainingPublication . Cassola, Fernando; Pinto, Manuel; Mendes, Daniel; Morgado, Leonel; Coelho, António; Paredes, HugoThe use of VR in industrial training contributes to reduce costs and risks, supporting more frequent and diversified use of experiential learning activities, an approach with proven results. In this work, we present an innovative immersive authoring tool for experiential learning in VR-based training. It enables a trainer to structure an entire VR training course in an immersive environment, defining its sub-components, models, tools, and settings, as well as specifying by demonstration the actions to be performed by trainees. The trainees performing the immersive training course have their actions recorded and matched to the ones specified by the trainer.
- A novel tool for immersive authoring of experiential learning in virtual realityPublication . Cassola, Fernando; Pinto, Manuel; Mendes, Daniel; Morgado, Leonel; Coelho, António; Paredes, HugoTraining in VR can reduce risks and costs while allowing frequent and diversified experiential learning activities. We present a novel VR immersive authoring tool for experiential learning courses with industrial machinery. A trainer can create a course from scratch, defining all its components (structure, models, tools, and settings). The actions which trainees should perform can be specified by demonstration. After completing the course, trainees’ actions will be matched against the trainer’s.
- Uma proposta de algoritmo de escalonamento de aplicações móveis sensíveis ao contexto para o paradigma fog computingPublication . Barros, Celestino Lopes de; Rocio, Vitor; Sousa, André; Paredes, HugoEscalonamento na arquitetura cloud e no paradigma fog continuam a apresentar alguns desafios aliciantes. Na cloud, segundo o conhecimento dos autores, ela é amplamente estudada e em muitas pesquisas é abordada na perspetiva de provedores de serviço. Na fog, é muito complexo e, existem poucos estudos. Procurando trazer contributos inovadores nas áreas de escalonamento de tarefas, neste artigo, propomos uma solução para o problema de escalonamento de aplicações móveis sensíveis ao contexto para o paradigma fog computing onde diferentes parâmetros de contexto são normalizados através da normalização Min-Max, as prioridades são definidas através da aplicação da técnica da Regressão Linear Múltipla (RLM) e o escalonamento é feito recorrendo a técnica de Otimização de Programação Não Linear Multi-objetivo (MONLP).
- Using virtual choreographies to identify office users' behaviors to target behavior change based on their potential to impact energy consumptionPublication . Cassola, Fernando; Morgado, Leonel; Coelho, António; Paredes, Hugo; Barbosa, Antonio; Tavares, Helga; Soares, F. J.Reducing office buildings’ energy consumption can contribute significantly towards carbon reduction commitments since it represents ∼40% of total energy consumption. Major components of this are lighting, electrical equipment, heating, and central cooling systems. Solid evidence demonstrates that individual occupants’ behaviors impact these energy consumption components. In this work, we propose the methodology of using virtual choreographies to identify and prioritize behavior-change interventions for office users based on the potential impact of specific behaviors on energy consumption. We studied the energy-related office behaviors of individuals by combining three sources of data: direct observations, electricity meters, and computer logs. Data show that there are behaviors with significant consumption impact but with little potential for behavioral change, while other behaviors have substantial potential for lowering energy consumption via behavioral change.
- Design and evaluation of a choreography-based virtual reality authoring tool for experiential learning in industrial trainingPublication . Cassola, Fernando; Mendes, Daniel; Pinto, Manuel; Morgado, Leonel; Costa, Sara; Anjos, Luis; Marques, David; Rosa, Filipe; Maia, Ana Margarida; Tavares, Helga; Coelho, António; Paredes, HugoThe use of virtual reality (VR) for industrial training helps minimize risks and costs by allowing more frequent and varied use of experiential learning activities, leading to active and improved learning. However, creating VR training experiences is costly and time-consuming, requiring software development experts. Additionally, current authoring tools lack integration with existing data and are desktop-oriented, which detach the pedagogic process of creating the immersive experience from experiencing it in a situated context. In this article, we present a novel interactive approach for immersive authoring of VR-based experiential training by the trainers themselves, from inside the virtual environment and without the support of development experts. The design includes identifying interactable elements, such as 3-D models, equipment, tools, settings, and environment. The trainer also specifies by demonstration the actions to be performed by trainees, as a virtual choreography. During course execution, trainees’ activities are also registered as virtual choreographies and matched to those specified by the trainer. Thus, trainer and trainee are culturally situated within their area semantics and social discourse, rather than adopting concepts of the VR system for the learning content. We conducted a usability case study with professionals from an international wind energy company, using detailed models of wind turbines and real-world procedures. Trainers set up a training course using the immersive authoring tool, and trainees executed the course. The learning experience and usability were analyzed, and the training was certified by comparing real-world task completion between a user who had undergone virtual training and a user who did not.
- Motivating students to learn computer programming in higher education: the SimProgramming approachPublication . Nunes, Ricardo Rodrigues; Cruz, Gonçalo; Pedrosa, Daniela; Maia, Ana Margarida; Morgado, Leonel; Paredes, Hugo; Cravino, José; Martins, PauloThis paper presents an action research study aiming to motivate undergraduate students to develop their computer programming learning skills, particularly within the transition from beginner to proficient level. The SimProgramming motivational approach is presented as a didactic proposal for this context. From the results of this iterative research process, we concluded that SimProgramming is a promising tool for teaching computer programming skills in intermediate classes, with potential to be used and/or applied in other educational contexts.
- VR2CARE: an age-friendly ecosystem for physical activity, rehabilitation, and social interactionPublication . Qbilat, Malak; Mota, Telma; Carvalho, Fausto de; Mendonça, João; Nitti, Vito; Pannese, Lucia; Gall, Markus; Morgado, Leonel; Van Staalduinen, Willeke; Van Berlo, Ad; Paredes, HugoThe VR2Care project aims to create age-friendly virtual environments fostering interactive technologies for promoting physical activity, rehabilitation, and social interaction. Smart living environments have intelligent interfaces in a single or multi-user context. The VR2Care ecosystem combines virtual reality technologies for supervised exercise with natural interaction techniques, enhancing social virtualization with gamification aspects in the practice of physical activity in a metaverse context. This paper presents the infrastructure and the high-level functional architecture of the VR2Care ecosystem which provides the necessary tools to construct the communication bridges to bring together people sharing common interests, objectives, or ambitions.