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  • Separating gesture detection and application control concerns with a multimodal architecture
    Publication . Morgado, Leonel; Cardoso, Bernardo; Carvalho, Fausto de; Fernandes, Luís; Paredes, Hugo; Barbosa, Luís; Fonseca, Benjamim; Martins, Paulo; Nunes, Ricardo Rodrigues
    Gesture-controlled applications typically are tied to specific gestures, and also tied to specific recognition methods and specific gesture-detection devices. We propose a concernseparation architecture, which mediates the following concerns: gesture acquisition; gesture recognition; and gestural control. It enables application developers to respond to gesture-independent commands, recognized using plug-in gesture-recognition modules that process gesture data via both device-dependent and deviceindependent data formats and callbacks. Its feasibility is demonstrated with a sample implementation.
  • Bringing user experience empirical data to gesture-control and somatic interaction in virtual reality videogames: an exploratory study with a multimodal interaction prototype
    Publication . Fernandes, Luís; Nunes, Ricardo Rodrigues; Matos, Gonçalo; Azevedo, Diogo; Pedrosa, Daniela; Morgado, Leonel; Paredes, Hugo; Barbosa, Luís; Fonseca, Benjamim; Martins, Paulo; Cardoso, Bernardo; Carvalho, Fausto de
    With the emergence of new low-cost gestural interaction devices various studies have been developed on multi-modal human-computer interaction to improve user experience. We present an exploratory study which analysed the user experience with a multimodal interaction game prototype. As a result, we propose a set of preliminary recommendations for combined use of such devices and present implications for advancing the multimodal field in human-computer interaction.
  • BIZZY : a social game for entrepreneurship education
    Publication . Fonseca, Benjamim; Gonçalves, Ramiro Manuel Ramos Moreira; Nunes, Ricardo Rodrigues; Teixeira, Mário Sérgio; Paredes, Hugo; Morgado, Leonel; Martins, Paulo
    Entrepreneurship education is increasingly being promoted, driven by a wide consensus in modern societies concerning its benefits in fostering the development of several professional and personal attitudes and skills, such as business expertise, creativity, risk assessment or responsibility. In this context, several authorities have been actively developing policies and activities to empower entrepreneurship culture in young people. Serious Games are recognized as having an important role and potential in education and social networks emerged in the last decade as the platform preferred by many people to socialize, play games or conduct professional activities. This paper presents a proposal for BIZZY, a serious game to be developed and implemented as a Facebook application, to enable young people in the range 12-18 years old to learn entrepreneurial skills progressively, by guiding them to develop a business project from the early idea to the business plan.
  • Exploring educational immersive videogames : an empirical study with a 3D multimodal interaction prototype
    Publication . Fernandes, Luís Miguel Alves; Matos, Gonçalo Cruz; Azevedo, Diogo; Nunes, Ricardo Rodrigues; Paredes, Hugo; Morgado, Leonel; Barbosa, Luís; Martins, Paulo; Fonseca, Benjamim; Cristóvão, Paulo; Carvalho, Fausto de; Cardoso, Bernardo
    Gestural interaction devices emerged and originated various studies on multimodal human-computer interaction to improve user experience. However, there is a knowledge gap regarding the use of these devices to enhance learning. We present an exploratory study which analysed the user experience with a multimodal immersive videogame prototype, based on a Portuguese historical/cultural episode. Evaluation tests took place in high school environments and public videogaming events. Two users would be present simultaneously in the same virtual reality environment: one as the helmsman aboard Vasco da Gama’s XV-century Portuguese ship, another as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a virtual reality headset to explore the environment, whereas the giant player used body motion to control the giant, and observed results on a screen, with no headset. This allowed a preliminary characterization of user experience, identifying challenges and potential use of these devices in multi-user virtual learning contexts. We also discuss the combined use of such devices, towards future development of similar systems, and its implications on learning improvement through multimodal human-computer interaction.
  • Enhancing students’ motivation to learn software engineering programming techniques: a collaborative and social interaction approach
    Publication . Nunes, Ricardo Rodrigues; Pedrosa, Daniela; Fonseca, Benjamim; Paredes, Hugo; Cravino, José; Morgado, Leonel; Martins, Paulo
    To motivate students to study advanced programming techniques, including the use of architectural styles such as the model–view–controller pattern, we have con-ducted action research upon a project based-learning approach. In addition to collabo-ration, the approach includes students’ searching and analysis of scientific documents and their involvement in communities of practice outside academia. In this paper, we report the findings of second action research cycle, which took place throughout the fourth semester of a six-semester program. As with the previous cycle during the pre-vious academic year, students did not satisfactorily achieve expected learning out-comes. More groups completed the assigned activities, but results continue to reflect poor engagement in the communities of practice and very low performance in other learning tasks. From the collected data we have identified new approaches and recom-mendations for subsequent research.