ISEP - GILT - Graphics Interaction Learning Technologies
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The research group of GILT is located in the College of Engineering  (ISEP) of the Polytechnic Institute of Porto. It focuses on the analysis, design and development of scientific and technical knowledge in the fields of Virtual Reality, Multimedia, Interaction, and Learning-Technologies.
GILT seeks to establish the basis for a systematic work on research and development and to promote the group’s mission, linking it with post-graduate activities, especially at Masters and PhD and through joint initiatives with other institutions, public or private, national or international
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- Addressing the Gender Gap in Computer Programming Through the Design and Development of Serious GamesPublication . Vaz de Carvalho, Carlos; Cerar, Spela; Rugelj, Joze; Tsalapatas, Hariklia; Heidmann, OlivierThe gap between male and female participation in computer science education and careers is a worldwide issue that must be addressed by introducing early methodological learning interventions that make computer science attractive to all, that is by answering the following issues: a) misperception among educators, learners, parents and youngsters on the suitability of computer science careers to girls and b) a wrong assumption of an insufficient preparedness to do it successfully. This article presents a European initiative - CODING4GIRLS - that proposes to teach coding through a game design and development process based on a design thinking methodological approach that is linked to creativity and human-centered solutions. In this methodology, students address increasingly complex real-life challenges by designing and developing awareness raising serious games for which they need to learn specific coding concepts.
 - Análise de opiniões expressas nas redes sociaisPublication . Teixeira, Diogo; Azevedo, IsabelAs redes sociais são cada vez mais utilizadas no nosso dia-a-dia. O recente aumento de popularidade deste tipo de serviço veio trazer novas funcionalidades e aplicações. Os utilizadores contribuem com as suas opiniões e conhecimentos, formando um repositório de informação de grandes proporções. Esta informação é cada vez mais utilizada por empresas, que vêem nas redes sociais uma forma de promover os seus produtos junto do público ou analisar de que forma os mesmos são considerados. O estudo apresentado neste artigo aplicou técnicas de Análise Sentimental para verificar se a informação existente em duas redes sociais (Facebook e Twitter) pode ser utilizada para estimar valores que podem vir a ser obtidos na comercialização de bens ou serviços a serem lançados no mercado.
 - Creating Competitive Opponents for Serious Games through Dynamic Difficulty AdjustmentPublication . Kristan, David; Bessa, Pedro; Costa, Ricardo; Vaz de Carvalho, CarlosCompetition is a basic element of our society. It drives us to rise above previously perceived limitations, increases our engagement and makes the world more interesting. Competition rewards our existing skills and prompts us to identify and improve our weaker skills. In games, player engagement is achieved, at least in part, by providing him/her with competition at the right amount of difficulty. Achieving and maintaining this exact level of challenge is one of the most difficult tasks for a game designer. The use of Dynamic Difficulty Adjustment techniques allows the game to dynamically adjust the challenge according to player performance, therefore keeping him/her always on edge, immersed and fully active. New information can then be more easily acquired, which is especially important in Serious Games. This paper describes how DDA techniques were used to create two strategic, goal-oriented computer-controlled (CC) players in order to deliver a higher level of competitiveness for the user in Transform@, a Serious Game aimed at developing entrepreneurship skills. As a result, the strength of the computer controlled player increased by more than 100%. By developing a good strategy for the AI and using DDA the game includes now a powerful opponent which has increased the engagement level of the player.
 - Developing Emotional Intelligence with a Game: The League of Emotions Learners ApproachPublication . Santos, Jaione; Jesmin, Triinu; Martis, António; Maunder, Michelle; Cruz, Sandra; Novo, Carolina; Schiff, Hannah; Bessa, Pedro; Costa, Ricardo; Vaz de Carvalho, CarlosBeing able to understand, express, and communicate emotions is widely recognized as a fundamental competence. For the younger generation entering the professional market, this is particularly relevant as, in this context, emotions are managed and communicated in ways (and channels) that are different from what they are used to and that can easily lead to misunderstandings. Therefore, it is important to analyze how young people deal with, understand, and interpret emotions, particularly in the context of a professional career where the ability to dialogue with different people and how to get around problems in a healthy and resilient way is essential. This analysis will allow one to design and create tools that allow the younger generation to improve their emotional intelligence and competence. This article introduces the League of Emotions Learners (LoEL) project, an innovative initiative that, through a game app, develops the emotional competence and intelligence of young people. The article then presents the results obtained in the initial validation that led to the positive understanding of its impact.
 - Extração de informação de texto formal para a modelação expedita de edifícios monumentaisPublication . Baptista, Ricardo; Reis, Luís Paulo; Magalhães, Luís; Rodrigues, Roberto; Coelho, António; Sousa, AugustoA extração de informação a partir de descrições textuais para a modelação procedimental de ambientes urbanos é apresentada com solução para os edifícios antigos. No entanto, este tipo de edifício carece de maior cuidado com os detalhes de alto nível. Este artigo descreve uma plataforma para a geração expedita de modelos 3D de edifícios monumentais, cuja arquitetura é modular. O primeiro módulo permite a extração de informação a partir de textos formais, pela integração do NooJ num Web Service. No segundo módulo, toda a informação extraída é mapeada para uma ontologia que define os objetos a contemplar na modelação procedimental, processo esse realizado pelo módulo final que gera os modelos 3D em CityGML, também como um Web Service. A partir desta plataforma, desenvolveu-se um protótipo Web para o caso de estudo da modelação das igrejas da cidade do Porto. Os resultados obtidos deram indicações positivas sobre o modelo de dados definidos e a flexibilidade de representação de estruturas diversificadas, como portas, janelas e outras características de igrejas.
 - Game-Based Learning, Gamification in Education and Serious GamesPublication . Vaz de Carvalho, Carlos; Coelho, AntónioVideo games have become one of the predominant forms of entertainment in our society, but they have also impacted many other of its social and cultural aspects. The new forms of interaction and communication in online multiplayer games, the millions of viewers of professional e-sports competitions, the huge following of gaming streamers through channels such as Twitch, and the communities of players that are formed around a specific title are just some examples of the impact of games in everyday life today.[...]
 - LearnIt: A Serious Game to Support Study Methods in Engineering EducationPublication . Vaz de Carvalho, Carlos; Bessa, Pedro; Costa, Ricardo; Barata, Ana; Costa, AlexandraThe systematic application of study methods allows students to obtain better results in terms of knowledge acquisition and competences development. The successful application of those methods is directly related to the improvementof cognitive areas, such as memory, attention, and concentration in a simultaneously beneficial way. In the scope of the collaboration between a Student Support Center in a Higher Education Engineering Institution and an R&D group in Educational Technologies, an application was designed to foster both vectors, the development of cognitive capabilities and the adoption of study methods. The application integrates a serious game and a repository of contextualized educational resources. This combination motivates students to adopt these tools more regularly. This article describes the developed application and the positive results of its use with a first group of students.
 - MEC vs MCC: análise do desempenho de aplicações interativas e de tempo realPublication . Soares, Micael; Pinto, Pedro; Mamede, JorgeA evolução das redes de telecomunicações tem promovido o desenvolvimento de novas aplicações para dispositivos móveis. Algumas destas aplicações exigem requisitos computacionais e energéticos que vão para além das capacidades dos dispositivos móveis. Neste contexto, pode ser utilizada a arquitetura Mobile Cloud Computing (MCC), que permite executar as aplicações em datacenters na cloud e aliviar o processamento nos dispositivos móveis. No entanto, algumas aplicações mais exigentes, e.g. interativas e de tempo real, são mais sensíveis ao atraso no processamento e comunicação da informação. Para estas aplicações, a arquitetura Mobile Edge Computing (MEC) pode ser utilizada como uma tecnologia intermédia que disponibiliza recursos computacionais e de armazenamento a partir da periferia da rede. Este artigo apresenta um estudo que avalia o desempenho das arquiteturas MCC e MEC na execução de duas aplicações tomadas como representativas do espectro das aplicações interativas, de tempo real e de processamento intensivo: o Fluid e o FaceSwap. São apresentados resultados que permitem quantificar o desempenho destas arquiteturas em diferentes circunstâncias.
 - Methodology for in-game certification in serious gamesPublication . Baptista, Ricardo; Coelho, António; Carvalho, Carlos Vaz deSerious games are starting to attain a higher role as tools for learning in various contexts, but in particular in areas such as education and training. Due to its characteristics, such as rules, behavior simulation and feedback to the player's actions, serious games provide a favorable learning environment where errors can occur without real life penalty and students get instant feedback from challenges. These challenges are in accordance with the intended objectives and will self-adapt and repeat according to the student’s difficulty level. Through motivating and engaging environments, which serve as base for problem solving and simulation of different situations and contexts, serious games have a great potential to aid players developing professional skills. But, how do we certify the acquired knowledge and skills? With this work we intend to propose a methodology to establish a relationship between the game mechanics of serious games and an array of competences for certification, evaluating the applicability of various aspects in the design and development of games such as the user interfaces and the gameplay, obtaining learning outcomes within the game itself. Through the definition of game mechanics combined with the necessary pedagogical elements, the game will ensure the certification. This paper will present a matrix of generic skills, based on the European Framework of Qualifications, and the definition of the game mechanics necessary for certification on tour guide training context. The certification matrix has as reference axes: skills, knowledge and competencies, which describe what the students should learn, understand and be able to do after they complete the learning process. The guides-interpreters welcome and accompany tourists on trips and visits to places of tourist interest and cultural heritage such as museums, palaces and national monuments, where they provide various information. Tour guide certification requirements include skills and specific knowledge about foreign languages and in the areas of History, Ethnology, Politics, Religion, Geography and Art of the territory where it is inserted. These skills are communication, interpersonal relationships, motivation, organization and management. This certification process aims to validate the skills to plan and conduct guided tours on the territory, demonstrate knowledge appropriate to the context and finally match a good group leader. After defining which competences are to be certified, the next step is to delineate the expected learning outcomes, as well as identify the game mechanics associated with it. The game mechanics, as methods invoked by agents for interaction with the game world, in combination with game elements/objects allows multiple paths through which to explore the game environment and its educational process. Mechanics as achievements, appointments, progression, reward schedules or status, describe how game can be designed to affect players in unprecedented ways. In order for the game to be able to certify tour guides, the design of the training game will incorporate a set of theoretical and practical tasks to acquire skills and knowledge of various transversal themes. For this end, patterns of skills and abilities in acquiring different knowledge will be identified.
 - Molecule: sistema de organização e visualização de TagsPublication . Martins, José; Azevedo, IsabelDiversas plataformas permitem que os utilizadores rotulem recursos com tags e partilhem informação com outros utilizadores. Assim, foram desenvolvidas várias formas de visualização das tags associados aos recursos, com o intuito de facilitar aos utilizadores a pesquisa dos mesmos, assim como a visualização do tag space. De entre os vários conceitos desenvolvidos, a nuvem de tags destaca-se como a forma mais comum de visualização. Este documento apresenta um estudo efetuado sobre as suas limitações e propõe uma forma de visualização alternativa. Sugere-se também uma nova interpretação sobre como pesquisar e visualizar informação associada a tags, diferindo assim do método de pesquisa direta do termo na base de dados que atualmente é maioritariamente utilizado. Como resultado desta implementação, obteve-se uma solução viável e inovadora, o sistema Molecule, para vários dos problemas associados à tradicional nuvem de tags.
 
