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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.[...]
- 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.
- 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.
- Nature and Mindfulness to Cope with Work-Related Stress: A Narrative ReviewPublication . Menardo, Elisa; Di Marco, Donatella; Ramos, Sara; Brondino, Margherita; Arenas, Alicia; Costa, Patricia; Vaz de Carvalho, Carlos; Pasini, MargheritaIn recent years, work-related stress has grown exponentially and the negative impact that this condition has on people’s health is considerable. The effects of work-related stress can be distinguished in those that affect workers (e.g., depression and anxiety) and those that affect the company (e.g., absenteeism and productivity). It is possible to distinguish two types of prevention interventions. Individual interventions aim at promoting coping and individual resilience strategies with the aim of modifying cognitive assessments of the potential stressor, thus reducing its negative impact on health. Mindfulness techniques have been found to be effective stress management tools that are also useful in dealing with stressful events in the workplace. Organizational interventions modify the risk factors connected to the context and content of the work. It was found that a restorative workplace (i.e., with natural elements) reduces stress and fatigue, improving work performance. Furthermore, practicing mindfulness in nature helps to improve the feeling of wellbeing and to relieve stress. In this paper, we review the role of mindfulness-based practices and of contact with nature in coping with stressful situations at work, and we propose a model of coping with work-related stress by using mindfulness in nature-based practices.
- Teaching Soft Skills in Engineering Education: An European PerspectivePublication . Caeiro-Rodríguez, Manuel; Manso-Vázquez, Mario; Mikic-Fonte, Fernando A.; Llamas-Nistal, Martin; Fernandez-Iglesias, Manuel J.; Tsalapatas, Hariklia; Heidmann, Olivier; Vaz de Carvalho, Carlos; Jesmin, Triinu; Terasmaa, Jaanus; Sorensen, Lene TolstrupHigher Education engineering students need to be prepared to address sustainable solutions to the complex problems faced in this century. They should become proficient problem solvers, able to work in multidisciplinary teams, ready to adapt to new technologies, and able to acquire new knowledge and skills when needed. Usually known as soft skills, these competences play a key role in Engineering and have being taught in the last two decades, to a greater or lesser extent, using different methodologies and tools. This study reviews the promotion and teaching of soft skills in Higher Education across 5 European countries: Greece, Estonia, Denmark, Portugal and Spain. It provides an overview of best practices on these countries, focusing also on technological solutions to actually enable the development of soft skills. The purpose of this research is to shed some light about how soft skills are being taught presently and the difficulties involved in that process.