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Escudeiro P.,ISEP | Escudeiro N.,GILT | Norberto M.,GILT | Lopes J.,GILT
ACM International Conference Proceeding Series | Year: 2015

The goal of this paper is to present the development of a game aimed at making the process of learning sign language enjoyable and interactive, using the VirtualSign Translator. This game aims to make the process of learning sign language easier and enjoyable. In the game the player can control an avatar and interact with several objects and Non-player characters in order to obtain signs. Through the connection with VirtualSign Translator the data gloves and Kinect support this interaction and the gestures can then be represented by the character. This allows for the user to visualize and learn or train the various existing configurations of gestures. To improve the interactivity and to make the game more interesting and motivating, several checkpoints were placed along game levels. The game has as an inventory system where the signs are kept and can be checked allowing for the user to visualize and learn or train the various existing configurations of gestures. A High Scores system was also created, as well as a History option, to ensure that the game is a continuous and motivating learning process. © 2015 ACM.


Alves S.,GILT | Figueiral M.H.,FMDUP | Correia A.,FMDUP | De Castro A.V.,GILT
Biodental Engineering II - Proceedings of the 2nd International Conference on Biodental Engineering, BIODENTAL 2012 | Year: 2014

Health professionals constantly need to improve its education with continuing education. However these courses are costly, not only for participants, but also to the institutions due the absence of health professional available work to participate on physical courses. According with Castro (Castro et al., 2011) it is necessary to find new teaching and learning methods in the health area, with the development of actual, innovative and appealing digital resources that could be used in different learning activities. Learning Management Systems (LMS), Learning Objects and Thematic repositories of digital contents are some concepts linked together with the purpose to create a new global model of teaching and learning. The Faculty of Dental Medicine of the University of Porto (FMDUP), particularly, professors of Removable Prosthodontics pretends to implement a thematic Learning Object to support the teaching of Removable Partial Denture. This paper will describe a work in progress to achieve this goal. © 2014 Taylor & Francis Group, London.


Teixeira D.,GILT | Azevedo I.,GILT
RISTI - Revista Iberica de Sistemas e Tecnologias de Informacao | Year: 2011

The social networks have been increasingly used. Their popularity brought new features and applications. In social networks users contribute with their opinions and knowledge, forming a huge information repository. The use of this information by companies, which consider social networks as a way of promoting their products, has been rising. This study, through the use of Sentimental Analysis, sustain the conclusion that the information obtained from social networks (Facebook and Twitter) can be used to determine values that can be obtained in the commercialization of goods or services to be launched in the market.


Teixeira D.,GILT | Azevedo I.,GILT
RISTI - Revista Iberica de Sistemas e Tecnologias de Informacao | Year: 2011

The social networks have been increasingly used. Their popularity brought new features and applications. In social networks users contribute with their opinions and knowledge, forming a huge information repository. The use of this information by companies, which consider social networks as a way of promoting their products, has been rising. This study, through the use of Sentimental Analysis, sustain the conclusion that the information obtained from social networks (Facebook and Twitter) can be used to determine values that can be obtained in the commercialization of goods or services to be launched in the market.


Taveira P.,GILT | Azevedo I.,GILT
9th European Conference on eLearning 2010, ECEL 2010 | Year: 2010

The adoption of e-learning has been growing over the years. Also, learning resources have been more shared and made available on Learning Objects Repositories (LOR), with some restrictions on use or not. However, these platforms need to incorporate some features to support learning experiences, which could improve the reuse of the enclosed resources. This paper presents a research project devoted to the semiautomatic creation of XML files that envisages possible forms of using learning objects enclosed in repositories, ready to be used in other platforms. This component is used in a learning objects repository, facilitating the reuse of its resources. We use IMS Learning Design based templates to exemplify how to utilize a learning object, providing one or more scenarios that incorporate the learning object, giving a pragmatic characterization of it. The pre-defined templates were developed considering the 8 Learning Events Model. We describe the steps followed to achieve our goals, as well as all the specifications that have been used.


De Castro A.V.,GILT | De Carvalho C.V.,University of Porto | Carrapatoso E.,GILT
Proceedings of the 6th Iberian Conference on Information Systems and Technologies, CISTI 2011 | Year: 2011

The achievement of information and knowledge is a common practice of mankind. Thus, the knowledge is preserved and made it transmission to subsequent generations ensuring their own survival and evolution of the human race. With the advent of information produced digitally, it is necessary to ensure new mechanisms for sharing preserve those digital contents in this new "information society". Regarding health, we find that the available repositories are mostly institutional which prevents the submission of digital contents and their preservation by independent professionals, researchers and students who are not part of them. It also denotes that these repositories have a lot of thesis, leaving out other multimedia resources such as images, videos, 3D models, animations, clinical exams, case studies, among others. The creation of a non-institutional thematic repository aims to contribute to a further spread of this type of resources cataloged with metadata in a global level and provide digital preservation thereof. This paper presents the steps for creating a thematic repository for healthcare. © 2011 AISTI.


Gouveia D.,GILT | Andrade A.,GILT | Escudeiro P.,GILT | Vaz de Carvalho C.,GILT
Proceedings of the European Conference on Games-based Learning | Year: 2014

It is very important to develop intercultural skills and inter-communication of SME managers, who intend to internationalize their companies, this way facilitating employability and European competitiveness. Serious Games are especially useful for this training because they offer immersive and engaging environment where users 'learn by doing'. This trial and error based approach supports well learning and is able also to improve teamwork, social skills, leadership and collaboration. This article presents a serious game that fosters the improvement of internationalization and language skills of SME managers. The GLOBALL Manager game is meant as a tool to support those users that want to take their companies into an international dimension. Initial tests have been promising with encouraging results. © The Authors, 2014.


Andrade A.,Virtual Campus Lda | Gouveia D.,Virtual Campus Lda | Nogueira F.,GILT | Russo P.,GILT | De Carvalho C.V.,GILT
2015 10th Iberian Conference on Information Systems and Technologies, CISTI 2015 | Year: 2015

How can a game be used to motivate students towards a specific scientific area and, at the same time, support those students in the development of personal and social skills? eCity online game is an educational platform based on a city simulation engine designed to support Problem Based Learning (PBL) in the STEM area. The game is used to motivate high school students for an academic course in science and engineering helping to solve one of the current problems of society: the lack of students and professionals in these areas. Initial results have been promising in the motivation and satisfaction of the involved students and teachers. © 2015 AISTI.


Carvalho A.A.,University of Coimbra | Araujo I.,University of Coimbra | Moura A.,GILT
2015 10th Iberian Conference on Information Systems and Technologies, CISTI 2015 | Year: 2015

Data collected from a study carried out in Portugal were analyzed to find habits and game preferences of students of various levels of the educational system. This paper aims to summarize the main conclusions regarding secondary school students. Based on these conclusions we outlined the game that is currently being developed in order to engage students in the study of 'Os Maias' from Eça de Queirós. © 2015 AISTI.


Rolino P.,GILT | Correia A.,FMDUP | De Castro A.V.,GILT
Biodental Engineering II - Proceedings of the 2nd International Conference on Biodental Engineering, BIODENTAL 2012 | Year: 2014

In the last few years the ways of teaching and learning have changed globally. One of the main reasons is the appearance of internet and digital educational resources. On the health area, and particularly on the dental, we also verify that the inclusion of thematic learning resources could be a different approach to support learning. However, there is still a lot of work to be done on this field and the main purpose of this paper is to present a study that plans to create a Learning Object (LO) focusing Removable Prosthodontics in Dentistry. © 2014 Taylor & Francis Group, London.

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