Browsing by Author "Martins, Paulo"
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- Accessible Options for Deaf People in e-Learning Platforms: Technology Solutions for Sign Language TranslationPublication . Martins, Paulo; Henrique Rodrigues; Rocha, Tânia; Francisco, Manuela; Morgado, LeonelThis paper presents a study on potential technology solutions for enhancing the communication process for deaf people on e-learning platforms through translation of Sign Language (SL). Considering SL in its global scope as a spatial-visual language not limited to gestures or hand/forearm movement, but also to other non-dexterity markers such as facial expressions, it is necessary to ascertain whether the existing technology solutions can be effective options for the SL integration on e-learning platforms. Thus, we aim to present a list of potential technology options for the recognition, translation and presentation of SL (and potential problems) through the analysis of assistive technologies, methods and techniques, and ultimately to contribute for the development of the state of the art and ensure digital inclusion of the deaf people in e-learning platforms. The analysis show that some interesting technology solutions are under research and development to be available for digital platforms in general, but yet some critical challenges must solved and an effective integration of these technologies in e-learning platforms in particular is still missing.
- Dimensional Templates in Data Warehouses: Automating the Multidimensional Design of Data Warehouse PrototypesPublication . Oliveira, Rui; Rodrigues, Fátima; Martins, Paulo; Moura, João PauloPrototypes are valuable tools in Data Warehouse (DW) projects. DW prototypes can help end-users to get an accurate preview of a future DW system, along with its advantages and constraints. However, DW prototypes have considerably smaller development time windows when compared to complete DW projects. This puts additional pressure on the achievement of the expected prototypes' high quality standards, especially at the highly time consuming multidimensional design: in it, a thin margin for harmful unreflected decisions exists. Some devised methods for automating DW multidimensional design can be used to accelerate this stage, yet they are more suitable to DW full projects rather than to prototypes, due to the effort, cost and expertise they require. This paper proposes the semi-automation of DW multidimensional designs using templates. We believe this approach better fits the development speed and cost constraints of DW prototyping since templates are pre-built highly adaptable and highly reusable solutions.
- Improving teaching and learning of computer programming through the use of the Second Life virtual worldPublication . Esteves, Micaela; Fonseca, Benjamim; Morgado, Leonel; Martins, PauloThe emergence of new technologies such as three‐dimensional virtual worlds brings new opportunities for teaching and learning. We conducted an action research approach to the analysis of how teaching and learning of computer programming at the university level could be developed within the Second Life virtual world. Results support the notion that it is possible to use this environment for better effectiveness in the learning of programming. The main results are the identification of problems hampering the teacher's intervention in this virtual world and the detection of solutions for those problems that were found effective to the success in using this environment for teaching/learning computer programming.
- Obstacle Detection using Stereo Imaging to Assist the Navigation of Visually Impaired PeoplePublication . Costa, Paulo; Fernandes, Hugo; Martins, Paulo; Barroso, João; Hadjileontiadis, Leontios J.Assistive technology enables people to achieve independence when performing daily tasks and it enhances their overall quality of life. Visual information is the basis for most navigational tasks, so visually impaired individuals are at disadvantage due to the lack of sufficient information about their surrounding environment. With recent advances in inclusive technology it is possible to extend the support given to people with visual disabilities in terms of their mobility. In this context we propose and describe the Blavigator project, whose global objective is to assist visually impaired people in their navigation on indoor and outdoor environments. This paper is focused mainly on the Computer Vision module of the Blavigator prototype. We propose an object collision detection algorithm based on disparity images. The proposed algorithm uses a 2D Ensemble Empirical Mode Decomposition image optimization algorithm and a two layer disparity image segmentation to detect nearby objects.
- PLAYER – a European Project and a Game to Foster Entrepreneurship Education for Young PeoplePublication . Fonseca, Benjamim; Morgado, Leonel; Paredes, Hugo; Martins, Paulo; Gonçalves, Ramiro; Neves, Pedro; Nunes, Ricardo Rodrigues; Lima, Jorge; Varajão, João; Pereira, Angela; Sanders, Robert; Barracho, Vera; Lapajne, Urban; Rus, Matej; Rahe, Martin; Mostert, Andre; Klein, Thorsten; Bojovic, Viktorija; Bošnjak, Saša; Bošnjak, Zita; Carvalho, João; Duarte, Isabel; Casaramona, Andreana; Soraci, AlbertoEntrepreneurship is widely recognized as one of the basic skills to be acquired through a life-long learning. The European Union, under the guidance of the Oslo Agenda, promotes several initiatives to develop entrepreneurship culture in Europe. Education can make a significant contribution to entrepreneurship, encouraging the development of ntrepreneurial attitudes and skills in young people. Serious Games are presently recognised as having an important role and potential in education and social networks emerged in the last years as the platform preferred by many, especially young people, to socialize, play games and even learn. This paper presents the PLAYER project, in which a game was developed and implemented as a Facebook application, to enable learning entrepreneurial skills progressively, by guiding users to develop a business idea in the form of a business plan.
- Os primórdios do cinema documentalPublication . Martins, Paulo; Gonçalves, Maria MadalenaA importância dos documentários como fonte de conhecimento histórico tem sido cada vez mais destacada por inúmeros autores, em especial Marc Ferro. Logo no início do cinema, com os irmãos Lumière, podemos observar como os seus filmes registaram para a posteridade momentos da vida, como a saída dos operários de uma fábrica, ou a coroação de Nicolau II, permitindo-nos aceder ao conhecimento de uma realidade que para sempre ficaria imortalizada nessas imagens. O processo parecia simples: uma câmara fixa captava as imagens daquilo que decorria à sua frente. Assim, estes filmes tornam-se fontes primárias do conhecimento histórico, pois podemos analisar aquilo que elas dão a ver. Mas, para além disso, essas imagens são também fontes secundárias, visto permitirem uma análise mais detalhada da maneira como captaram a realidade, o que pretendiam mostrar e o modo como nos levam a essa mesma realidade.
- A Technological Proposal Using Virtual Worlds to Support Entrepreneurship Education for Primary School ChildrenPublication . Pereira, Angela; Martins, Paulo; Morgado, Leonel; Fonseca, Benjamim; Esteves, MicaelaThe importance of entrepreneurship education from elementary school through college is now recognized as an important aspect of children’s education. At the level of basic education, the development of entrepreneurial activities using Information and Communication Technologies, specifically three-dimensional virtual worlds, is seen as an area with potential for exploration. The research presented herein is a model that allows the development of entrepreneurial activities in virtual worlds with children attending primary education. This model allows the preparation, monitoring and development of entrepreneurship education activities in virtual worlds, including safe interaction in virtual worlds between the children and the community. For this, we identified a set of requirements that would allow the teaching and learning of entrepreneurship in virtual worlds, from which a technological model was implemented through an application, EMVKids (after the Portuguese expression “Empreendedorismo em Mundos Virtuais com Crianças”, entrepreneurship with children in virtual worlds).
