25 research outputs found

    A Digital Twin for Training Marine Pollution Control

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    This paper presents a Digital Twin to prepare an international response to marine pollution events. This research is conducted by a multidisciplinary team of information systems and marine pollution experts to create a digital environment suitable to represent near-real-time pollution events, assisting the command structure and combat teams in improving performance and knowledge of standard protocols. The reported results were obtained in the first year of the project and included (1) the Digital Twin architecture, (2) the simulation of the natural conditions, and (3) the prototype of the performance evaluation dashboard. Our findings suggest that current simulation systems help inform decisions but are insufficient to prepare complex scenarios requiring coordination between multiple agents operating in extreme conditions. Digital Twins can help in preparing procedures and evaluating performance in digital representations. This study contributes to a recent Digital Twin literature trend that aims to create digital replicas of comprehensive sociotechnical scenarios

    Um estudo das dinâmicas de apropriação do jogo Portugal 1111 – A Conquista de Soure em contexto escolar

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    Este artigo pretende analisar os resultados preliminares de duas sessões de exploração realizadas em contexto escolar, utilizando o jogo Portugal 1111 – A conquista de Soure, e informar sobre as dinâmicas de questionamento dos alunos ao professor, identificando oportunidades de aproveitamento da experiência do jogo para alcançar objectivos de aprendizagem relacionados com o tema curricular da Reconquista. Os indicadores que estas sessões de exploração proporcionam apontam claramente para três conclusões: a) a importância do papel do professor como facilitador da introdução e da aprendizagem com jogos em contexto escolar; b) que o jogo Portugal 1111 – A conquista de Soure, potenciou algumas questões sobre o tema da Reconquista que podem concorrer para a aprendizagem de conhecimentos históricos sobre este período; e c) é notória uma trajectória temporal através dos objectivos de aprendizagem do artefacto, da dinâmica de jogo e do domínio modelado, com implicações para o design e para as estratégias de exploração do jogo

    A video game level analysis model proposal

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    This paper presents a preliminary model proposal for the analysis of video game level scenarios consisting of four elements: video game, players, metrics, and gaming experience. The selection of parameters from each of these elements defines a specific video game level analysis context. Initial validation of the model is being carried out with a First-person shooter video game and selected metrics (including eye movement behavior) to understand player behavior (both interactive and visual) within a game level. An additional analysis technique based on visual representation techniques applied in this validation context is also described. After validated, this model may be applied in the analysis of player behavior in game levels, in several different situations predicted in the model itself. Information acquired from the application of this model may posteriorly be used in the design (or redesign) of game levels and scenarios driven for optimal use which should generate a greater gaming experience

    Artefact, Participant and Interaction in Auditory Experiences

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    Presented at the 27th International Conference on Auditory Display (ICAD 2022) 24-27 June 2022, Virtual conference.The act of sound perception and its subjective dimensions, from physical to psychoacoustics, from semantic to affective, carry an inherent challenge for the conception and evaluation of every audio-based artefact. Starting from a previous framework of evaluation approaches, we seek to deconstruct the configuring elements of these processes, searching for theoretical foundations informing Sound Design and possible applications for Auditory Displays. This work is a first step into identifying a body of knowledge on the listener’s experience, how the act of listening takes place and how the sequence of listening actions can evolve as forms of dialogue, creating dialogical spaces for making sense of auditory information. With this work, practitioners can gain new insights into how existing techniques for creating auditory artefacts can be configured and transformed into new, alternative approaches

    Contextual Analysis of Remote Experimentation Using the Actor-Network Theory

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    Distance learning is promoting the adoption of several and new technological resources in education. The Internet is a proof of this trend, providing students with the ability of accessing better pedagogical contents from everywhere at anytime. This is usually supported by the so-called Virtual Learning Environments (VLEs). However, the increase of the bandwidth together with improvements in terms of the devices’ processing capabilities for accessing services/tools through the internet, has contributed to the appearance of the Remote Experimentation (RE) concept. Currently adopted by several Science and Engineering (S&E) courses, RE is classified as a sub-domain of E-learning and as an extension of the traditional VLEs, since it provides all the facilities required for remotely accessing laboratorial experiments, giving both students and teachers the ability to control real experiments by using a simple device (e.g. PC, PDA, smart phone, etc.) connected to the internet. Traditional (in-place) laboratorial experiments can now be remotely controlled with more flexibility, reducing place and time restrictions usually present in a real laboratory. In addition, technological evolution is contributing to many changes in several domains, which has alerted us to the importance of contextualizing RE as a network of interconnected actors, with distinct characteristics and interests. This represents a huge challenge that is fundamental to analyse, since society, and more particularly the educational context, is faced with several unpredictable influences from technological innovations that may contribute to the adoption of various educational solutions some of which may not have been validated, particularly in S&E courses. Hence, this paper focuses on an analysis of RE based on the Actor-Network Theory (ANT) in order to understand the existing relationships between human and non-human (technological and/or conceptual) actors. The paper begins by contextualizing RE as an actor-network in an intersection of several contexts, namely the social, technical and educational. Further on, we map the actors and their associations. An analysis of the inclusion of a new actor into the RE actor-network, namely FPGA-based boards for accommodating Instruments and Modules (I&M), which are usually applied in remote laboratory infrastructures, is dealt with in the final section of this paper.info:eu-repo/semantics/publishedVersio

    Proceedings videojogos 2020

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    The 12th Edition of the International Conference on Videogame Sciences and Arts, Videojogos2020, is a joint organization of the School of Public Management, Communication and Tourism – Polytechnic Institute of Bragança (EsACT – IPB) and the Portuguese Society of Videogames Sciences (SPCV). This year, due to the pandemic context, activities were conducted online.info:eu-repo/semantics/publishedVersio

    Contribuição para uma engenharia do contexto

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    Tese de doutoramento em Engenharia Informática apresentada à Fac. de Ciências e Tecnologia de CoimbraO autor propõe a abordagem da Engenharia do Contexto (EC) ao Desenvolvimento de Sistemas de Informação (DSI) enquanto enquadramento para interpretar a experiência anterior e para orientar a prática e investigação futuras. A proposta é baseada numa análise da problemática do contexto, com influências da Antropologia, da Teoria da Actividade e da Teoria dos Actores-Redes. Os objectivos da abordagem são: permitir alcançar um entendimento dos sistemas de informação enquanto fenómenos sócio-técnicos complexos e do seu desenvolvimento como forma de engenharia social heterogénea; promover um enquadramento dos problemas de Desenvolvimento de Sistemas de Informação centrado na relação dialéctica entre a produção de entendimentos sobre o contexto a produção dos seus mediadores; e o exercício da contextualização como chave para realizar movimentos emancipatórios. O autor caracteriza os movimentos essenciais no enquadramento da Engenharia do Contexto e apresenta os desafios para a sua prática através de uma reforma dos problemas, com base na conjectura, e de um conjunto de princípios orientadores e de princípios de processo
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