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Visuomotor integration (VMI), the use of visual information to guide motor planning, execution, and modification, is necessary for a wide range of functional tasks. To comprehensively, quantitatively assess VMI, we developed a paradigm integrating virtual environments, motion-capture, and mobile eye-tracking. Virtual environments enable tasks to be repeatable, naturalistic, and varied in complexity...
This research aims to associate the gap of old tradition teaching and learning mathematics with the help of dynamic mathematical software. Also, enhancing the learning capabilities and interest of students by creating a platform of variations to teach mathematics based on existing world problems. To improve the discovery learning procedure by empowering both the teacher and learner to visualize and...
This paper aims to demonstrate the potential of using the socio-constructivism approach and Information and Communication Technologies (ITC) to engage elementary school children in STEM learning. This study is based on a group of elementary school children, who have had the opportunity to learn scientific concepts through the use of prototypes, the construction of games including the themes in question...
The Web has become a necessary resource of daily use, the benefits it offers, being a source of knowledge, and collaboration giving rise to new initiatives such as linked data, whose purpose is link the data scattered through the Web through of semantic relationships between them. The propose of this article is show the improving, consumption, and visualization of linked data in the Web, in such a...
This work presents the planning, development and implementation of the SocioAVA digital educational material — Social Interactions in Virtual Learning Environments. This material is aimed at professionals working in Distance Education (DE) who are interested in discussing social interactions in the virtual. The objective is to discuss social interactions as an important factor to be included in pedagogical...
At present, internet and social networks are most used by teenagers. New on-line conduct and preferences have been generated by positive and negative content and easily accessed in the web without any parenting control. The purpose of this paper is to recall most common risks for teenagers like inappropriate content, pornography, websites with malicious software, contact avoidance with unknown people...
The propagation and dissemination of knowledge are extremely important elements for the collaboration of the country's scientific growth and development. One example is scientific collaboration networks, where interactions between two or more researchers occur, making it easier to share and perform tasks for a mutual purpose. The objective of this work is to analyze how the institutional scientific...
This paper deals with the description of concept of a virtual laboratory designed for educational purposes and deployment of processor-in-the-loop (PIL) concept with the use of the REX Control System. It also presents the case study regarding control of a simple inverted pendulum on the cart. The below mentioned techniques represent modern, accessible and adaptive teaching methods supporting a distance...
This research aims to study the neural influence of conflict between brand and product performance on consumer decision. In the experiment, stimuli of products with brand and performance information were displayed randomly. 22 subjects need to decide whether to buy, while the event-related potentials (ERPs) were recorded. The stimuli were divided into four conditions based on the consistency of brand...
This paper aims to present an ongoing PhD research project in Information and Communication in Digital Platforms course of University of Aveiro and University of Porto. This study, which started in June/2016 and is 24 months long, aims to study, conceptualize, prototype and validate a system for personalized and dynamic recommendation of informative videos about public and social services, for later...
The adoption of agile methods is difficult. No rework metrics, changing scope and requirements are the main difficulties in adopting these. In this sense, the Trace++ approach aims to facilitate the adoption of agile methods by teams that work with traditional methods. However, to obtain use-scale, this paper proposes a tool to facilitate the requirements traceability processes, in order to scale...
It has been shown in previous studies that haptic guidance improves the learning outcomes of handwriting motor skills. In this paper, we present a comparison between full guidance and partial guidance using a haptic learning tool which supports these two modes. The full guidance mode leads the user along a pre-recorded trajectory, whereas the partial guidance mode allows the user a free movement and...
Online experimentation have become a common resource in education since the virtual and remote labs (VRLs) allowed the users to interact with a system without been in a laboratory environment. The science and engineering areas needs to teach their student in experimental practices and this implies, in most cases, costly and complex systems. This work shows how new technologies allows a low cost online...
The preservation of the sites, monuments and other spaces, cultural heritage of the Humanity, has been one of the areas of greater use of computer graphics. This paper presents a methodology of expeditious and low-cost work aimed at virtual recreation of these historical spaces, which, through their availability on the web, allows its analysis and study by experts, as well as their access to the public,...
This paper presents the development of a virtual reality simulator for the management of a UAV (Unmanned Aerial Vehicle) focused on improving the quality of life of grown-up people. The present research has collected characteristics of gestures and physical movements from users made by other related research in order to study the same interaction within a virtual world. Through this research a smaller...
The present research aims to measure the relationship of economic and financial profitability with the use of business accounting software. For this purpose, a sample of 146 Ecuadorian SMEs was used in 2015. The H-test of Kruskal Wallis was applied and it was determined that there were no differences between companies in the case of financial profitability and economic profitability. Companies that...
In this article we approach the current state of art regarding programming education. We analyze the current constraints and challenges that students have been facing when learning programming, as well as the methodologies adopted by teachers and researchers to overcome these adversities. We propose the implementation of gamification to motivate and encourage students to achieve better results and...
The development of expert Systems to support to different areas in the medical field has important implications; it is possible to emphasize the possibility of having timely and effective treatments. Early detection of an anomaly and an effective control of this can prevent the progression of a disease. In this work, shows the progress in the design and implementation of an expert system for ophthalmologic...
Computerized systems employed for the analysis of cardiotocographic signals have become almost indispensable tools in fetal monitoring, for which evaluation of fetal heart rate signals plays a key role. Consequently to the diffusion of these systems, new software and complex signal processing methodologies are spreading and are gaining more and more interest. For testing the performances of new software...
Vision is one of the most important senses that helps people interact with the real world. Commonly visually impaired develop their other senses to feel their surroundings, but in certain cases, this is not enough. The senses can be disturbed by noise or illness. For this reason, many artifacts have been developed to help this group of people. Artifacts such as white canes or guide dogs help sightless...
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