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- Alavancar a criação e integração de conteúdos de realidade virtual através de uma plataforma colaborativa: o caso do sector do turismoPublication . Mendonça, Vítor; Cunha, Carlos R.; Morais, Elisabete Paulo; Gomes, João PedroA Realidade Virtual apresenta-se como uma ferramenta tecnológica promissora a qual poderá constituir-se como uma oportunidade para que as organizações possam desenvolver novos paradigmas de comunicação que poderão traduzir-se em vantagens competitivas. A aplicação da Realidade Virtual no âmbito do sector do turismo poderá criar novas oportunidades e atingir públicos que de forma tradicional não seriam alcançáveis. Contudo, o desenvolvimento deste tipo de soluções implica elevado esforço e recursos que a generalidade das organizações não dispõe. Neste contexto, consideramos oportuno o desenvolvimento de uma plataforma colaborativa que promova a disponibilização de conteúdos de Realidade Virtual. Para tal propósito, apresentamos um modelo e a proposta de desenvolvimento de um portal web colaborativo que permita, a diversas entidades, agilizar a disponibilização de conteúdos, assim como o desenvolvimento de uma aplicação de Realidade Virtual, de conteúdos dinâmicos, para os utilizadores.
- The use of virtual reality to boost the promotion of touristic destinations and the interpretation of heritagePublication . Cunha, Carlos R.; Mendonça, Vítor; Gomes, João Pedro; Morais, Elisabete Paulo; Moreira, André SilvaTourism and heritage are fundamental assets in many modern economies and certainly fundamental from a civilizational and generational point of view. Its promotion and interpretation are therefore important, and in these fields, technologies have played a fundamental and revolutionary role. In this scenario, Virtual Reality demonstrates an enormous potential in the promotion of destinations and in the creation of immersive experiences that allow a better interpretation of destinations and heritage, as well, as a greater attractiveness for the younger generations. This article, after reviewing concepts, proposes a conceptual model capable of contributing to a more agile and massified creation of Virtual Reality experiences. Finally, is presented an experimental prototype created for an olive oil museum, with the aim of facilitating the interpretation, by visitors, of its permanent exhibition objects.
- Using virtual reality in museums to bridge the gap between material heritage and the interpretation of its immaterial contextPublication . Cunha, Carlos R.; Mendonça, Vítor; Moreira, André Silva; Gomes, João Pedro; Carvalho, AidaMaterial heritage typically has a whole set of associated immaterial heritage, which is essential to pass on to the visitor as a cultural mission of the destinations and those who manage them. In this sense, the interpretation of material heritage is a complex process that is not a fully efficient process with the mere observation of physical artifacts. In this context, it emerges as fundamental to provide visitors with a set of tools that allow them to correctly interpret the artifacts that come to fully understand the cultural dimension of the destinations and their heritage. Accordingly, the role of virtual reality can leverage the creation of innovative and immersive solutions that allow the visitor to understand and feel part of their own heritage and its ancestral component that defines the sociocultural roots of destinations and their civilizational traditions. This article, after dissecting and substantiating the role of virtual reality in the interpretation of heritage, presents a conceptual model, based on the use of virtual reality, which was, in part, prototyped in the scenario of the Portuguese Museum in the city of Miranda do Douro. This proposal is an ongoing contribution to the creation of innovative and immersive tools for the interpretation of heritage.
- Empowering the Teaching and Learning of Geometry in Basic Education by Combining Extended Reality and Machine LearningPublication . Cunha, Carlos R.; Moreira, André Silva; Coelho, Sílvia; Mendonça, Vítor; Gomes, João PedroTechnology has helped to innovate in the teaching-learning process. Today's students are more demanding actors when it comes to the environment, they have at their disposal to learn, experiment and develop critical thinking. The area of mathematics has successively suffered from students’ learning difficul- ties, whether due to lack of motivation, low abstraction ability or lack of new tools for teachers to bring innovation into the classroom and outside it. While being true that digitalization has entered schools, it often follows a process of digital replication of approaches and materials that were previously only availa- ble on physical media. This work focuses on the use of Extended Realities for teaching mathematics, and very particularly in the teaching of geometry, with a proposition of a conceptual model that combines the use of Extended Reality and Machine Learning. The proposed model was subject to prototyping, which is pre- sented as a form of laboratory validation as a contribution to innovate the way of how the geometry teaching-learning process is developed, as well through the ability to obtain useful insights for teachers, and students, throughout the process.
- Review and analysis of research on video games and artificial intelligence: a look back and a step forwardPublication . Sousa, João Paulo; Gomes, João Pedro; Tavares, Rogério Júnior Correia; Mendonça, VítorThis article shows the intimate relationship between Artificial Intelligence (AI) and video games research in 13 categories of analysis based on a bibliometric survey carried out in the Scopus database. We first briefly reviewed the relation between video games and AI. Then, we introduced the methodology of literature collection, presented and discussed the query, as well the flow of data treatment in the applications and plugins used. Since the article is concerned with a historical point of view of the relationship between digital games and AI the results were many and, therefore, we focused on the top 10 of each ranking, and discussed these results separately. Finally, we discuss the limitations of our review, proposing future research directions for scholars.
- Using extended reality and machine learning in digital marketing focusing tourismPublication . Cunha, Carlos R.; Gomes, João Pedro; Mendonça, VítorTechnology has shaped the way in which all economic sectors evolve and reinvent themselves in order to achieve a high level of competitiveness. The tourism sector, being information-intensive and globalizing, at a time when never before have so many people traveled to so many destinations, needs to be competitive in the way it promotes destinations and assists visitors, providing useful and effective information. In order to achieve this goal, it is necessary to innovate in the way visitors are reached before they decide to choose one destination, as well as understand the aspirations of visitors throughout the entire visiting process—before, during, and after the visit. This reality has made the tourism ecosystem more complex and more dependent on the use of technology which, today and in the future, does not only focus in the support of operational management issues, but increasingly requires the use of technology for anticipate visitors’ aspirations and innovation in information and service delivery mechanisms. In this context, Extended Reality and Machine Learning are two emerging technologies with an enormous potential. This paper, after an introduction, reviews the Extended Reality and Machine Learning technologies and presents a conceptual model that aims to combine both, so that the tourism sector can better understand in advance the needs and visitors’ aspirations and can distribute information and services in an immersive and contextualized way, improving digital marketing strategies. Finally, some scenarios for using the conceptual model are presented and ongoing work is outlined.
- A bibliometric analysis of the first decade of gamification in tourismPublication . Gomes, João Pedro; Cunha, Carlos R.; Pinho, Anabela; Mendonça, VítorEste estudo faz uma análise bibliométrica da produção científica relacionada com a gamificação aplicada ao turismo desde o seu início, em 2013, até finais de 2023. Os documentos foram identificados a partir de duas das principais bases de dados de indexação, Scopus e Clarivate Web of Science (WoS). Após a remoção dos duplicados os documentos foram triados, tendo sido selecionados para inclusão na análise bibliométrica os metadados de 282 artigos relevantes para o estudo. Ao longo do artigo identificam-se as fontes com mais publicações, os principais autores e afiliações, e os artigos mais citados. É traçada a evolução temporal das principais palavras-chave dos documentos e estas são agrupadas tematicamente, para se identificar tendências e lacunas de investigação na área. Por último, são identificadas as principais redes de colaboração de autores e de instituições. Verifica-se um crescimento sustentado do interesse pela área ao longo dos anos e os resultados parecem mostrar que há bastante espaço para explorar e interligar diversas áreas temáticas.
- Bringing together high school actors using mobile applications: a conceptual model proposalPublication . Cunha, Carlos R.; Gomes, João Pedro; Mendonça, VítorCommunication among the different actors present in the school ecosystem is an essential issue. However, in a hectic world where parents do not have much time to visit schools regularly, it is crucial to create mechanisms to better monitor student’s success and school demands. The interaction among school, students and parents presents a growing complex challenge. Technology has, in recent years, shaped the concepts of learning support and monitoring – both in school and out of school – as well as the way information flows among all actors in the school ecosystem. Emergently, the evolution of mobile applications, coupled with the evolution of mobile device capabilities, has made possible to create new and more effective intercommunication mechanisms, with ubiquitous approaches and in a predictable scenario of less willingness to physically interaction of the different actors. Based on these assumptions, this paper reflects on the potential of mobile devices and their applications to support new models of intercommunication among parents or school sponsors, students and teachers. Accordingly, a conceptual model is proposed that represents a work in progress that aims the creation and evaluation of a prototype system capable of improve de intercommunication and the overall success of the school learning system societal challenges.
- Leveraging the promotion of tourist destinations and the interpretation of their heritage using virtual realityPublication . Cunha, Carlos R.; Mendonça, Vítor; Gomes, João Pedro; Morais, Elisabete Paulo; Moreira, André SilvaTechnology is increasingly a transversal layer to all activities and, in this sense, exploring the potential of technology as a driver to support the competitiveness of organizations and nations has become a necessity for survival. Tourism is a fundamental asset in many modern economies and certainly fundamental from a civilizational and generational point of view, insofar as associated with a wide range of tourist destinations is its heritage. As such, the promotion and interpretation of destinations and their heritage are very important and, in these areas, technologies have played a fundamental and revolutionary role. In this scenario, Virtual Reality, among other technologies, demonstrates a vast potential in promoting tourist destinations and in creating immersive experiences that allow for a better interpretation of destinations and their heritage, as well as greater attractiveness for younger generations. This article, after a review of technological concepts and a discussion of their role in the context of tourism and heritage, proposes a conceptual model capable of contributing to a more agile and massified creation of Virtual Reality experiences. Finally, an experimental prototype created for an olive and olive-oil museum is presented, with the aim of facilitating the interpretation, by visitors, of its permanent exhibition objects and improving the visiting experience.
- Converging extended reality and Machine Learning to improve the lecturing of geometry in basic educationPublication . Cunha, Carlos R.; Moreira, André Silva; Coelho, Sílvia; Mendonça, Vítor; Gomes, João PedroTechnology is constantly supporting in the innovation of the teaching-learning process. Today’s students are more demanding actors when it comes to the environment they have at their disposal to learn, experiment and develop their critical thinking. The area of Mathematics has successively suffered from students’ learning difficulties, whether due to lack of motivation, low abstraction ability or lack of new tools for teachers to bring innovation into the classroom and outside it. While being true that digitalization has entered schools, it often follows a basic and simple process of digital replication of approaches and materials that were previously only available on physical media. This work focuses on the use of Extended Realities, more precisely, Mixed Reality, for teaching Mathematics, and very particularly in the teaching of Geometry, through the proposition of a conceptual model that combines the use of Extended Reality and Machine Learning. The proposed model was subject to prototyping, which is presented as a form of laboratory validation as a contribution to innovate the way of how the geometry teaching-learning process is developed and to promote the integration of Extended Reality technologies into the Education Sector as practical tools, as well due to its potential use to obtain useful insights for teachers, and students, throughout the process.