Fausto de Carvalho
Portugal Telecom
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Featured researches published by Fausto de Carvalho.
international conference on games and virtual worlds for serious applications | 2009
Sérgio Valério; Jean Pereira; Leonel Morgado; Pedro Mestre; Carlos Serôdio; Fausto de Carvalho
Organizations with a presence in the Second Life® world typically only provide direct user interaction with staff at specific schedules, or not at all. We present a system that provides organizations with a simple way to enable constant interaction with users of the Second Life world, by simulating staff presence using automated avatars as communication channels to real-life staff by means of instant messaging and short message service technologies. Staff members are assigned to communication with Second Life avatars based on a hierarchy of information desk staffing priorities, and communication is bidirectional.
international conference on games and virtual worlds for serious applications | 2014
Fernando Cassola; Hugo Paredes; Benjamim Fonseca; Paulo Martins; Silvia Ala; Francisco Cardoso; Fausto de Carvalho; Leonel Morgado
To enhance older citizens practice of physical exercise, we present the architecture, development, and pilot testing of a multiuser online gymnasium based on Kinect motion capture and OpenSimulator, which aims to enable socialization and supervision of exercise practice without travel requirements. The prototype was tested simultaneously with 4 elders at different locations, providing data on the feasibility of the approach and informing subsequent development and research.
Behaviour & Information Technology | 2016
Luís Fernandes; Gonçalo Cruz Matos; Diogo Azevedo; Ricardo Rodrigues Nunes; Hugo Paredes; Leonel Morgado; Luís Barbosa; Paulo Martins; Benjamim Fonseca; Paulo Cristóvão; Fausto de Carvalho; Bernardo Cardoso
ABSTRACT Gestural interaction devices emerged and originated various studies on multimodal human–computer interaction to improve user experience (UX). However, there is a knowledge gap regarding the use of these devices to enhance learning. We present an exploratory study which analysed the UX with a multimodal immersive videogame prototype, based on a Portuguese historical/cultural episode. Evaluation tests took place in high school environments and public videogaming events. Two users would be present simultaneously in the same virtual reality (VR) environment: one as the helmsman aboard Vasco da Gama’s fifteenth-century Portuguese ship and the other as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a VR headset to explore the environment, whereas the giant player used body motion to control the giant, and observed results on a screen, with no headset. This allowed a preliminary characterisation of UX, identifying challenges and potential use of these devices in multi-user virtual learning contexts. We also discuss the combined use of such devices, towards future development of similar systems, and its implications on learning improvement through multimodal human–computer interaction.
dependable autonomic and secure computing | 2015
Leonel Morgado; Bernardo Cardoso; Fausto de Carvalho; Luís Fernandes; Hugo Paredes; Luís Barbosa; Benjamim Fonseca; Paulo Martins; Ricardo Rodrigues Nunes
Gesture-controlled applications typically are tied to specific gestures, and also tied to specific recognition methods and specific gesture-detection devices. We propose a concern-separation architecture, which mediates the following concerns: gesture acquisition, gesture recognition, and gestural control. It enables application developers to respond to gesture-independent commands, recognized using plug-in gesture-recognition modules that process gesture data via both device-dependent and device-independent data formats and callbacks. Its feasibility is demonstrated with a sample implementation.
international conference on computers for handicapped persons | 2014
Hugo Paredes; Fernando Cassola; Leonel Morgado; Fausto de Carvalho; Silvia Ala; Francisco Cardoso; Benjamim Fonseca; Paulo Martins
The combination of the potentialities of the interactive technologies, like exergames and the emerging motion capture devices with the ability of 3D virtual worlds for socialisation and context, can produce a platform to promote the physical activity of its users, which leverages its potential. The OnlineGym is an exploratory project based on an online 3D virtual worlds platform that allows users to interact with the system through the use of a motion capture device. This paper discusses the chosen technological approaches and the preliminary results of the experiments performed with users.
service-oriented computing and applications | 2010
Leonel Morgado; Paulo Reis; Fausto de Carvalho; Tiago Ribeiro; Pedro Mestre; Carlos Serôdio
Companies that are present at multiple online locations may have difficulty staffing them adequately in terms of helpdesk services with efficient use of human resources. In this paper a technological architecture is presented that allows a team of people to staff several online locations simultaneously, providing to customers/users the indication of human presence to attend them. We also present details on a first prototype implementation of this architecture.
Procedia Technology | 2014
Fernando Cassola; Leonel Morgado; Fausto de Carvalho; Hugo Paredes; Benjamim Fonseca; Paulo Martins
SciTecIn15 - Conferência Ciências e Tecnologias da Interação 2015 | 2015
Luís Fernandes; Ricardo Rodrigues Nunes; Gonçalo Cruz Matos; Diogo Azevedo; Daniela Pedrosa; Leonel Morgado; Hugo Paredes; Luís Barbosa; Benjamim Fonseca; Paulo Martins; Bernardo Cardoso; Fausto de Carvalho
Archive | 2014
Fernando Cassola; Leonel Morgado; Hugo Paredes; Benjamim Fonseca; Paulo Martins; Fausto de Carvalho
iLRN 2016: Immersive Learning Research Network Conference. Workshop, Short Paper and Poster Proceedings from the Second Immersive Learning Research Network Conference | 2016
Leonel Morgado; Hugo Paredes; Benjamim Fonseca; Paulo Martins; Ricardo Antunes; Lúcia Moreira; Fausto de Carvalho; Filipe Peixinho; Arnaldo Santos