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Dive into the research topics where Leonel Morgado is active.

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Featured researches published by Leonel Morgado.


frontiers in education conference | 2008

Contextualization of programming learning: A virtual environment study

Micaela Esteves; Bejamim Fonseca; Leonel Morgado; Paulo Martins

In this paper, it is presented a study concerning about the use of the three-dimensional virtual world Second Life (SL) to visualize and contextualize the learning of computer programming. SL allows students to use avatars to create 3D objects and program their behaviours, process data, and interact with external servers, using Linden Scripting Language (LSL), a language with C-like syntax and a state machine. Scripts can execute concurrently, and several students can simultaneously work over the same object and/or script. Through action research, we explore and analyse the potential of SL for teaching-learning introductory computer programming in computer science undergraduate courses. We believe this virtual environment has potential to help students, since it presents an immediately visual feedback of the program execution.


CRIWG'11 Proceedings of the 17th international conference on Collaboration and technology | 2011

A software architecture for collaborative training in virtual worlds: F-16 airplane engine maintenance

Benjamim Fonseca; Hugo Paredes; Lt. Jorge Rafael; Leonel Morgado; Paulo Martins

The maintenance of military aircraft is complex and exhaustive, requiring an accurate training program. This process is not fault tolerant and requires certification renewal periodically. Furthermore, the process involves many professionals and resources, requiring phases of maintenance and verification of the tasks. Cooperation between professionals in the overall process is essential and requires strong team coordination. It is a highly costly process, since aircrafts are scarce and their readiness is essential for missions, and it requires a scheduling effort between all team members and aircrafts. The availability of tools that allow intensive training without aircraft presence is an asset to the maintenance squadrons. Virtual worlds have simulation and collaboration capabilities to implement this process. This paper presents a software architecture developed for training engine maintenance squadrons for certification, using virtual worlds platforms. This architecture is being tested in cooperation with the Portuguese Air Force and an engine maintenance squadron of F-16 aircrafts.


Journal of Universal Computer Science | 2012

PLAYER – a European Project and a Game to Foster Entrepreneurship Education for Young People

Benjamim Fonseca; Ângela Pereira; Robert Sanders; Vera Barracho; Urban Lapajne; Matej Rus; Martin Rahe; Andre Mostert; Thorsten Klein; Viktorija Bojovic; Sasa Bosnjak; Leonel Morgado; Zita Bosnjak; João Marques de Carvalho; Isabel Duarte; Andreana Casaramona; Alberto Soraci; Hugo Paredes; Paulo Martins; Ramiro Gonçalves; Pedro Neves; Ricardo Rodrigues Nunes; Jorge Lima; João Varajão

Entrepreneurship 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 entrepreneurial 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.


CRIWG'12 Proceedings of the 18th international conference on Collaboration and Technology | 2012

Towards an overarching classification model of CSCW and groupware: a socio-technical perspective

Armando Cruz; António Correia; Hugo Paredes; Benjamim Fonseca; Leonel Morgado; Paulo Martins

The development of groupware systems can be supported by the perspectives provided by taxonomies categorizing collaboration systems and theoretical approaches from the multidisciplinary field of Computer-Supported Cooperative Work (CSCW). In the last decades, multiple taxonomic schemes were developed with different classification dimensions, but only a few addressed the socio-technical perspective that encompasses the interaction between groups of people and technology in work contexts. Moreover, there is an ambiguity in the use of the categories presented in the literature. Aiming to tackle this vagueness and support the development of future groupware systems aware of social phenomena, we present a comprehensive classification model to interrelate technological requirements with CSCW dimensions of communication, coordination, cooperation, time and space, regulation, awareness, group dynamics, and complementary categories obtained from a taxonomic literature review.


Procedia Computer Science | 2012

Development of a Mechanical Maintenance Training Simulator in OpenSimulator for F-16 Aircraft Engines

André Pinheiro; Paulo Fernandes; Ana Maia; Gonçalo Cruz; Daniela Pedrosa; Benjamim Fonseca; Hugo Paredes; Paulo Martins; Leonel Morgado; Jorge Rafael

Abstract Mechanical maintenance of F-16 engines is carried out as a team effort involving 3 to 4 skilled engine technicians. This paper presents the development of a mechanical maintenance simulator for their training. This simulator aims to enable technician training to be enhanced with cooperation and context prior to the training phase with actual physical engines. We describe the requirements that were identified with the Portuguese Air Force, the overall software architecture of the system, the current stage of the prototype, and the outcomes of the first field tests with users.


Procedia Computer Science | 2014

Cultural Awareness and Personal Customization of Gestural Commands Using a Shamanic Interface

Leonel Morgado

Abstract Gesture-based interfaces to control systems using full body or upper torso motions are becoming more common, particularly in the entertainment industry but increasingly in other domains. These interfaces may represent significant hurdles for individuals with motion or balance impairments. Even for non-impaired users, commands which are not readily represented by body mimicry require users to learn new non-intuitive gestures for adding layers of complexity in commands. In this paper, a reflection and clarification of these challenges is presented, based on some sample usage cases. Then a possibly solution path is presented, resorting to an idea originating in a science fiction novel, the shamanic interface imagined by Daniel Suarez. A reflection on its feasibility and on possible paths towards its creation is presented, as well as the possible impacts to render gesture-based interfaces more accessible to all and potentially easier to learn due to enhanced cultural awareness. The basic idea presented in this reflection paper is that the creation of a concern-separation layer between the gestures being executed by the users and their interpretation by computing systems can contribute both to the access by users with special needs and to all users in general, by enabling customized approaches to gesture-based control.


Entertainment Computing | 2014

Development of a mechanical maintenance training simulator in OpenSimulator for F-16 aircraft engines

André Pinheiro; Paulo Fernandes; Ana Maia; Gonçalo Cruz; Daniela Pedrosa; Benjamim Fonseca; Hugo Paredes; Paulo Martins; Leonel Morgado; Jorge Rafael

Abstract Mechanical maintenance of F-16 engines is carried out as a team effort involving 3–4 skilled engine technicians, but the details of its procedures and requisites change constantly, to improve safety, optimize resources, and respond to knowledge learned from field outcomes. This provides a challenge for development of training simulators, since simulated actions risk becoming obsolete rapidly and require costly reimplementation. This paper presents the development of a 3D mechanical maintenance training simulator for this context, using a low-cost simulation platform and a software architecture that separates simulation control from simulation visualization, in view of enabling more agile adaptation of simulators. This specific simulator aims to enable technician training to be enhanced with cooperation and context prior to the training phase with actual physical engines. We provide data in support of the feasibility of this approach, describing the requirements that were identified with the Portuguese Air Force, the overall software architecture of the system, the current stage of the prototype, and the outcomes of the first field tests with users.


international conference on games and virtual worlds for serious applications | 2010

Privacy Challenges and Methods for Virtual Classrooms in Second Life Grid and OpenSimulator

Andreas Vilela; Márcio Cardoso; Daniel Martins; Arnaldo Santos; Lúcia Moreira; Hugo Paredes; Paulo Martins; Leonel Morgado

Mass adoption of virtual world platforms for education and training implies efficient management of computational resources. In Second Life Grid and OpenSimulator, commonly used for this purpose, a key resource is the number of servers required to support educational spaces. Educational activities can take place at different altitudes over the same virtual land, for different classes. This way a single virtual world server can sustain several different educational spaces/classes, reducing the number of servers needed to make available different classrooms or other educational spaces. One issue whose importance is emphasized in such conditions is that of class privacy, bearing in mind that most privacy-management features of these platforms are land-based, not space-based. In this paper, we provide an overview of the issues to consider when planning privacy in these platforms and the methodologies that can be developed and implemented to ensure it at an adequate level, including the extra privacy possible in OpenSimulator regarding Second Life Grid.


iberian conference on information systems and technologies | 2016

Management of surgery waiting lists in the Portuguese public healthcare network: The information system for waiting list recovery programs

Arsénio Reis; Célia Reis; Leonel Morgado; Jorge Borges; Fernando Tavares; Ramiro Gonçalves; Mário Guedes; José Bulas Cruz

This paper presents the evolution of the process for management of surgery waiting lists in the Portuguese public hospital network. We use the perspective of the software development and deployment by UTAD, as a partner of the Ministry of Health, to create an information system to manage list recovery programs. We describe the early status and work, when data harvesting was the core challenge, up to the current automated situation. This paper bridges the PERLE, PPMA, PECLEC and SIGIC programmes, and concludes with lessons learned and suggestions for evolution of the process.


symposium on visual languages and human-centric computing | 2012

Development of platform-independent multi-user choreographies for virtual worlds based on ontology combination and mapping

Emanuel Silva; Nuno Silva; Hugo Paredes; Paulo Martins; Benjamim Fonseca; Leonel Morgado

This paper presents two contributions: (i) a system architecture capable of staging platform-independent choreographies within different virtual worlds, and (ii) an ontology-based solution for capturing and representing multi-user choreographies with reduced time/effort. We argue that choreographies for virtual worlds should be clearly separated from the technical characteristics of their execution in virtual world technological platforms. Due to the heterogeneity of the various virtual worlds and their domain requirements, we propose exploiting the modularity, generality, and granularity dimensions of ontologies to simplify and empower the choreography modeling capabilities. Instead of a unique ontology, several ontologies with different levels of generality and granularity can be progressively combined to support the modeling requirements of a given choreography. Because these ontologies are aligned with the ontology of each specific virtual world platform, the mapping and transformation between the core ontology is simplified and automated, thus reducing the development and time-to-market.

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Benjamim Fonseca

University of Trás-os-Montes and Alto Douro

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Hugo Paredes

San Diego State University

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Ana Maia

University of Coimbra

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Micaela Esteves

Polytechnic Institute of Leiria

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