Curriculum Vitae

Paulo Nogueira Martins

Data da última atualização »Last update : 12/02/2018


Paulo Nogueira Martins. É Professor Auxiliar com Agregação na Universidade de Trás-os-Montes e Alto Douro. Publicou 4 artigos em revistas especializadas e 35 trabalhos em actas de eventos, possui 2 capítulos de livros e 1 livro publicados. Nas suas actividades profissionais interagiu com 92 colaboradores em co-autorias de trabalhos científicos.


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http://www.degois.pt/visualizador/curriculum.jsp?key=0661960626790226


Dados pessoais (Personal data)
Nome completo
Full name
Paulo Nogueira Martins
Nome em citações bibliográficas
Quoting name
Martins, Paulo
Categoria profissional
Position
Professor Auxiliar com Agregação
Endereço profissional
Professional address
Universidade de Trás-os-Montes e Alto Douro
Escola de Ciências e Tecnologia
Departamento de Engenharias
Quinta de Prados, Edifício Engenharias I
Vila Real
5000-801 Vila Real
Portugal
Telefone: (+351)259350332
Correio electrónico: pmartins@utad.pt
Sexo
Gender
Masculino»Male




Graus Académicos (Academic Degrees)
2013 Agregação
Aggregation
Universidade de Trás-os-Montes e Alto Douro, Portugal.

2005 Doutoramento
Phd
Engenharia Electrotécnica.
Universidade de Trás-os-Montes e Alto Douro, Portugal.





Vínculos profissionais (Professional Positions)
Universidade de Trás-os-Montes e Alto Douro
Jul/2013-Actual Professor Auxiliar com Agregação

Universidade de Trás-os-Montes e Alto Douro
Abr/2005-Jul/2013 Professor Auxiliar

Universidade de Trás-os-Montes e Alto Douro
Jul/1996-Abr/2005 Assistente

Universidade de Trás-os-Montes e Alto Douro
Out/1992-Jul/1996 Assistente Estagiário





Produção científica, técnica e artística/cultural (Scientific, technical and artistical/cultural production)
Livros publicados/organizados ou edições
Published/organized books or Editions
1. Hadjileontiadis, LJ; Martins, P.; Todd, R.; Paredes, H.; Rodrigues, J.; Barroso, J.. eds. 2012. Proceedings of the 4th International Conference on Software Development for Enhancing Accessibility and Fighting Info-exclusion, DSAI 2012, Douro Region, Portugal, July 19-22, 2012 ed. 0. 0: 0.

Capítulos de livros publicados
Published book chapters
1. Liberato, M; Varajão, J.; Martins, P.. 2015. CMMI implementation and results: The case of a software company.  In 0, 0 - 0. . 0: 0.
Companies focus on software development in order to survive in a highly competitive world. They not only need to keep up to date with the changes that are occurring in their environment, but they also need to assure the effectiveness of their processes. One way to do that is pursuing high quality standards by continuously improving the development processes. In this chapter, the authors describe the project of CMMI (Capability Maturity Model Integration) implementation in a software company specialized in information technology services for banking. The project was initiated with the aim of optimizing the software development process. Throughout the chapter, various aspects of the project are covered, such as the actions taken to implement the CMMI maturity level 2, the tools used to support the implementation, and the obtained results. These are useful and could serve as a reference basis for companies that consider the implementation of a maturity model.

2. Neves, P.; Nunes, RR; Lima, J.; Martins, P.; Paredes, H.; Varajao, J; Morgado, L.; Goncalves, R.; Fonseca, B.; Sanders, R.; Barracho, V.; Rus, M.; Rahe, M.; Mostert, A.; Carvalho, J.; Duarte, I.. 2012. PLAYER: A european challenge game to discover young entrepreneurs.  In 0, 0 - 0. . 0: 0.
Serious games are playing an increasing role as educational tools and the last decade witnessed a growing number of proposals in this field. One of the major challenges of the current European societies is to foster an entrepreneurial interest in young people, and the European Commission has been promoting projects that pursue this objective. This chapter presents one such project, PLAYER, in which an educational game was implemented in Facebook with the aim of promoting entrepreneurship by guiding young people in the definition of a business proposal. The game encompasses 4 stages that include the basic description of the business idea, the characterization of its strategies, the filling of a funding quiz, the SWOT analysis, and finally the production of a detailed business plan, for those players to be able to reach the final stage of the game. © 2012, IGI Global.


Artigos em revistas sem arbitragem científica
Papers in periodics without scientific refereeing
1. Cruz, G.; Costa, A.; Martins, P.; Goncalves, R.; Barroso, J.. 2015. "Toward Educational Virtual Worlds: Should Identity Federation Be a Concern?", EDUCATIONAL TECHNOLOGY & SOCIETY, 0: 0 - 0.
3D Virtual Worlds are being used for education and training purposes in a cross-disciplinary way. However, its widespread adoption, particularly in formal learning contexts, is far from being a reality due a broad range of technological challenges. In this reflection paper, our main goal is to argue why and how identity federation should be discussed and adopted as a solution to several barriers that educators and institutions face when using Virtual Worlds. By presenting a clear set of scenarios within different dimensions of the educational process, as classroom management, content reuse, learning analytics, accessibility, and research, we consider identity, traceability, privacy, accountability, and interoperability as main concerns in order to support our argument. Finally, we conclude the paper by presenting paths to a proposal for a workable solution, through the analysis and reflection of different and current efforts that has been made by other teams, towards future technological developments.

2. Pinheiro, A.; Fernandes, P.; Maia, A.; Cruz, G.; Pedrosa, D.; Fonseca, B.; Paredes, H.; Martins, P.; Morgado, L.; Rafael, J.. 2014. "Development of a mechanical maintenance training simulator in OpenSimulator for F-16 aircraft engines", Entertainment Computing, 0: 0 - 0.
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.

3. Fonseca, B.; Morgado, L.; Paredes, H.; Martins, P.; Goncalves, R.; Neves, P.; Nunes, RR; Lima, J.; Varajao, J; Pereira, A; Sanders, R.; Barracho, V.; Lapajne, U.; Rus, M.; Rahe, M.; Mostert, A.; Klein, T.; Bojovic, V.; Bosnjak, S; Bosnjak, Z; Carvalho, J.; Duarte, I.; Casaramona, A.; Soraci, A.. 2012. "PLAYER - a European Project and a Game to Foster Entrepreneurship Education for Young People", JOURNAL OF UNIVERSAL COMPUTER SCIENCE, 0: 0 - 0.
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.

4. Esteves, M.; Fonseca, B.; Morgado, L.; Martins, P.. 2011. "Improving teaching and learning of computer programming through the use of the Second Life virtual world", BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY, 0: 0 - 0.
The emergence of new technologies such as three-dimensional virtual worlds brings new opportunities for teaching and learning. We conducted an action research approach to the analysis of how teaching and learning of computer programming at the university level could be developed within the Second Life virtual world. Results support the notion that it is possible to use this environment for better effectiveness in the learning of programming. The main results are the identification of problems hampering the teacher's intervention in this virtual world and the detection of solutions for those problems that were found effective to the success in using this environment for teaching/learning computer programming.


Trabalhos completos/resumidos em eventos sem arbitragem científica
Papers in conference proceedings without scientific refereeing
1. Cruz, A.; Morgado, L.; Paredes, H.; Fonseca, B.; Martins, P.. 0. "Fitting three dimensional virtual worlds into CSCW", Trabalho apresentado em 0, In 0, 0.
Three dimensional virtual worlds (3DVW) have experienced a large growth in number of users, and are being used for collaboration activities. In parallel, the research field of Computer Supported Cooperative Work (CSCW) has developed taxonomies to classify systems that support collaboration. However, the CSCW perspective presents a bias towards traditional user interface paradigms, whose affordances are quite distinct from those of 3DVW, which include features such as the spatial environment, embodiment, and their dynamics. These are features which are regarded as significant factors in the research field of Presence, and yet, in our opinion, are not well appreciated from the perspective of CSCW analysis. Because of this, we question of the ability of CSCW taxonomies to properly describe the collaboration characteristics of 3DVW. By 'properly', we mean to say that 3DVW bring to fore collaboration characteristics that are in fact distinctive of them as collaboration tools, impacting collaboration in ways that are seldom found in usual groupware, and yet CSCW taxonomies do not distinguish them. We posit that these features should be contemplated in CSCW taxonomies and their usefulness taken into account in the development of future systems that aim to support collaboration. © 2015 IEEE.

2. Nunes, RR; Pedrosa, D.; Fonseca, B.; Paredes, H.; Cravino, J.; Morgado, L.; Martins, P.. 0. "Enhancing Students' Motivation to Learn Software Engineering Programming Techniques: A Collaborative and Social Interaction Approach", Trabalho apresentado em 0, In 0, 0.
To motivate students to study advanced programming techniques, including the use of architectural styles such as the model-view-controller pattern, we have conducted action research upon a project based-learning approach. In addition to collaboration, the approach includes students' searching and analysis of scientific documents and their involvement in communities of practice outside academia. In this paper, we report the findings of second action research cycle, which took place throughout the fourth semester of a six-semester program. As with the previous cycle during the previous academic year, students did not satisfactorily achieve expected learning out-comes. More groups completed the assigned activities, but results continue to reflect poor engagement in the communities of practice and very low performance in other learning tasks. From the collected data we have identified new approaches and recommendations for subsequent research.

3. Cruz, A.; Paredes, H.; Fonseca, B.; Martins, P.; Morgado, L.. 0. "Collaboration in 3D Virtual Worlds: designing a protocol for case study research", Trabalho apresentado em 0, In 0, 0.
4. Martins, P.; Rodrigues, H; Rocha, T; Francisco, M; Morgado, L.. 0. "Accessible Options for Deaf People in e-Learning Platforms: Technology Solutions for Sign Language Translation", Trabalho apresentado em 0, In 0, 0.
5. Fonseca, B.; Paredes, H.; Martins, P.; Alberto, A.; Rego, J.; Morgado, L.; Santos, A.. 0. "VIC - An interactive video system for dynamic visualization in web and mobile platforms", Trabalho apresentado em 0, In 0, 0.
This paper presents an interactive video system that enables users to change the flow of video playback by interacting with hotspots that were predefined throughout the video streams. These hotspots are synchronized with the underlying video streams and the interactions result in smooth transitions between the preloaded targets. This approach allows the dynamic visualization of content by interacting with the hotspots and producing the consequent changes in the flow of the story. The system includes web-based and mobile video players specifically developed to deal with the interactive features, as well as a configuration tool that allows content managers to choose which pre-produced interaction possibilities will be used for a specific target audience. The interactive video solution presented herein has potential to be used as a powerful communication tool, in commercial, e-learning, accessibility and entertainment contexts. © 2014 Springer International Publishing.

6. Cassola, F.; Paredes, H.; Fonseca, B.; Martins, P.; Ala, S.; Cardoso, F.; De Carvalho, F; Morgado, L.. 0. "Online-Gym: Multiuser virtual gymnasium using RINIONS and multiple kinect devices", Trabalho apresentado em 0, In 0, 0.
To enhance older citizen's 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. © 2014 IEEE.

7. Paredes, H.; Cassola, F.; Morgado, L.; De Carvalho, F; Ala, S.; Cardoso, F.; Fonseca, B.; Martins, P.. 0. "Exploring the usage of 3D virtual worlds and kinect interaction in exergames with elderly", Trabalho apresentado em 0, In 0, 0.
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. © 2014 Springer International Publishing.

8. Fonseca, B.; Goncalves, R.; Nunes, RR; Teixeira, MS; Paredes, H.; Morgado, L.; Martins, P.. 0. "BIZZY - A Social Game for Entrepreneurship Education", Trabalho apresentado em 0, In 0, 0.
Entrepreneurship education is increasingly being promoted, driven by a wide consensus in modern societies concerning its benefits in fostering the development of several professional and personal attitudes and skills, such as business expertise, creativity, risk assessment or responsibility. In this context, several authorities have been actively developing policies and activities to empower entrepreneurship culture in young people. Serious Games are recognized as having an important role and potential in education and social networks emerged in the last decade as the platform preferred by many people to socialize, play games or conduct professional activities. This paper presents a proposal for BIZZY, a serious game to be developed and implemented as a Facebook application, to enable young people in the range 12-18 years old to learn entrepreneurial skills progressively, by guiding them to develop a business project from the early idea to the business plan.

9. Fernandes, H.; Faria, J.; Martins, P.; Paredes, H.; Barroso, J.. 0. "RFID mesh network as an infrastructure for location based services for the blind", Trabalho apresentado em 0, In 0, 0.
People with visual impairments face serious challenges while moving from one place to another. This is a difficult challenge that involves obstacle avoidance, staying on street walks, finding doors, knowing the current location and keeping on track through the desired course, until the destination is reached. While assistive technology has contributed to the improvement of the quality of life of people with disabilities, people with visual impairment still face enormous limitations in terms of their mobility. There is still an enormous lack of availability of information that can be used to assist them, as well as a lack of sufficient precision in terms of the estimation of the user's location. This paper proposes an infrastructure to assist the estimation of the user's location with high precision using Radio Frequency Identification, providing seamless availability of location based services for the blind, whether indoor or outdoor. © 2013 Springer-Verlag.

10. Correia, M.; Cruz, G.; Nunes, R.; Martins, J.; Goncalves, R.; Paredes, H.; Martins, P.. 0. "Network for all: A proposal for an accessible social media aggregator solution", Trabalho apresentado em 0, In 0, 0.
This paper presents an on-going work around accessibility issues within the use of social media. With a lack of background in this field, the purpose of the study was to analyze the accessibility levels of different social media websites and aggregators. Based on W3C Web Content Accessibility Guidelines, we have selected three automatic evaluation tools in order to realize a first set of preliminary tests. We verified that none of the websites clearly passed in the evaluation process and our sample didn't meet the adopted accessibility guidelines. The errors occurrence within the social media aggregators' tests was less than in the social media websites. Therefore, it seems to be indisputable to propose a tool that allows users to manage their own social media websites accounts in a more accessible way. Thus, this study presents a list of defined requirements to implement an accessible social media aggregator solution. © 2013 Springer-Verlag Berlin Heidelberg.

11. Cruz, G.; Costa, A.; Martins, P.; Goncalves, R.; Barroso, J.. 0. "Federation technology and Virtual Worlds for Learning: Research trends and opportunities towards identity federation", Trabalho apresentado em 0, In 0, 0.
Currently, Virtual Worlds technology is used for educational purposes in a cross-disciplinary way. However, particularly in formal learning institutions, its widespread adoption is far from being a reality due a broad range of technological challenges. This paper addresses identity federation systems as possible solutions to some of the interoperability, security and user management problems. Our major goal is to present what systems, architectures and standards are standing out, how the research area is moving toward identity federation, and why educational institutions need to address it. We consider identity, privacy, security-assurance, and interoperability as main concerns within our analysis, in order to interconnect digital identities with physical identities, and create a unique federated identity system that can act independently from the service in use. Thus, VWs technologies will be able to scale and evolve independently without compromising user's identity.

12. Paredes, H.; Fernandes, H.; Martins, P.; Barroso, J.. 0. "Gathering the users' needs in the development of assistive technology: A blind navigation system use case", Trabalho apresentado em 0, In 0, 0.
Assistive technology enables people to achieve independence in the accomplishment of their daily tasks and enhance their quality of life. However, the development os assistive technology does not always follow user needs and expectations, comprising their usability and effectiveness. This paper discusses the design and evaluation strategies for assistive technologies applied to a blind navigation system case study. The research carried out focused on the gathering of user requirements for ensuring enhanced autonomy of blind people in their daily life. The picked requirements were used in an architecture that unifies the benefits of a redundant blind navigation system with a set of services that are provided by daily used information and communication technologies. The system combines guidance, navigation and information gathering, extending traditional aids with realtime knowledge of the surrounding environment to provide an enhanced assistive tool for autonomy of the blinds. Moreover, the developed solution fills the gap of existing solutions that require the users to carry a wide range of devices and, mostly, do not include mechanisms to ensure the autonomy of users in the event of system failure. © 2013 Springer-Verlag Berlin Heidelberg.

13. Fernandes, P.; Pinheiro, A.; Cruz, G.; Maia, AM; Morgado, L.; Martins, P.; Paredes, H.; Fonseca, B.; Bernardino Lopes, J; Cravino, J.. 0. "Demo: Multi-user virtual world simulator of F-16 aircraft engine mechanical maintenance", Trabalho apresentado em 0, In 0, 0.
This demonstration proposal aims to present a 3D multi-user training simulator, developed in the 3D Open Simulator virtual world platform, in order to enable the practice and training of mechanical maintenance for F-16 engines, specifically the installation of a Pratt & Whitney F100 engine in a F-16 aircraft - a process that requires three skilled engine technicians to do a set of cooperative execution tasks. The main purpose of the simulator is to provide trainees and trainers with more opportunities to conduct training, enabling technician training to be enhanced with cooperation and context prior to the training phase with actual physical engines. In this proposal, we describe the architecture of the system and the sample simulation tasks.

14. Cruz, G.; Maia, A.; Morgado, L.; Fonseca, B.; Paredes, H.; Bessa, F.; Rodrigues, C.; Martins, P.. 0. "Designing user learning experience in virtual worlds: The young Europeans for democracy serious application", Trabalho apresentado em 0, In 0, 0.
In this paper, we present the user experience design of Young Europeans for Democracy (YED) serious application. Facing the actually need to support young citizens understanding and participation in Europe, schools have a key role on European studies integration. Accordingly to the growing opportunities of applying technology for training and education, we propose a serious application in a open-source 3D Virtual World environment solution, adopting a problem-based learning approach, role-playing dynamics and group work tasks. The main goal was to design a meaningfully user experience, increasing the students motivation and engagement for learning different knowledge on the topics of European Studies. Some preliminary results are presented, based on participatory observation within the use of the serious application. © 2013 Springer-Verlag.

15. Bernardino Lopes, J; Cravino, JP; Maia, AM; Morgado, L.; Martins, P.; Cruz, G.; Fernandes, P.; Pinheiro, A.. 0. "3D Simulators in Professional Training Learning complex tasks overcoming material, economic, and human constraints", Trabalho apresentado em 0, In 0, 0.
This paper is about the development of 3D simulators for supplementary instruction in professional training with complex learning tasks and material, human and economic constraints. We present a theoretical framework describing and explaining how a simulator can support the fundamental interaction dynamics in learning settings (interaction with reality, with others and with the learner himself. We describe the development of an actual 3D simulator (for installing the engine in an F-16 fighter aircraft) and present its next phases. We discuss how our theoretical framework fits and explains the development phases of a 3D simulator to meet the intended learning outcomes and how it can help in the development of simulators with similar purposes.

16. Cruz, A.; Correia, A.; Paredes, H.; Fonseca, B.; Morgado, L.; Martins, P.. 0. "Towards an overarching classification model of CSCW and groupware: A socio-technical perspective", Trabalho apresentado em 0, In 0, 0.
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. © 2012 Springer-Verlag.

17. Morgado, L.; Fonseca, B.; Martins, P.; Paredes, H.; Cruz, G.; Maia, AM; Nunes, R.; Santos, A.. 0. "Social networks, microblogging, virtual worlds, and Web 2.0 in the teaching of programming techniques for software engineering: A trial combining collaboration and social interaction beyond college", Trabalho apresentado em 0, In 0, 0.
With the goal of lessening barriers to the learning of advanced programming techniques, we put into place a trial which required students to get involved with online communities of programmers. Using a course assignment on software architecture styles, students had study a problem, find basis for a tentative approach, and discuss it online with programmers. The expectation was that students would find motivation for their studies from both the contact with communities of programmers, and from having to study and reflect upon their problem well enough to be able to draw the interest of members of those communities. We present the strategy we used, the developments and outcomes, and ideas for further application of this approach. © 2012 IEEE.

18. Costa, P.; Fernandes, H.; Martins, P.; Barroso, J.; Hadjileontiadis, LJ. 0. "Obstacle detection using stereo imaging to assist the navigation of visually impaired people", Trabalho apresentado em 0, In 0, 0.
Assistive technology enables people to achieve independence when performing daily tasks and it enhances their overall quality of life. Visual information is the basis for most navigational tasks, so visually impaired individuals are at disadvantage due to the lack of sufficient information about their surrounding environment. With recent advances in inclusive technology it is possible to extend the support given to people with visual disabilities in terms of their mobility. In this context we propose and describe the Blavigator project, whose global objective is to assist visually impaired people in their navigation on indoor and outdoor environments. This paper is focused mainly on the Computer Vision module of the Blavigator prototype. We propose an object collision detection algorithm based on disparity images. The proposed algorithm uses a 2D Ensemble Empirical Mode Decomposition image optimization algorithm and a two layer disparity image segmentation to detect nearby objects. (C) 2012 The Authors. Published by Elsevier B.V. Selection and/or peer-review under responsibility of the Scientific Programme Committee of the 4th International Conference on Software Development for Enhancing Accessibility and Fighting Info-exclusion (DSAI 2012).

19. Sousa, A.; Faria, J.; Fernandes, H.; Goncalves, R.; Paredes, H.; Martins, P.; Barroso, J.. 0. "GREENBOX: a management system for used cooking oils collection", Trabalho apresentado em 0, In 0, 0.
The rapid proliferation of human population and the growth of consumption leaded to an increase of hazardous waste. This becomes a worldwide ecological and environmental challenge. According to last available statistics the estimated global municipal solid waste reached 2.02 billion tons. Unfortunately there is not only solid waste: vegetable oil, one kind of liquid waste, used in food manufacturing, is responsible for serious contamination of water resources. Its collection is profitable by recycling into biodiesel and is already regulated in some countries. However it faces several logistic issues. Major issues are related to collection delays, which lead to oil giveaway, and reduced collection [1,2]. This paper proposes a solution to some of these logistic problems introducing a system to manage cooking oil collection in order to increase collection profits. The developed system follows a defined oil collection plan in order to optimize collection routes, introducing a sensor network that triggers collection events to a central system overcoming the current collection delays and wastes. The system is being tested in a real scenario with a Portuguese cooking oil collection company.

20. Gouveia, A.; Silva, N.; Rocha, J.; Martins, P.. 0. "Iterative Ontology Alignment Debugging Using a Scenario- and Strategy-driven Approach", Trabalho apresentado em 0, In 0, 0.
The automatic matching of entities between information repositories is essential for aligning and ontology mediation processes, but there is great ambiguity when adopting it. Data integration between repositories demands great quality of ontology alignments, and as such ambiguous correspondences must be identified and corrected beforehand. Debugging is even more relevant if the process is systematic and complete, thus allowing its formalisation and implementation and promoting its acceptance. In this paper we address the analysis and systematization of the ontology alignment debugging process, proposing the characterization of the ontology matching scenarios through ten dimensions. The resulting scenarios are categorized as Simple and Composed depending on the associated actions taken for solving the ambiguity. We suggest evolving the alignment process into an iterative matching-debugging process, where the resulting ambiguous scenarios and correction strategies are fed into the matching algorithms for supporting the resolution of the alignment problems.

21. Silva, E.; Silva, N.; Paredes, H.; Martins, P.; Fonseca, B.; Morgado, L.. 0. "Development of platform-independent multi-user choreographies for virtual worlds based on ontology combination and mapping", Trabalho apresentado em 0, In 0, 0.
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.

22. Fonseca, B.; Paredes, H.; Rafael, LJ; Morgado, L.; Martins, P.. 0. "A Software Architecture for Collaborative Training in Virtual Worlds: F-16 Airplane Engine Maintenance", Trabalho apresentado em 0, In 0, 0.
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.

23. Oliveira, R.; Rodrigues, F.; Martins, P.; Moura, JP. 0. "Extending the dimensional templates approach to integrate complex multidimensional design concepts", Trabalho apresentado em 0, In 0, 0.
In the past, several approaches have been devised to semi- automate the multidimensional design (MDD) of Data Warehouse (DW) projects. Such approaches highly contribute to more expertise- independent and deterministic MDD results. Among them, only the Dimensional Templates Approach (DTA) focuses on solving the critical resource containment problems of DW prototypes. Originally, the DTA allows solely the generation of basic MDDs. In this paper, we depict an extension to address complex MDD issues. These include (i) date/time hierarchies, (ii) many-to-many relationships, (iii) hierarchically structured data and (iv) coverage facts. The proposed enhancements, including a rebuilt generation algorithm, allow more accurate and broadening results than the original DTA. Throughout the paper, references are made to a real case study to which the improved DTA has been applied using two developed prototype tools. © 2011 Springer-Verlag.

24. Vilela, A.; Cardoso, M.; Martins, D.; Santos, A.; Moreira, L.; Paredes, H.; Martins, P.; Morgado, L.. 0. "Privacy challenges and methods for virtual classrooms in Second Life Grid and OpenSimulator", Trabalho apresentado em 0, In 0, 0.
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. © 2010 IEEE.

25. Tavares, J.; Goncalves, R.; Martins, P.. 0. "CHARACTERIZATION OF e-BANKING TECHNOLOGICAL SOLUTIONS IN PORTUGAL", Trabalho apresentado em 0, In 0, 0.
Economic activities are part of everyday life since always. The banking sector has a large dimension that exists for a long time, doing a major contribution to economic growth in Portugal. In this new millennium the advent of Internet has had a significant impact on the banking service that is traditionally offered by banks to customers. With help of the Internet, customers can access its banking services anytime, anywhere, since Internet access is available. This service is called Electronic Banking (EB), being in explosive growth in many countries, transforming the traditional banking practices. With this paper, we intend review, evaluate and characterize the technological solutions of EB in Portugal.

26. Gens, L.; Paredes, H.; Martins, P.; Fonseca, B.; Mor, Y.; Morgado, L.. 0. "MobMaps: Towards a Shared Environment for Collaborative Social Activism", Trabalho apresentado em 0, In 0, 0.
Nowadays it is possible to disseminate information to the all world in real time using current communication tools supported mostly by the Internet. The work of several organizations reporting a multitude of problems that our society faces can be sustained by participatory platforms, which stimulate the collaboration of participants all over the world. In this paper we present a technological platform that provides a shared environment for collaborative social activism. We adapted the platform to a particular organization, Machsom Watch that reports human rights abuses in Israelis checkpoints. Finally we present some preliminary results obtained by ethnographic research using the developed platform.

27. Oliveira, R.; Rodrigues, F.; Martins, P.; Moura, JP. 0. "Dimensional Templates in Data Warehouses: Automating the Multidimensional Design of Data Warehouse Prototypes", Trabalho apresentado em 0, In 0, 0.
Prototypes are valuable tools in Data Warehouse (DW) projects. DW prototypes can help end-users to get an accurate preview of a future DW system, along with its advantages and constraints. However, DW prototypes have considerably smaller development time windows when compared to complete DW projects. This puts additional pressure on the achievement of the expected prototypes' high quality standards, especially at the highly time consuming multidimensional design: in it, a thin margin for harmful unreflected decisions exists. Some devised methods for automating DW multidimensional design can be used to accelerate this stage, yet they are more suitable to DW full projects rather than to prototypes, due to the effort, cost and expertise they require. This paper proposes the semi-automation of DW multidimensional designs using templates. We believe this approach better fits the development speed and cost constraints of DW prototyping since templates are pre-built highly adaptable and highly reusable solutions.

28. Esteves, M.; Antunes, R.; Fonseca, B.; Morgado, L.; Martins, P.. 0. "Using Second Life in Programming's Communities of Practice", Trabalho apresentado em 0, In 0, 0.
This paper presents a novel approach to teaching and learning computer programming, using the three-dimensional virtual world Second Life (R) to develop a programming community of practice. Our students have developed their programming projects as part of this community as an alternative way of learning. The learning of programming is a difficult process, with many students experiencing difficulties which result in high levels of failure in introductory programming courses. In this paper, we describe and analyse how this approach spurred students' motivation and interest in learning programming. We also present observations on the difficulties felt by both students and teachers in the development of projects and activities, and discuss the approaches taken to overcome those difficulties.

29. Esteves, M.; Fonseca, B.; Morgado, L.; Martins, P.. 0. "Contextualization of Programming Learning: A Virtual Environment Study", Trabalho apresentado em 0, In 0, 0.
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.

30. Santos, F.; Fonseca, B.; Morgado, L.; Martins, P.. 0. "Children as active partners: strategies for collaboration in spatial tasks through Virtual Worlds", Trabalho apresentado em 0, In 0, 0.
This paper, referring to a work in progress, describes functional elements of the user interface of a Virtual World that may provide an important contribution to the process by which primary teachers and pupils collaborate in negotiating spatial configurations of educational spaces (classroom, playground, set for a theatre play, etc.). We have observed this process and some of its inherent difficulties and identified requirements or the functional elements of the interface. Finally, we reflect about factors impacting children's feelings of lack of authorship and ownership of spatial configurations resulting from collaboration and how a computer system may help in this regard. This Virtual World is therefore configured to be applied in educational contexts where curricular models reflect the new childhood culture where children have an active role in the spaces where they spend most of their time, as schools that adopt the Portuguese Modern School Movement pedagogical model.

31. Sousa, C.; Martins, P.; Fonseca, B.; Paredes, H.; Meehan, A.; Devine, T.. 0. "Social Networking System for Academic Collaboration", Trabalho apresentado em 0, In 0, 0.
A Social Networking System was developed for Academic Collaboration across international Projects. The system was implemented using Java Server Pages. This paper discusses the development of this software, lessons learned and it gives suggestions for further work.

32. Matias, R.; Moura, JP; Martins, P.; Rodrigues, F.. 0. "SEMI-AUTOMATIC PARTITIONING BY VISUAL SNAPSHOPTS", Trabalho apresentado em 0, In 0, 0.
It is stated that a closer intervention of experts in knowledge discovery can complement and improve the effectiveness of results. Normally, in data mining, automated methods display final results through visualization methods. A more active intervention of experts on automated methods can bring enhancements to the analysis; No meanwhile that approach raises questions about what is a relevant stopping stage. In this work, efforts are made to couple automatic methods with visualization methods in the context of partitioning algorithms applied to spatial data. A data mining workflow is presented with the following concepts: data mining transaction, data mining save point and data mining snapshot. Moreover to display results, novel visual metaphors are changed allowing a better exploration of clustering. In knowledge discovery, experts validate final results; certainly it would be appropriate to them validate intermediate results, avoiding, for instance, losing time, when in disagreement, starting it with new hypnoses or allow data reduction by disable an intermediate cluster from the next stage.

33. Santos, F.; Fonseca, B.; Morgado, L.; Martins, P.. 0. "A Version Control System as a Tool and Methodology to Foster Children's Collaboration in Spatial Configuration Decision Tasks", Trabalho apresentado em 0, In 0, 0.
Nowadays a growing number of research and projects emphasize a culture of childhood that sees the child as an active participant in social life and, in particular, in the planning and decision processes of the spaces where they live most of their time. Under these projects children are asked to have a direct role on the configuration of several spaces, such as public and school playgrounds. This paper refers to a work in progress where a version control system for a multiuser virtual world is being developed to address some of the challenges that this kind of task and participants bring. Particularly this tool is being designed and prototyped to foster children's involvement in primary school activities where a class participation and consensus are requested on the several school spatial configurations.

34. Gens, L.; Alves, H.; Paredes, H.; Martins, P.; Fonseca, B.; Bariso, E.; Ramondt, L.; Mor, Y.; Morgado, L.. 0. "Mobile software for gathering and managing geo-referenced information from crisis areas", Trabalho apresentado em 0, In 0, 0.
Gathering field data from crisis areas requires overcoming a major technical hurdle: infrastructures and terminals for Internet access are non-existent or unreliable. Teams of professionals acting on the field lack a cost-effective, convenient way to provide their data to central management headquarters and the worldwide public in a timely manner. Cell-phone software can be leveraged to bridge this. Using cellphone applications, people living or working in low-tech areas can provide their knowledge worldwide, taking full advantage of georeferenced functionalities. In this paper we present the prototype of a platform based on a wiki+map server backbone for direct information entry, query, and editing, by people on the field using cell-phones, with strong version management. This georeferenced information can then be visualized centrally for tackling development/crisis issues, such as drought problems, outbreaks of diseases, etc. - giving NGOs and governments a better framework upon which to act.

35. Martins, PN; Carrapatoso, EM. 0. "A method to create graphical user interfaces in telecommunication services specified in SDL", Trabalho apresentado em 0, In 0, 0.
Technical advances in communication networks and terminal equipment make possible the provision of a wide range of new and appealing telecommunication services. However, the increasing user demand and the strong market competition require that the creation of those services is efficient and fast, and that they have attractive interfaces. The complexity of networks and distributed systems, which support those services, renders the usage of formal specification languages, such as SDL, almost mandatory in their development. According to some authors, fifty percent of the total time necessary to develop applications is spent in building and testing graphical interfaces for different platforms. In this paper, an efficient methodology to create graphical interfaces for telecommunication services specified in SDL is presented.






Dados Complementares (Additional data)


Outros Trabalhos
Other production
1. Barroso, J.; Sandnes, FE; Paredes, H.; Hadjileontiadis, L.; Martins, P.. Software for enhancing accessibility and fighting info-exclusion, 2015.
2. Barroso, J.; Sandnes, FE; Paredes, H.; Hadjileontiadis, L.; Martins, P.. Technologies for Enhancing Accessibility and Fighting Info-exclusion J.UCS Special Issue, 2013.
3. Hadjileontiadis, L.; Martins, P.; Todd, R.; Paredes, H.; Rodrigues, J.; Barroso, J.. Preface, 2012.








Indicadores de produção (Production indicators)

Total
Produção científica
Scientific production
42

Livros e capítulos
Books and book chapters
3
Livros publicados ou organizados
Published or organized books
1
Capítulos de livros publicados
Published book chapters
2
Artigos científicos em revistas
Papers in periodics
4
Sem arbitragem científica
Without scientific refereeing
4
Trabalhos em eventos
Papers in conference proceedings
35
Sem arbitragem científica
Without scientific refereeing
35

Total
Dados complementares
(Additional data)
3

Outros Trabalhos
Other production
3


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