<?xml version="1.0" encoding="UTF-8"?>
<rdf:RDF xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns="http://purl.org/rss/1.0/" xmlns:dc="http://purl.org/dc/elements/1.1/">
  <channel rdf:about="http://hdl.handle.net/10362/419">
    <title>DSpace Community: DI</title>
    <link>http://hdl.handle.net/10362/419</link>
    <description>DI</description>
    <items>
      <rdf:Seq>
        <rdf:li rdf:resource="http://hdl.handle.net/10362/9916" />
        <rdf:li rdf:resource="http://hdl.handle.net/10362/9752" />
        <rdf:li rdf:resource="http://hdl.handle.net/10362/9370" />
        <rdf:li rdf:resource="http://hdl.handle.net/10362/8953" />
      </rdf:Seq>
    </items>
    <dc:date>2013-06-20T11:39:19Z</dc:date>
  </channel>
  <item rdf:about="http://hdl.handle.net/10362/9916">
    <title>Epik: plataforma para desenvolvimento de jogos para aprendizagem colaborativa e interativa</title>
    <link>http://hdl.handle.net/10362/9916</link>
    <description>Title: Epik: plataforma para desenvolvimento de jogos para aprendizagem colaborativa e interativa
Authors: Sampaio, Bruno Emanuel Nunes
Abstract: O uso das novas tecnologias, em particular de ferramentas Web sociais e colaborativas,&#xD;
é uma questão cada vez mais comum na atualidade. Essas ferramentas possibilitam&#xD;
várias formas de trabalhar, comunicar, interagir e colaborar, e em alguns casos podem ainda ser integradas noutros sistemas. Um exemplo de ferramentas com essas funcionalidades são os videojogos.&#xD;
Vários estudos confirmam que a aplicação dos jogos no ensino seria uma mais valia para o processo de aprendizagem. Estes viriam permitir formas de ensino e aprendizagem&#xD;
mais motivadoras, divertidas e adaptáveis aos comportamentos sociais da atualidade.&#xD;
No entanto, nem sempre os professores têm ao seu dispor ferramentas que permitam o desenvolvimento de jogos educativos, ou mesmo quando têm, de um modo geral, essas ferramentas não possibilitam a reutilização de materiais didáticos, meios de colaboração,&#xD;
nem formas práticas de distribuir os jogos pelos estudantes. Porém, os jogos poderiam ser distribuídos através de Sistemas de Gestão de Aprendizagem (LMS), os quais permitem a integração de outras atividades educativas além das que já disponibilizam.&#xD;
Contudo, essas atividades são geralmente individuais, não permitindo interação&#xD;
entre estudantes.&#xD;
Nesta dissertação propõe-se uma abordagem para fornecer a professores ou instrutores&#xD;
uma forma simples de desenvolvimento e distribuição de jogos educativos com meios&#xD;
de colaboração. Para isso foi desenvolvida uma plataforma para desenvolvimento, distribuição e execução de jogos que pode ser usada por professores sem que estes necessitem de conhecimentos de programação. Esta plataforma (Epik) possibilita ainda a importação de conteúdos de um LMS existente (Moodle) e a distribuição dos jogos desenvolvidos nesse mesmo LMS.
Description: Dissertação para obtenção do Grau de Mestre em&#xD;
Engenharia Informática</description>
    <dc:date>2013-01-01T00:00:00Z</dc:date>
  </item>
  <item rdf:about="http://hdl.handle.net/10362/9752">
    <title>ARTiVIS Arts, real-time video and interactivity for sustainability</title>
    <link>http://hdl.handle.net/10362/9752</link>
    <description>Title: ARTiVIS Arts, real-time video and interactivity for sustainability
Authors: Mendes, Mónica Sofia Santos
Description: Dissertação para obtenção do Grau de Doutor em Media Digitais</description>
    <dc:date>2012-01-01T00:00:00Z</dc:date>
  </item>
  <item rdf:about="http://hdl.handle.net/10362/9370">
    <title>Derivation and consistency checking of models in early software product line engineering</title>
    <link>http://hdl.handle.net/10362/9370</link>
    <description>Title: Derivation and consistency checking of models in early software product line engineering
Authors: Salinas, Edward Mauricio Alférez
Abstract: Software Product Line Engineering (SPLE) should offer the ability to express the derivation of product-specific assets, while checking for their consistency. The derivation of product-specific assets is possible using general-purpose programming languages in combination with techniques&#xD;
such as conditional compilation and code generation. On the other hand, consistency checking can be achieved through consistency rules in the form of architectural and design guidelines, programming conventions and well-formedness rules. Current approaches present four shortcomings: (1)&#xD;
focus on code derivation only, (2) ignore consistency problems between the variability model and other complementary specification models used in early SPLE, (3) force developers to learn new, difficult to master, languages to encode the derivation of assets, and (4) offer no tool support.&#xD;
This dissertation presents solutions that contribute to tackle these four shortcomings. These solutions are integrated in the approach Derivation and Consistency Checking of models in early SPLE (DCC4SPL) and its corresponding tool support.&#xD;
The two main components of our approach are the Variability Modelling Language for Requirements(VML4RE), a domain-specific language and derivation infrastructure, and the Variability Consistency Checker (VCC), a verification technique and tool. We validate DCC4SPL demonstrating that it is appropriate to find inconsistencies in early SPL model-based specifications and to specify the derivation of product-specific models.
Description: Dissertação para obtenção do Grau de Doutor em&#xD;
Engenharia Informática</description>
    <dc:date>2012-01-01T00:00:00Z</dc:date>
  </item>
  <item rdf:about="http://hdl.handle.net/10362/8953">
    <title>People and object tracking for video annotation</title>
    <link>http://hdl.handle.net/10362/8953</link>
    <description>Title: People and object tracking for video annotation
Authors: Silva, João Miguel Ferreira da
Abstract: Object tracking is a thoroughly researched problem, with a body of associated literature&#xD;
dating at least as far back as the late 1970s. However, and despite the development of some satisfactory real-time trackers, it has not yet seen widespread use. This is not due to a lack of applications for the technology, since several interesting ones exist. In this document, it is postulated that this status quo is due, at least in part, to a lack of easy to use software libraries supporting object tracking. An overview of the problems associated with object tracking is presented and the process of developing one such library is documented. This discussion includes how to overcome problems like heterogeneities in&#xD;
object representations and requirements for training or initial object position hints.&#xD;
Video annotation is the process of associating data with a video’s content. Associating data with a video has numerous applications, ranging from making large video archives or long videos searchable, to enabling discussion about and augmentation of the video’s content. Object tracking is presented as a valid approach to both automatic and manual video annotation, and the integration of the developed object tracking library into an existing video annotator, running on a tablet computer, is described. The challenges involved in designing an interface to support the association of video annotations with tracked objects in real-time are also discussed. In particular, we discuss our interaction approaches to handle moving object selection on live video, which we have called “Hold and Overlay” and “Hold and Speed Up”. In addition, the results of a set of preliminary tests are reported.
Description: Dissertação para obtenção do Grau de Mestre em&#xD;
Engenharia Informática</description>
    <dc:date>2012-01-01T00:00:00Z</dc:date>
  </item>
</rdf:RDF>

