10 Search Results for "Araújo, Cristiana"


Document
Romaria De Nª Srª D'Agonia: Building a Digital Repository and a Virtual Museum

Authors: Sara Cristina Freitas Queirós, Cristiana Araújo, and Pedro Rangel Henriques

Published in: OASIcs, Volume 113, 12th Symposium on Languages, Applications and Technologies (SLATE 2023)


Abstract
Romarias are Christian pilgrimages that occur in order to celebrate a specific saint. Romaria de Nª Srª d'Agonia (RNS Agonia, for short) occurs aimed at celebrating Nossa Senhora da Agonia, patron of all Fishermen, at Viana do Castelo, Portugal. RNS Agonia is a very old event that surely belongs to the Minho’s Cultural Heritage. There are many written documents, of various types, that describe the event; so, their digital preservation is mandatory. However, digital preservation is not restricted to a database of digital images obtained by scanning the documents. In this paper we are concerned with digital repositories of XML-based annotated documents from which we can extract automatically data to build a virtual museum that helps on disseminating information about RNS Agonia. Such a Web resource is crucial to support people wishing to know more about that pilgrimage, and also as a booster for tourism. The paper describes the different stages of this project, including the documents annotation process, data extraction mechanisms, the creation of a triple storage to archive the knowledge built from the sources analyzed, and the virtual museum implementation. The methodological approach devised for the project under discussion is based on the creation of an ontology that describes the RNS Agonia domain completely. The idea is to define the XML dialect, to be used in the annotation, from the ontology. Moreover the ontology will also lead the definition of the triple store used to set up the knowledge base that feeds the museum.

Cite as

Sara Cristina Freitas Queirós, Cristiana Araújo, and Pedro Rangel Henriques. Romaria De Nª Srª D'Agonia: Building a Digital Repository and a Virtual Museum. In 12th Symposium on Languages, Applications and Technologies (SLATE 2023). Open Access Series in Informatics (OASIcs), Volume 113, pp. 16:1-16:16, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2023)


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@InProceedings{queiros_et_al:OASIcs.SLATE.2023.16,
  author =	{Queir\'{o}s, Sara Cristina Freitas and Ara\'{u}jo, Cristiana and Henriques, Pedro Rangel},
  title =	{{Romaria De Nª Srª D'Agonia: Building a Digital Repository and a Virtual Museum}},
  booktitle =	{12th Symposium on Languages, Applications and Technologies (SLATE 2023)},
  pages =	{16:1--16:16},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-291-4},
  ISSN =	{2190-6807},
  year =	{2023},
  volume =	{113},
  editor =	{Sim\~{o}es, Alberto and Ber\'{o}n, Mario Marcelo and Portela, Filipe},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/OASIcs.SLATE.2023.16},
  URN =		{urn:nbn:de:0030-drops-185306},
  doi =		{10.4230/OASIcs.SLATE.2023.16},
  annote =	{Keywords: Ontology, XML, Romaria, Pilgrimage, Digital Knowledge Repository, Triple Storage Database, Virtual Museum}
}
Document
The Visual Programming Environment ROBI for Educational Robotics

Authors: Gustavo Galvão, Alvaro Costa Neto, Cristiana Araújo, and Pedro Rangel Henriques

Published in: OASIcs, Volume 104, 11th Symposium on Languages, Applications and Technologies (SLATE 2022)


Abstract
This paper presents the outcomes of a research project focused on the training of Computational Thinking, resorting to a block-based visual programming language created to program an Arduino Uno based robot. To support the design and implementation of the visual programming environment Robi, we start discussing the relevance of Educational Robotics to motivate and engage children in programming activities. Students usually face great difficulties to learn computer programming and it is nowadays accepted that young people shall be trained in Computational Thinking to acquire the skills necessary to easily solve problems within and beyond the realm of Computer Science and Engineering. The resolution of obstacles imposed by the costs and reduced availability of typical Educational Robotics kits, in combination with the benefits of existing block-based programming languages, like simplicity and intuitiveness, motivated the project here reported and analyzed. We aim at showing that Robi, a visual block-based programming language and robot programming environment, provides an easy, accessible and intuitive platform to learn how to solve problems programming a computer and support the training of Computational Thinking.

Cite as

Gustavo Galvão, Alvaro Costa Neto, Cristiana Araújo, and Pedro Rangel Henriques. The Visual Programming Environment ROBI for Educational Robotics. In 11th Symposium on Languages, Applications and Technologies (SLATE 2022). Open Access Series in Informatics (OASIcs), Volume 104, pp. 14:1-14:15, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2022)


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@InProceedings{galvao_et_al:OASIcs.SLATE.2022.14,
  author =	{Galv\~{a}o, Gustavo and Costa Neto, Alvaro and Ara\'{u}jo, Cristiana and Rangel Henriques, Pedro},
  title =	{{The Visual Programming Environment ROBI for Educational Robotics}},
  booktitle =	{11th Symposium on Languages, Applications and Technologies (SLATE 2022)},
  pages =	{14:1--14:15},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-245-7},
  ISSN =	{2190-6807},
  year =	{2022},
  volume =	{104},
  editor =	{Cordeiro, Jo\~{a}o and Pereira, Maria Jo\~{a}o and Rodrigues, Nuno F. and Pais, Sebasti\~{a}o},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/OASIcs.SLATE.2022.14},
  URN =		{urn:nbn:de:0030-drops-167600},
  doi =		{10.4230/OASIcs.SLATE.2022.14},
  annote =	{Keywords: Programming Languages, Visual Languages, Computer Programming, Educational Robotics}
}
Document
Value-Focused Investigation into Programming Languages Affinity

Authors: Alvaro Costa Neto, Cristiana Araújo, Maria João Varanda Pereira, and Pedro Rangel Henriques

Published in: OASIcs, Volume 102, Third International Computer Programming Education Conference (ICPEC 2022)


Abstract
The search for better techniques to teach computer programming is paramount in order to improve the students' learning experiences. Several approaches have been proposed throughout the years, usually through technical solutions such as evaluation systems, digital classrooms, interactive lessons and so on. Personal factors, such as affinity, have been largely unexplored due to their qualitative and abstract nature. The results of a preliminary survey on how and why affinity is created between programmers and their favorite languages, conducted on a master’s degree class at Universidade do Minho, showed unexpected results as to which languages became favorites and the possible reasons for the students' choices. Aiming at further exploration on this topic and continuation of this research, the Value-Focused Thinking method was applied in order to construct a more complex, in-depth survey. This value-oriented method kept focus under control and even raised a handful of opportunities to improve the research as a whole. This paper describes the Value-Focused Thinking method and how it was applied to construct a new and deeper computer programming education survey to understand affinity with languages.

Cite as

Alvaro Costa Neto, Cristiana Araújo, Maria João Varanda Pereira, and Pedro Rangel Henriques. Value-Focused Investigation into Programming Languages Affinity. In Third International Computer Programming Education Conference (ICPEC 2022). Open Access Series in Informatics (OASIcs), Volume 102, pp. 1:1-1:12, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2022)


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@InProceedings{costaneto_et_al:OASIcs.ICPEC.2022.1,
  author =	{Costa Neto, Alvaro and Ara\'{u}jo, Cristiana and Pereira, Maria Jo\~{a}o Varanda and Henriques, Pedro Rangel},
  title =	{{Value-Focused Investigation into Programming Languages Affinity}},
  booktitle =	{Third International Computer Programming Education Conference (ICPEC 2022)},
  pages =	{1:1--1:12},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-229-7},
  ISSN =	{2190-6807},
  year =	{2022},
  volume =	{102},
  editor =	{Sim\~{o}es, Alberto and Silva, Jo\~{a}o Carlos},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/OASIcs.ICPEC.2022.1},
  URN =		{urn:nbn:de:0030-drops-166051},
  doi =		{10.4230/OASIcs.ICPEC.2022.1},
  annote =	{Keywords: Computer Programming, Programming Languages, Affinity, Education, Learning, Value-Focused Thinking}
}
Document
NetLangEd, A Web Editor to Support Online Comment Annotation

Authors: Rui Rodrigues, Cristiana Araújo, and Pedro Rangel Henriques

Published in: OASIcs, Volume 94, 10th Symposium on Languages, Applications and Technologies (SLATE 2021)


Abstract
This paper focuses on the scientific areas of Digital Humanities, Social Networks and Inappropriate Social Discourse. The main objective of this research project is the development of an editor that allows researchers in the human and social sciences or psychologists to add their reflections or ideas out coming from reading and analyzing posts and comments of an online corpus . In the present context, the editor is being integrated with the analysis tools available in the NetLang platform. NetLangEd, in addition to allowing the three basic operations of adding, editing and removing annotations, will also offer mechanisms to manage, organize, view and locate annotations, all of which will be performed in an easy, fast and user-friendly way.

Cite as

Rui Rodrigues, Cristiana Araújo, and Pedro Rangel Henriques. NetLangEd, A Web Editor to Support Online Comment Annotation. In 10th Symposium on Languages, Applications and Technologies (SLATE 2021). Open Access Series in Informatics (OASIcs), Volume 94, pp. 15:1-15:16, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2021)


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@InProceedings{rodrigues_et_al:OASIcs.SLATE.2021.15,
  author =	{Rodrigues, Rui and Ara\'{u}jo, Cristiana and Henriques, Pedro Rangel},
  title =	{{NetLangEd, A Web Editor to Support Online Comment Annotation}},
  booktitle =	{10th Symposium on Languages, Applications and Technologies (SLATE 2021)},
  pages =	{15:1--15:16},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-202-0},
  ISSN =	{2190-6807},
  year =	{2021},
  volume =	{94},
  editor =	{Queir\'{o}s, Ricardo and Pinto, M\'{a}rio and Sim\~{o}es, Alberto and Portela, Filipe and Pereira, Maria Jo\~{a}o},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/OASIcs.SLATE.2021.15},
  URN =		{urn:nbn:de:0030-drops-144325},
  doi =		{10.4230/OASIcs.SLATE.2021.15},
  annote =	{Keywords: Online Annotation tool, Document Markup System, Text Editor, Discourse Analysis}
}
Document
Programmers' Affinity to Languages

Authors: Alvaro Costa Neto, Cristiana Araújo, Maria João Varanda Pereira, and Pedro Rangel Henriques

Published in: OASIcs, Volume 91, Second International Computer Programming Education Conference (ICPEC 2021)


Abstract
Students face several challenges when learning computer programming languages, a central topic to acquire programming skills. While those challenges that present a predominantly technical nature have been intensely studied by researchers along the years, the ones that are concerned with qualitative, and personal aspects have not. Affinity to a programming language is one of the many personal factors that may contribute to surpass these qualitative aspects that describe the difficulties that students face. From this point-of-view, this paper presents a proposal for treating and studying programmers' affinity to programming languages as an important factor for learning computer programming. It also reports a preliminary questionnaire conducted on a master’s degree class at Universidade do Minho that showed that affinity may have a broader relation to learning computer programming than anticipated. Finally, a set of relevant questions are stated to compose a future inquiry aimed at deepening the knowledge on the affinity between programmers and languages, paving the way for following research.

Cite as

Alvaro Costa Neto, Cristiana Araújo, Maria João Varanda Pereira, and Pedro Rangel Henriques. Programmers' Affinity to Languages. In Second International Computer Programming Education Conference (ICPEC 2021). Open Access Series in Informatics (OASIcs), Volume 91, pp. 3:1-3:7, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2021)


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@InProceedings{costaneto_et_al:OASIcs.ICPEC.2021.3,
  author =	{Costa Neto, Alvaro and Ara\'{u}jo, Cristiana and Pereira, Maria Jo\~{a}o Varanda and Henriques, Pedro Rangel},
  title =	{{Programmers' Affinity to Languages}},
  booktitle =	{Second International Computer Programming Education Conference (ICPEC 2021)},
  pages =	{3:1--3:7},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-194-8},
  ISSN =	{2190-6807},
  year =	{2021},
  volume =	{91},
  editor =	{Henriques, Pedro Rangel and Portela, Filipe and Queir\'{o}s, Ricardo and Sim\~{o}es, Alberto},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/OASIcs.ICPEC.2021.3},
  URN =		{urn:nbn:de:0030-drops-142192},
  doi =		{10.4230/OASIcs.ICPEC.2021.3},
  annote =	{Keywords: Computer programming, Programming Languages, Affinity, Education, Learning}
}
Document
Melodic - Teaching Computational Thinking to Visually Impaired Kids

Authors: Rui Costa, Cristiana Araújo, and Pedro Rangel Henriques

Published in: OASIcs, Volume 91, Second International Computer Programming Education Conference (ICPEC 2021)


Abstract
This paper presents a proposal, called Melodic, to develop Computational Thinking skills in kids with special educational needs, in this case blindness. The aim of this research is to characterize the subject and identify what are the current most used and best practises to teach this different way of Thinking to kids under those circumstances. In this paper more technical aspects are discussed, such as the architecture for the proposed application in order to accomplish the project goals. Melodic was carefully designed to have an intuitive interface for blind people and a seamless workflow, combining tactile hardware, and QR Code technology with a sound based output.

Cite as

Rui Costa, Cristiana Araújo, and Pedro Rangel Henriques. Melodic - Teaching Computational Thinking to Visually Impaired Kids. In Second International Computer Programming Education Conference (ICPEC 2021). Open Access Series in Informatics (OASIcs), Volume 91, pp. 4:1-4:14, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2021)


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@InProceedings{costa_et_al:OASIcs.ICPEC.2021.4,
  author =	{Costa, Rui and Ara\'{u}jo, Cristiana and Henriques, Pedro Rangel},
  title =	{{Melodic - Teaching Computational Thinking to Visually Impaired Kids}},
  booktitle =	{Second International Computer Programming Education Conference (ICPEC 2021)},
  pages =	{4:1--4:14},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-194-8},
  ISSN =	{2190-6807},
  year =	{2021},
  volume =	{91},
  editor =	{Henriques, Pedro Rangel and Portela, Filipe and Queir\'{o}s, Ricardo and Sim\~{o}es, Alberto},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/OASIcs.ICPEC.2021.4},
  URN =		{urn:nbn:de:0030-drops-142205},
  doi =		{10.4230/OASIcs.ICPEC.2021.4},
  annote =	{Keywords: Computational Thinking, Visual Impaired Students Education, Teaching through Music, Learning Resource}
}
Document
Short Paper
SHREWS: A Game with Augmented Reality for Training Computational Thinking (Short Paper)

Authors: Francisco Saraiva, Lázaro V. O. Lima, Cristiana Araújo, Luis Gonzaga Magalhães, and Pedro Rangel Henriques

Published in: OASIcs, Volume 91, Second International Computer Programming Education Conference (ICPEC 2021)


Abstract
This paper proposes a game to help young students training Computational Thinking (CT) skills to aid in solving problems. CT is a problem-solving approach based on picking a complex problem, understand what the problem is, and develop solutions in a way that a computer or human could solve. To help in this task, Augmented Reality(AR) will provide a more engaging visual way of interaction to keep students motivated while they search for solving problems. This benefit is a consequence of the AR capability of providing a visual and dynamic representation of abstract concepts. This work investigates AR and CT concepts and the best way of combining them for training student’s skills to understand software and its effects. Thus, these concepts will be explored for the construction of learning activities to explain and create analogies to understand complex concepts related to computer programs. So the focus of the paper is the introduction of Shrews, the game created in this context. The principle and the proposed architecture are detailed. At the end, there is a description of how the game works and the current state of the prototype. We believe that the immersive experience using AR and CT concepts is one of the important aspects of the game to maintain a motivational approach to students. An exploratory prototype is created to explore the topic of teaching CT skills via playing a video game.

Cite as

Francisco Saraiva, Lázaro V. O. Lima, Cristiana Araújo, Luis Gonzaga Magalhães, and Pedro Rangel Henriques. SHREWS: A Game with Augmented Reality for Training Computational Thinking (Short Paper). In Second International Computer Programming Education Conference (ICPEC 2021). Open Access Series in Informatics (OASIcs), Volume 91, pp. 14:1-14:10, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2021)


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@InProceedings{saraiva_et_al:OASIcs.ICPEC.2021.14,
  author =	{Saraiva, Francisco and Lima, L\'{a}zaro V. O. and Ara\'{u}jo, Cristiana and Magalh\~{a}es, Luis Gonzaga and Henriques, Pedro Rangel},
  title =	{{SHREWS: A Game with Augmented Reality for Training Computational Thinking}},
  booktitle =	{Second International Computer Programming Education Conference (ICPEC 2021)},
  pages =	{14:1--14:10},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-194-8},
  ISSN =	{2190-6807},
  year =	{2021},
  volume =	{91},
  editor =	{Henriques, Pedro Rangel and Portela, Filipe and Queir\'{o}s, Ricardo and Sim\~{o}es, Alberto},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/OASIcs.ICPEC.2021.14},
  URN =		{urn:nbn:de:0030-drops-142309},
  doi =		{10.4230/OASIcs.ICPEC.2021.14},
  annote =	{Keywords: Augmented Reality, Computational Thinking, Learning Activity, Game}
}
Document
Learning Resources with Augmented Reality

Authors: Lázaro V. O. Lima, Cristiana Araújo, Luis Gonzaga Magalhães, and Pedro R. Henriques

Published in: OASIcs, Volume 81, First International Computer Programming Education Conference (ICPEC 2020)


Abstract
Preparing teachers and students for a connected and programmed world depends on how we develop and reinvent teaching tools. The society has realized and is absorbing Computational Thinking and its related skills. The pragmatics shows that a person only acquires a new way of thinking or a new way of behaving if he is trained with the appropriate devices. Computational Thinking should be training from an early age to acquire important skills; in that way, the interpretation and design of algorithms/programs will become much easier. However, the development of Computational Thinking requires the creation and use of appropriate Learning Resources (LR). We will discuss how an ontology can be used to specify what is involved in Computer Programming and how these concepts and Computational Thinking concepts are related. We believe that this formal description will guide the choice of convenient LR. In that context, we intend to investigate the impact of Augmented Reality on them. After presenting the ontological approach, the paper will focus on the process of shaping Computational Thinking through Augmented Reality. We aim at creating AR-based LR prototypes to validate the idea we present here. We are convinced that an attractive way to improve fundamental skills is necessary to practice and use these tools with young students, but LRs must be attractive, motivating and effective.

Cite as

Lázaro V. O. Lima, Cristiana Araújo, Luis Gonzaga Magalhães, and Pedro R. Henriques. Learning Resources with Augmented Reality. In First International Computer Programming Education Conference (ICPEC 2020). Open Access Series in Informatics (OASIcs), Volume 81, pp. 15:1-15:8, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2020)


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@InProceedings{lima_et_al:OASIcs.ICPEC.2020.15,
  author =	{Lima, L\'{a}zaro V. O. and Ara\'{u}jo, Cristiana and Magalh\~{a}es, Luis Gonzaga and Henriques, Pedro R.},
  title =	{{Learning Resources with Augmented Reality}},
  booktitle =	{First International Computer Programming Education Conference (ICPEC 2020)},
  pages =	{15:1--15:8},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-153-5},
  ISSN =	{2190-6807},
  year =	{2020},
  volume =	{81},
  editor =	{Queir\'{o}s, Ricardo and Portela, Filipe and Pinto, M\'{a}rio and Sim\~{o}es, Alberto},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/OASIcs.ICPEC.2020.15},
  URN =		{urn:nbn:de:0030-drops-123028},
  doi =		{10.4230/OASIcs.ICPEC.2020.15},
  annote =	{Keywords: Computational Thinking, Learning Resource, Augmented Reality, Teacher Support Tools}
}
Document
Improving Game-Based Learning Experience Through Game Appropriation

Authors: Salete Teixeira, Diana Barbosa, Cristiana Araújo, and Pedro R. Henriques

Published in: OASIcs, Volume 81, First International Computer Programming Education Conference (ICPEC 2020)


Abstract
Computational Thinking is an essential concept in this technological age. Several countries have included this subject as part of their educational program, and many others intend to do it. However, this is not a regular subject like maths or history; it needs more training (to increase the capabilities/skills) than studying and memorizing concepts. So it comes clear that the introduction of Computational Thinking to students requires the choice of the most suitable learning resources. Game-Based Learning was proven to be an effective teaching method. Therefore, we elected games as our learning resources. Nonetheless, we believe that the learning experience and motivation of students when playing games can be improved by choosing the most suitable game for each student. So, this paper focuses on the adaptation of Game-Based Learning to each student to develop Computational Thinking. We will argue that this adaptation can be done in a computer supported systematic way. To make that possible, on one hand, it will be necessary to classify games - an original ontology was used for that. On the other hand, it is crucial to establish the students' profile, having into consideration sociodemographic factors, personality, level of education, among others. Then, resorting to a similarity evaluation process it is feasible to choose the games that best fit the players, augmenting the effectiveness of the learning experience. We intend to start applying our approach - training Computational Thinking - to young students, since the first scholar years. However, we are also considering its application to adults starting programming studies.

Cite as

Salete Teixeira, Diana Barbosa, Cristiana Araújo, and Pedro R. Henriques. Improving Game-Based Learning Experience Through Game Appropriation. In First International Computer Programming Education Conference (ICPEC 2020). Open Access Series in Informatics (OASIcs), Volume 81, pp. 27:1-27:10, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2020)


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@InProceedings{teixeira_et_al:OASIcs.ICPEC.2020.27,
  author =	{Teixeira, Salete and Barbosa, Diana and Ara\'{u}jo, Cristiana and Henriques, Pedro R.},
  title =	{{Improving Game-Based Learning Experience Through Game Appropriation}},
  booktitle =	{First International Computer Programming Education Conference (ICPEC 2020)},
  pages =	{27:1--27:10},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-153-5},
  ISSN =	{2190-6807},
  year =	{2020},
  volume =	{81},
  editor =	{Queir\'{o}s, Ricardo and Portela, Filipe and Pinto, M\'{a}rio and Sim\~{o}es, Alberto},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/OASIcs.ICPEC.2020.27},
  URN =		{urn:nbn:de:0030-drops-123144},
  doi =		{10.4230/OASIcs.ICPEC.2020.27},
  annote =	{Keywords: Computational Thinking, Computing Education, Game-Based Learning, Game Types, Ontology, Student Profile, Adult Learning}
}
Document
Digital Collection Creator, Visualizer and Explorer

Authors: Luís F. Martins, Cristiana Araújo, and Pedro Rangel Henriques

Published in: OASIcs, Volume 74, 8th Symposium on Languages, Applications and Technologies (SLATE 2019)


Abstract
In this paper we introduce and discuss a recent project, called CortaColaEspia, aimed at extending with some extra relevant features the 'Ontology-based Collection Processor' developed previously in the context of a Compilers course. The basic processor, based on the OntoDL tool, was able to read the ontological description of a small collection of objects (cards, pencils, toys, etc.) and produce automatically a web-based exhibition space to display the objects, providing a conceptual navigation through them. The extension under discussion is intended to create a new DSL to describe the details of the exhibition room organization (what concepts and relations to show; where and how to show them; etc.). A second objective consists of a new module to merge two collections, or to enrich a collection with extra information about the collected objects. The last requirement is the incorporation of a natural language processor to analyze the objects' captions or short inscriptions in order to extract information that can create knowledge about a specific domain, a society or an epoch.

Cite as

Luís F. Martins, Cristiana Araújo, and Pedro Rangel Henriques. Digital Collection Creator, Visualizer and Explorer. In 8th Symposium on Languages, Applications and Technologies (SLATE 2019). Open Access Series in Informatics (OASIcs), Volume 74, pp. 15:1-15:8, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2019)


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@InProceedings{martins_et_al:OASIcs.SLATE.2019.15,
  author =	{Martins, Lu{\'\i}s F. and Ara\'{u}jo, Cristiana and Henriques, Pedro Rangel},
  title =	{{Digital Collection Creator, Visualizer and Explorer}},
  booktitle =	{8th Symposium on Languages, Applications and Technologies (SLATE 2019)},
  pages =	{15:1--15:8},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-114-6},
  ISSN =	{2190-6807},
  year =	{2019},
  volume =	{74},
  editor =	{Rodrigues, Ricardo and Janou\v{s}ek, Jan and Ferreira, Lu{\'\i}s and Coheur, Lu{\'\i}sa and Batista, Fernando and Gon\c{c}alo Oliveira, Hugo},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/OASIcs.SLATE.2019.15},
  URN =		{urn:nbn:de:0030-drops-108829},
  doi =		{10.4230/OASIcs.SLATE.2019.15},
  annote =	{Keywords: Digital Collections, Ontology, DSL, Program Generation}
}
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