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Bueno, Pedro, Tiago Cardoso, and Pedro Delgado. "Game Wizard." VideoJogos'2014. 2014. Abstract

Nowadays there is a clear increase of products or tailored solutions with the goal of better adept to the needs of
clients. In another context there is a wide growth of computers’ presence in the class rooms, in order to assist
the teacher to captivate and motivate the students using educational games. However not all teachers have the
advanced computer knowledge that would allow them to personalize games, which would benefit children by
providing tailored solutions to their specific needs. Having this problem into consideration it was designed/idealized a system that relies on a framework of game creation that allows a user with less informatics skills to create a game based on a model. Although there are many games of this type it would be useful and innovative for a teacher to be able to create a game that is personalized to the students’ needs and according to the skills that they wish to develop. This system consists in an interface where the user has to follow some established steps, in order to achieve a file containing all the game features, which is later imported to
a framework. That system allows the creation of different games, as long as these games come under the same game mechanics.

C
Camarinha-Matos, L. M., and T. Cardoso. "Selection of Partners for a Virtual Enterprise." Infrastructures for Virtual Enterprises: Networking Industrial Enterprises IFIP TC5 WG5. 3/PRODNET Working Conference on Infrastructures for Virtual Enterprises (PRO-VE’99) October 27–28, 1999, Porto, Portugal. Vol. 27. Springer, 1999. 259. Abstract

Electronic procurement of partners is an important functionality during the life cycle of a virtual enterprise. A prototype implementation, featuring selection based on both internal or Internet-based suppliers’ directories, is discussed. The generation of call for tenders and support for management of received bids is introduced and directions for contract negotiation and decision support system are discussed.

Camarinha-Matos, Luis, and Tiago Cardoso. "Virtual Enterprises teaching at UNL." (2003). Abstract

The introduction of new courses on virtual organizations at the engineering education level is an important element for the broad acceptance of this new paradigm. This article summarizes the experience with an initiative of teaching Virtual Enterprises / Virtual Organizations subjects to Electrical and Computer Engineering students. The course structure, both in its lecture and lab work components, is described. Finally, some lessons learned with two editions of this course are presented.

Camarinha-Matos, L. M., H. Afsarmanesh, and T. Cardoso. "Partners search and quality-related information exchange in a virtual." Global Production Management: IFIP WG5. 7 International Conference on Advances in Production Management Systems September 6–10, 1999, Berlin, Germany. Vol. 24. Springer, 1999. 76. Abstract

Partners search and selection is an important activity in the life cycle of a Virtual Enterprise. Among other factors, the commitment of the potential partners to fulfil quality requirements is a major decision criterion during the selection phase. An approach to search suppliers in suppliers’ directories available on Internet is presented and the major negotiation steps leading to an adequate selection of partners are introduced. The quality-related information management functionalities required in a virtual enterprise support platform are also discussed.

Camarinha-Matos, L. M., and T. Cardoso. "Education on Virtual Organizations: An experience at UNL." Virtual Enterprises and Collaborative Networks, Kluwer Academic Publishers. ISBN 1-4020-8138-3 (2004): 579-588. Abstract

The introduction of new courses on virtual organizations at the engineering education level is an important element for the broad acceptance of this new paradigm. This article summarizes the experience with an initiative of teaching Virtual Enterprises / Virtual Organizations subjects to Electrical and Computer Engineering students. The course structure, both in its lecture and lab work components, is described. Finally, some lessons learned with two editions of this course are presented.

Camarinha-Matos, Luis M., Hamideh Afsarmanesh, Ersin Cem Kaletas, and Tiago Cardoso. "Service federation in virtual organizations." Digital Enterprise Challenges. Springer, Boston, MA, 2001. 305-324. Abstract

The practical implantation of the concept of dynamic virtual enterprise is still far from expectations due to a number of factors such as the lack of appropriate interoperable infrastructures and tools, lack of common ontology, and the socio-organizational difficulties. However, the creation of industry clusters supported by advanced information and communication tools can meanwhile provide a basis for the rapid creation of dynamic virtual enterprises in response to the market opportunities. A federated service management approach is introduced in this context and its application to the tourism industry is discussed. Finally, the support for the aggregation of simpler services into value-added services, implemented by distributed business processes within different organizations, is presented.

Camarinha-Matos, L. M., H. Afsarmanesh, T. Cardoso, and E. Klen. "A reference curriculum for education in collaborative networks." Methods and Tools for Collaborative Networked Organizations. 2008. 491-511. Abstract

A proposal for a reference curriculum for teaching Collaborative Networks at university level is introduced. This curriculum is based on the experience of the authors in teaching and disseminating corresponding concepts in the context of several international projects as well as on the findings of a survey conducted worldwide. A set of teaching units and the corresponding content are introduced. Guidelines for the application of the curriculum are given. A set of experiments and projects are also suggested as a support for the accompanying hands-on lab work. Finally, one concrete experience of application of the proposed curriculum is described.

Cardoso, Tiago, and Luis M. Camarinha-Matos. "Pro-active asset entities in collaborative networks." Doctoral Conference on Computing, Electrical and Industrial Systems. Springer, Berlin, Heidelberg, 2010. 93-102. Abstract

In a Collaborative Network (CN) scenario it would be desirable that CN members could be able to start collaboration within their Virtual Organization Breeding Environments or Professional Virtual Communities in a short time-frame, whenever a new Business Opportunity appears.

As a contribution towards such dynamic scenario, this paper proposes the concepts of Assets Entity, Pro-Active Assets Entity and Integrated Market of Pro-Active Assets Entities. The first concept can be used to model attributes and all functional and intelligent content elements a CN member can provide (its Assets). The second is responsible for the representation and promotion of an Assets Entity. The later offers an adaptation of the market place concept where each Pro-Active Assets Entity registers itself, brokers post their needs and try to find the best providers, through a bidding and negotiation process.

Cardoso, Tiago Proactive Services Ecosystem Framework”. Universidade Nova de Lisboa. Lisboa, 2012. Abstractcardoso_2012.pdf

Collaborative-Networks (CN) have experienced a fast evolution in the last two decades. The
collaboration among independent entities or professionals supported by Information and
Communication Technology (ICT) has attracted the research community to establish the
conceptual basis for this scientific discipline. Service Orientation has been one of the key selected
paradigms for that conceptual basis. Nevertheless, the service concept itself does not have a
common understanding in the Business and ICT worlds. In the former, client satisfaction,
resources management and business process models are some example concerns, whilst the later
deals with interoperability, remote function calling or communication protocols.
If for example an enterprise provides some service, it may hire specialists to wrap such
service into web-services, expecting to reach worldwide potential new clients. In fact, nowadays
Web Services and Service Oriented Architectures (SOA) are the technological elements most
commonly used. However, these are passive elements in the sense they do not perform any action
towards pursuing business interests, which constitute a limiting factor from a business
perspective. Another approach for the above mentioned enterprise is to follow the Multi-Agent
Systems (MAS) approach, as the pro-activity is a keyword in such contexts. Nevertheless, as
MAS approaches are not so commonly used and not so robust yet, the worldwide potential set of
new clients is reduced; which also constitutes an inhibitor factor from the business perspective.
This dissertation proposes a Pro-Active Services Ecosystem Framework, gathering
inspiration from both the SOA and MAS research areas, trying to bridge the business and ICT
worlds through the base concepts for the creation of a Services’ Ecosystem where business
services are represented in a pro-active manner towards pursuing business interests, like finding
collaboration opportunities or improving the chances each CN member has to see its services
selected among competitors, for example. This work also includes a prototype system applied /
validated in the area of a Professional Virtual Community of Senior Professionals.

Cardoso, Tiago, L. M. Camarinha-Matos, and K. Menzel. "ICT support infrastructures and interoperability for VOs." Virtual Organisations Cluster - VOSTER WP4.4 (2003). Abstract

The design and development of a transparent, easy to use and affordable ICT infrastructure is a key pre-requisite for the effective large-scale implementation of the collaborative network organizations such as virtual organizations, professional virtual communities, e-science communities, etc. This chapter introduces an overview of the main classes of infrastructures required by different types of virtual organizations and summarizes the main approaches followed by a number of research projects in the area.

Cardoso, Tiago, and Luis M. Camarinha-Matos. "ProActive Service Entity Framework: Improving Service Selection Chances within Large Senior Professional Virtual Community Scenario." Doctoral Conference on Computing, Electrical and Industrial Systems. Springer, Berlin, Heidelberg, 2011. 21-29. Abstract

Within a Collaborative Business Ecosystem context, as the network evolves, the competition between members increases and, as a consequence, members face the challenge to improve the chances their services have to be selected. On the other hand, the distance between Business Services and “Computational Services” is still a bottleneck for the automation of service provision. This paper extends the Pro-Active Service Entity Framework, proposing a mechanism to improve the service selection chances, based on the refinement of a Quality of Service concept for this context, and introduces a new class of actors for the framework – the intermediaries, needed to shorten the distance between Business and Computational perspectives.

Cardoso, Tiago, Vitor Santos, Carolina Santos, and José Barata. "Transferência de Tecnologia para Causas Sociais através dos Vídeo Jogos." VideoJogos 2015. Coimbra-Portugal 2015. Abstract

A sociedade organizou-se para fazer frente a necessidades como o tratamento e acompanhamento de crianças ou jovens com Síndrome de Down, Surdez, Autismo, entre outras patologias. Como resultado, surgiram distintas organizações com o objetivo de lidar com estes casos, compostas por médicos, terapeutas, psicólogos, sociólogos e outros profissionais, mas excluindo profissionais dedicados ao desenvolvimento de novas tecnologias. Por outro lado, alunos finalistas de cursos tecnológicos desenvolvem normalmente um projeto tecnológico do início na disciplina final dos seus cursos - Projeto/Dissertação de fim de curso. Este artigo propõe um método para aplicar o esforço e entusiasmo de tais alunos às causas sociais mencionadas através do desenvolvimento de Jogos.

Cardoso, Tiago, and Luis M. Camarinha-Matos. "Pro-active service ecosystem framework." International Journal of Computer Integrated Manufacturing. 26 (2012): 1021-1041. Abstract

Service orientation is a main trend in the development of support infrastructures for collaborative networks, namely in the manufacturing sector. Nevertheless, a literature review still shows the lack of a common understanding of the service concept, namely when we compare the software and business perspectives. As a contribution towards the integration of these two perspectives, this article introduces a conceptual framework based on the notion of representation of services in an ambassador-like manner through the introduction of a proactiveness mechanism. An example scenario and results with a prototype implementation are also discussed.

Cardoso, Tiago, and Luis M. Camarinha-Matos. "Pro-Active Service Entity Framework for a Better Mapping between Business and Software." Working Conference on Virtual Enterprises. Springer, Berlin, Heidelberg, 2010. 451-460. Abstract

he service concept is widely used in distinct research and application areas. Particularly in Collaborative Networks, Service Orientation represents a main trend in the development of support platforms. Nevertheless, a literature review shows that it does not gather a common understanding, namely from the software and business perspectives. This paper proposes a conceptual framework aiming at contributing to make these two perspectives come closer, through a refinement of the Service concept itself and the usage of Pro-Activeness.

Cardoso, Tiago, Vitor Santos, Carolina Santos, and José Barata. "Games’ Social Tech Booster." SGames 2015 - 5th International Conference on Serious Games, Interaction and Simulation. 2015. Abstract

The society has organized itself towards facing existing social needs like the care for children with Down syndrome, Deafness or Autism Spectrum Disorders, among several other pathologies. As a result, several organizations emerged towards handling these issues, composed of doctors, therapists, psychologists, among other professionals, but excluding technology experts. On the other hand side, the finalist students from technology universities usually have a final course where they have to create a complete project from scratch. This article proposes a method for applying the effort and enthusiasm of such students in the above mentioned social causes through games’ development.

Cardoso, Tiago, João Delgado, and José Barata. "Hand gesture recognition towards enhancing accessibility." Procedia Computer Science. 67 (2015): 419-429. Abstract

Human-Computer-Interaction (HCI) is a key topic on the Accessibility area, namely in what concerns a Smart-City environment, where humans have to interact with artefacts spread all around one particular city. In the last decade HCI has experienced a significant evolution towards a desired fully natural user interface, for example in what concerns the ability to recognize a wide range of hand gestures in real-time. Some efforts have lately been made in the hardware sector in order to deploy sensors that may gather information about the human body movements, as detailed as possible. One example of this effort is the Kinect Sensor from Microsoft. Nevertheless, although these solutions provide a solution for the body movement, they lack on the details, namely the hands, given their small dimension compared to the body as a whole. In other words, the SDKs provided by the vendors of these devices usually lack on the needed details concerning hand movements that would be needed for an accurate hand gesture recognition implementation. This paper presents an extension to the Kinect SDK based on a contour analysis for the estimation of the hand position. This algorithms are then used to provide the creation of a gesture library that might be used afterwards.

Cardoso, Tiago, João Gameiro, João Rosas, and Yves Rybarczyk. "KINECT-SIGN: Teaching Sign Language to "Listeners" through a Game." nternational Summer Workshop on Multimodal Interfaces - Enterface 2013 Proceedings. Springer, 2014. Abstract

Sign language is the hearing impaired form of communicating with other people, including listeners. Most cases, impaired people have learned sign language form childhood. The problem arises when a listener comes in contact with an impaired person. For instances, if a couple has a child which is impaired, the parents find a challenge to learn the sign language. In this article, a new playful approach to assist the listeners to learn sign language is proposed. This proposal is a serious game composed of two modes: School-mode and Competition-mode. The first offers a virtual school where the user learns to sign letters and the second offers an environment towards applying the learned letters. Behind the scenes, the proposal contains a sign language recognition system, based on three modules: 1 – the standardization of the Kinect depth camera data; 2 – a gesture library relying on the standardized data; and 3 – the real-time recognition of gestures. A prototype was developed – Kinect-Sign – and tested in a Portuguese Sign-Language school and on eNTERFACE’13 resulting in a joyful acceptance of the approach.

Cardoso, Tiago, João Sousa, and José Barata. "Digital Games Development Model." EAI Endorsed Transactions on Serious Games. 4.12 (2017): e2. Abstract

Nowadays technology follows us everywhere. However, it is often overlooked when dealing with social issues, despite how easily it might improve the life of countless handicapped individuals. In other words, small pieces of software, under the form of games, can help the individual remain focus and go through treatments and therapies effortlessly. But game development is tricky because simply adopting a software development approach is not enough, as it assumes that games as a software can be developed through the commonly used systematic processes, yet these do have specific requirements. This paper proposes a new game development model to successfully deliver a quality serious game, towards social causes, bearing in mind the specific aspects both from games as a special kind of software and from the target players introducing a therapeutic/clinical perspective in the games development model.

Cardoso, Tiago, and Luis M. Camarinha-Matos. "Pro-activity in collaborative service ecosystems." Working Conference on Virtual Enterprises. Springer, Berlin, Heidelberg, 2011. 377-387. Abstract

Service Orientation has been an extensively used approach to model the services Collaborative Networks' (CN) members are willing to provide to customers. The evolution of this paradigm has followed an improvement path since its early forms. Nevertheless bottlenecks still exist, namely in what concerns: 1) a gap between the business and the information and communication technology perspectives; 2) an adequate Quality of Service (QoS) assessment mechanism for the CN context. As a contribution to these issues, this paper proposes: 1) the creation of a collaborative Service Ecosystem, introducing pro-activeness elements towards an auto-initiative representation of CN member's services; 2) the introduction of a QoS mechanism needed to facilitate the assessment of services in a CN context.

D
Delgado, João, Tiago Cardoso, and Pedro Mota. "Depth Based Hand Shape Recognition using Contour Analisys." VideoJogos'2014. 2014. Abstract

— Human-Computer Interaction (HCI) faces a great challenges in what concerns the creation of a fully natural interface that is able to recognize a wide range of hand gestures in real-time. Lately efforts have been made by the research community catalyzed by the wide appearance of depth sensors such as the one from the Microsoft Kinect sensor. Nevertheless the available solutions struggle to robustly recognize hand gestures since, compared with the rest of the body, the hand is a small region with many joints, difficult to recognize and ultimately track. This paper proposes a hand shape recognition method that takes advantage of the depth sensor and the joint tracking ability of Microsoft Kinect sensor. The proposed method relies on the analysis of the hand contour or outline and compares it with previously stored templates achieving a good recognition ratio and proving it eligible
for real-time scenarios.

F
Franco, José, Fátima Trindade, Sandra Silva, Miguel Palha, and Tiago Cardoso. "“No Reino dos Fonemas” jogo sério para a aprendizagem da leitura." (2015). Abstract

Neste artigo é apresentado um jogo sério que visa auxiliar a iniciação da aprendizagem do Princípio Alfabético
(discriminação auditiva dos sons das vogais) em crianças com dificuldades na aprendizagem (em particular
com alterações na consciência fonológica). Para isso são estudados vários motores de jogo e o conceito de elearning. São mostrados os vários cenários do jogo bem como as suas funcionalidades e propósitos. Este jogo
foi criado para capacitar instituições de apoio a crianças com perturbações do neurodesenvolvimento.

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Galveia, Bruno, Tiago Cardoso, Vitor Santor, and Yves Rybarczyk. "Towards the creation of a gesture library." EAI Endorsed Transactions on Creative Technologies. 2 (2015): 1-8. Abstract

The evolution of technology has risen new possibilities in the so called Natural User Interfaces research area. Among distinct initiatives, several researchers are working with the existing sensors towards improving the support to gesture languages. This article tackles the recognition of gestures, using the Kinect sensor, in order to create a gesture library and support the gesture recognition processes afterwards.

Gameiro, João, Tiago Cardoso, and Yves Rybarczyk. "Kinect-sign: teaching sign language to “listeners” through a game." Conference on Electronics, Telecomunications and Computers - CETC . Lisbon, Portugal, 2013. 141-159. Abstract

The sign language is widely used by deaf people around the globe. As the spoken languages, several sign languages do exist. The way sign language is learned by deaf people may have some details to be improved, but one can state that the existing learning mechanisms are effective when we talk about a deaf child, for example. The problem arises for the non-deaf persons that communicate with the deaf persons – the so-called listeners. If, for example, one couple has a new child that turns to be deaf, these two persons find a challenge to learn the sign language. In one hand, they cannot stop their working life, especially because of this sad news turns to be more costly, on the other hand, the existing mechanisms target the deaf-persons and are not prepared for the listeners. This paper proposes a new playful approach to help these listeners to learn the sign language. The proposal is a serious game composed of two modes: School-mode and Competition-mode. The first provides a school-like environment where the user learns the letter-signs and the second provides the user an environment used towards testing the learned skills. Behind the scenes, the proposal is based on two phases: 1 – the creation of a gestures library, relying on the Kinect depth camera; and 2 – the real-time recognition of gestures, by comparing what the depth camera information to the existing gestures previously stored in the library. A prototype system, supporting only the Portuguese sign language alphabet, was developed – the Kinect-Sign – and tested in a Portuguese Sign-Language school resulting in a joyful acceptance of the approach.

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Klen, Edmilson, Tiago Cardoso, and L. M. Camarinha-Matos. "Teaching Initiatives on Collaborative Networked Organizations." Proceedings of 38th CIRP-International Seminar on Manufacturing Systems. 2005. 16-18. Abstract

The technological evolution brought the society to a networked reality. New organizational forms are being created, towards a better response to market opportunities, both in terms of time-to-market and added-value creation. In this context the Collaborative Networked Organizations (CNO) paradigm appears as a good organizational form to attend market needs. To avoid the conventional barriers in the implementation of this new organizational form, education and training are very important activities, already building an international consensus. This paper surveys current work on teaching initiatives in the CNO area around the world.