Benjamim Fonseca

Prof. Dr. Benjamim Fonseca

School of Science and Technology, University of Trás-os-Montes e Alto Douro, Vila Real, Portugal
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Research Focus & Metrics

Academic Career Length

25Years (2002-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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8 June 2011 in British Journal of Educational Technology
Verified
Journal Article
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MEMaria Micaela Esteves
Maria Micaela Esteves
Benjamim FonsecaBenjamim Fonseca
Benjamim Fonseca
Leonel MorgadoLeonel Morgado
Leonel Morgado
PMPaulo Nogueira Martins
Paulo Nogueira Martins

4 November 2017 in Scientometrics
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Journal Article
Closed access
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Antonio CorreiaAntonio Correia
Antonio Correia
Hugo ParedesHugo Paredes
Hugo Paredes
Benjamim FonsecaBenjamim Fonseca
Benjamim Fonseca

21 March 2019
Verified
Book Chapter
Closed access
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Bruno CunhaBruno Cunha
Bruno Cunha
Ana Maria MadureiraAna Maria Madureira
Ana Maria Madureira
Benjamim FonsecaBenjamim Fonseca
Benjamim Fonseca
DCDuarte Coelho
Duarte Coelho

5 August 2016 in Behaviour & Information Technology
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Journal Article
Closed access
LFLuís Miguel Alves Fernandes
Luís Miguel Alves Fernandes
GMGonçalo Alexandre Cruz Conde de Matos
Gonçalo Alexandre Cruz Conde de Matos
DADiogo Azevedo
Diogo Azevedo
Ricardo Rodrigues NunesRicardo Rodrigues Nunes
Ricardo Rodrigues Nunes
Hugo ParedesHugo Paredes
Hugo Paredes
BCBernardo Cardoso
Bernardo Cardoso
Gestural interaction devices emerged and originated various studies on multimodal human–computer interaction to improve user experience (UX). However, there is a knowledge gap regarding the use of these devices to enhance learning. We present an exploratory study which analysed the UX with a multimodal immersive videogame prototype, based on a Portuguese historical/cultural episode. Evaluation tests took place in high school environments and public videogaming events. Two users would be present simultaneously in the same virtual reality (VR) environment: one as the helmsman aboard Vasco da Gama’s fifteenth-century Portuguese ship and the other as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a VR headset to explore the environment, whereas the giant player used body motion to control the giant, and observed results on a screen, with no headset. This allowed a preliminary characterisation of UX, identifying challenges and potential use of these devices in multi-user virtual learning contexts. We also discuss the combined use of such devices, towards future development of similar systems, and its implications on learning improvement through multimodal human–computer interaction.

1 January 2014 in Procedia Technology
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Journal Article
Open access
Fernando CassolaFernando Cassola
Fernando Cassola
Leonel MorgadoLeonel Morgado
Leonel Morgado
FCFausto de Carvalho
Fausto de Carvalho
Hugo ParedesHugo Paredes
Hugo Paredes
Benjamim FonsecaBenjamim Fonseca
Benjamim Fonseca
PMPaulo Nogueira Martins
Paulo Nogueira Martins

8 February 2023 in Applied Sciences
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Journal Article
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Antonio CorreiaAntonio Correia
Antonio Correia
AGAndrea Grover
Andrea Grover
Daniel SchneiderDaniel Schneider
Daniel Schneider
APAna Paula Pimentel
Ana Paula Pimentel
RCRamon Chaves
Ramon Chaves
Benjamim FonsecaBenjamim Fonseca
Benjamim Fonseca
With the widespread availability and pervasiveness of artificial intelligence (AI) in many application areas across the globe, the role of crowdsourcing has seen an upsurge in terms of importance for scaling up data-driven algorithms in rapid cycles through a relatively low-cost distributed workforce or even on a volunteer basis. However, there is a lack of systematic and empirical examination of the interplay among the processes and activities combining crowd-machine hybrid interaction. To uncover the enduring aspects characterizing the human-centered AI design space when involving ensembles of crowds and algorithms and their symbiotic relations and requirements, a Computer-Supported Cooperative Work (CSCW) lens strongly rooted in the taxonomic tradition of conceptual scheme development is taken with the aim of aggregating and characterizing some of the main component entities in the burgeoning domain of hybrid crowd-AI centered systems. The goal of this article is thus to propose a theoretically grounded and empirically validated analytical framework for the study of crowd-machine interaction and its environment. Based on a scoping review and several cross-sectional analyses of research studies comprising hybrid forms of human interaction with AI systems and applications at a crowd scale, the available literature was distilled and incorporated into a unifying framework comprised of taxonomic units distributed across integration dimensions that range from the original time and space axes in which every collaborative activity take place to the main attributes that constitute a hybrid intelligence architecture. The upshot is that when turning to the challenges that are inherent in tasks requiring massive participation, novel properties can be obtained for a set of potential scenarios that go beyond the single experience of a human interacting with the technology to comprise a vast set of massive machine-crowd interactions.