Fábio Matoseiro Dinis

Mr. Fábio Matoseiro Dinis

orcid

Research Focus & Metrics

Academic Career Length

10Years (2017-Present)

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

Representative Publications

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24 December 2019 in Archives of Computational Methods in Engineering
Verified
Journal Article
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ASAdeeb Sidani
Adeeb Sidani
FDFábio Matoseiro Dinis
Fábio Matoseiro Dinis
LSLuis Sanhudo
Luis Sanhudo
JDJoana Duarte
Joana Duarte
João Santos BaptistaJoão Santos Baptista
João Santos Baptista
ASAlfredo Soeiro
Alfredo Soeiro

1 April 2017
Verified
Conference Paper
Closed access
FDFábio Matoseiro Dinis
Fábio Matoseiro Dinis
Ana Sofia GuimarãesAna Sofia Guimarães
Ana Sofia Guimarães
Barbara RangelBarbara Rangel
Barbara Rangel
João Poças MartinsJoão Poças Martins
João Poças Martins
Gaming scenarios and virtual environments have shown beneficial results in Engineering Education. Various activities conducted in different fields demonstrate that students reveal appraisal for the integration of innovative technologies such as Virtual or Augmented Reality in the learning process. In this paper, Virtual Reality (VR) applications developed by first year students during an introductory class of the Integrated Masters in Civil Engineering are described. Additionally, two trials concerning the application of VR and Augmented Reality (AR) to Civil Engineering held at a local school (K-12 students) are also detailed. After the tests, students were surveyed and data was collected. Results and considerations are revealed in the final sections of this paper.

1 July 2020 in Journal of Building Engineering
Verified
Journal Article
Closed access
FDFábio Matoseiro Dinis
Fábio Matoseiro Dinis
LSLuis Sanhudo
Luis Sanhudo
João Poças MartinsJoão Poças Martins
João Poças Martins
Nuno M. M. RamosNuno M. M. Ramos
Nuno M. M. Ramos

3 May 2021 in Archives of Computational Methods in Engineering
Verified
Journal Article
Closed access
PDF file
FDFábio Matoseiro Dinis
Fábio Matoseiro Dinis
João Poças MartinsJoão Poças Martins
João Poças Martins
AGAna Sofia Guimarães
Ana Sofia Guimarães
BRBárbara Rangel
Bárbara Rangel

1 April 2017
Verified
Conference Paper
Closed access
FDFábio Matoseiro Dinis
Fábio Matoseiro Dinis
Ana Sofia GuimarãesAna Sofia Guimarães
Ana Sofia Guimarães
Barbara RangelBarbara Rangel
Barbara Rangel
João Poças MartinsJoão Poças Martins
João Poças Martins
Virtual Reality (VR) is gradually becoming a part of the life of the average person as hard-ware prices become more affordable for the end user. A growing variety of hardware allows users to engage in a series of immersive experiences for ludic, educational or even professional activities. In this regard, the diversity of affordable solutions could provide an alternative to highly immersive, but expensive environments such as, CAVE experiences [1]. The development of VR technologies is starting to spread its influence to the AECO (Architecture, Engineering, Construction and Operations) sector through the creation of new work methodologies and techniques, as well as original interfaces for communication. Creating new tools for the discussion of topics and providing collaborative work among participants with different backgrounds provides opportunities not only for the industry, but also for applications in education. The development of VR applications and its outcomes, regarding the acceptance (or lack of it) from the students will be the focus of this paper. The description of three case studies will be fully detailed, providing data analysis from each one of the tests conducted.

25 May 2018 in International Journal of Online and Biomedical Engineering (iJOE)
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Journal Article
Open access
PDF file
FDFábio Matoseiro Dinis
Fábio Matoseiro Dinis
João Poças MartinsJoão Poças Martins
João Poças Martins
Barbara RangelBarbara Rangel
Barbara Rangel
Ana Sofia GuimarãesAna Sofia Guimarães
Ana Sofia Guimarães
The application of immersive Virtual Reality (VR) interfaces has shown favourable results for Engineering Education. In fact, VR interfaces provide new practises for improvising transferability of knowledge and communication amongst users, thus disclosing new tools for decision making, planning, project review and multidisciplinary cooperation.The present work comprises a description of an immersive VR interface developed under the scope of Civil Engineering and an ongoing educational programme, Educational Lab - Big Machine. The project intends primarily, to disseminate Civil Engineering amongst pre-university students, simultaneously providing new tools for enhancing students’ motivation and decreasing early school leaving.The VR interface is available online and can be tested anywhere as long as the minimum requirements are met.