Fernando Cassola

Dr. Fernando Cassola

INESCTEC - Institute for Systems and Computing Engineering, Tecnology and Science
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orcid

Research Focus & Metrics

Academic Career Length

13Years (2014-Present)

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

Representative Publications

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1 September 2020 in Energy and Buildings
Verified
Journal Article
Closed access
JIJose Iria
Jose Iria
NFNuno Fonseca
Nuno Fonseca
Fernando CassolaFernando Cassola
Fernando Cassola
ABAntonio Barbosa
Antonio Barbosa
FSFilipe Soares
Filipe Soares
AOAydogan Ozdemir
Aydogan Ozdemir

7 March 2022 in IEEE Transactions on Learning Technologies
Verified
Journal Article
Closed access
Fernando CassolaFernando Cassola
Fernando Cassola
DMDaniel Mendes
Daniel Mendes
MPManuel Pinto
Manuel Pinto
Leonel MorgadoLeonel Morgado
Leonel Morgado
SCSara Costa
Sara Costa
Hugo ParedesHugo Paredes
Hugo Paredes
The use of virtual reality (VR) for industrial training helps minimize risks and costs by allowing more frequent and varied use of experiential learning activities, leading to active and improved learning. However, creating VR training experiences is costly and time-consuming, requiring software development experts. Additionally, current authoring tools lack integration with existing data and are desktop-oriented, which detach the pedagogic process of creating the immersive experience from experiencing it in a situated context. In this article, we present a novel interactive approach for immersive authoring of VR-based experiential training by the trainers themselves, from inside the virtual environment and without the support of development experts. The design includes identifying interactable elements, such as 3-D models, equipment, tools, settings, and environment. The trainer also specifies by demonstration the actions to be performed by trainees, as a virtual choreography. During course execution, trainees’ activities are also registered as virtual choreographies and matched to those specified by the trainer. Thus, trainer and trainee are culturally situated within their area semantics and social discourse, rather than adopting concepts of the VR system for the learning content. We conducted a usability case study with professionals from an international wind energy company, using detailed models of wind turbines and real-world procedures. Trainers set up a training course using the immersive authoring tool, and trainees executed the course. The learning experience and usability were analyzed, and the training was certified by comparing real-world task completion between a user who had undergone virtual training and a user who did not.

1 January 2014 in Procedia Technology
Verified
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

10 March 2021 in Energies
Verified
Journal Article
Open access
PDF file
Filipe SoaresFilipe Soares
Filipe Soares
André G. MadureiraAndré G. Madureira
André G. Madureira
APAndreu Pagès
Andreu Pagès
ABAntonio Barbosa
Antonio Barbosa
Antonio CoelhoAntonio Coelho
Antonio Coelho
TSTrine Sørensen
Trine Sørensen
Energy efficiency in buildings can be enhanced by several actions: encouraging users to comprehend and then adopt more energy-efficient behaviors; aiding building managers in maximizing energy savings; and using automation to optimize energy consumption, generation, and storage of controllable and flexible devices without compromising comfort levels and indoor air-quality parameters. This paper proposes an integrated Information and communications technology (ICT) based platform addressing all these factors. The gamification platform is embedded in the ICT platform along with an interactive energy management system, which aids interested stakeholders in optimizing “when and at which rate” energy should be buffered and consumed, with several advantages, such as reducing peak load, maximizing local renewable energy consumption, and delivering more efficient use of the resources available in individual buildings or blocks of buildings. This system also interacts with an automation manager and a users’ behavior predictor application. The work was developed in the Horizon 2020 FEEdBACk (Fostering Energy Efficiency and BehAvioral Change through ICT) project.

14 June 2022 in Energies
Verified
Journal Article
Open access
PDF file
Fernando CassolaFernando Cassola
Fernando Cassola
Leonel MorgadoLeonel Morgado
Leonel Morgado
Antonio CoelhoAntonio Coelho
Antonio Coelho
Hugo ParedesHugo Paredes
Hugo Paredes
ABAntonio Barbosa
Antonio Barbosa
Filipe SoaresFilipe Soares
Filipe Soares
Reducing office buildings’ energy consumption can contribute significantly towards carbon reduction commitments since it represents ∼40% of total energy consumption. Major components of this are lighting, electrical equipment, heating, and central cooling systems. Solid evidence demonstrates that individual occupants’ behaviors impact these energy consumption components. In this work, we propose the methodology of using virtual choreographies to identify and prioritize behavior-change interventions for office users based on the potential impact of specific behaviors on energy consumption. We studied the energy-related office behaviors of individuals by combining three sources of data: direct observations, electricity meters, and computer logs. Data show that there are behaviors with significant consumption impact but with little potential for behavioral change, while other behaviors have substantial potential for lowering energy consumption via behavioral change.

1 September 2014
Verified
Conference Paper
Closed access
Fernando CassolaFernando Cassola
Fernando Cassola
Hugo ParedesHugo Paredes
Hugo Paredes
Benjamim FonsecaBenjamim Fonseca
Benjamim Fonseca
PMPaulo Nogueira Martins
Paulo Nogueira Martins
Sílvia Maria Fernandes AlaSílvia Maria Fernandes Ala
Sílvia Maria Fernandes Ala
Leonel MorgadoLeonel Morgado
Leonel Morgado
To enhance older citizen's practice of physical exercise, we present the architecture, development, and pilot testing of a multiuser online gymnasium based on Kinect motion capture and OpenSimulator, which aims to enable socialization and supervision of exercise practice without travel requirements. The prototype was tested simultaneously with 4 elders at different locations, providing data on the feasibility of the approach and informing subsequent development and research.