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Carlos Vaz de CARVALHO. Concluiu o(a) Doutoramento em Informática em 2001 pelo(a) Universidade do Minho. Publicou 37 artigos em revistas especializadas. Possui 3 capítulo(s) de livros e 21 livro(s). Atua na(s) área(s) de Ciências da Engenharia e Tecnologias com ênfase em Engenharia Eletrotécnica, Eletrónica e Informática e Ciências Sociais com ênfase em Ciências da Educação. No seu currículo Ciência Vitae os termos mais frequentes na contextualização da produção científica, tecnológica e artístico-cultural são: Serious games; Empreendedorismo; Entrepreneurship; Sistemas Gráficos e Multimédia; Identificação Errada; Segurança do Paciente; Reconhecimento Facial; Realidade Aumentada; Eventos Adversos; Aplicação Móvel; Misidentification; Patient Safety; Facial Recognition; Augmented Reality; Adverse Events; Mobile Application; Formação e treino de utilizadores; Jogo Sério; Sistemas de fabrico avançados; Sistemas de informação empresarial; Manufacturing Execution System; Trainning of users; Serious Game; Advanced manufacturing systems; Enterprise information systems; Indústria do calçado; Máquinas industriais; Realidade aumentada; Aplicação mobile; Just in time learning; Footwear industry; Industrial machines; Mobile app; Augmented reality; Jogos Sérios; Brain Training; Cognitive Training; Serious Games; Machine Learning; Game Theory; Poker; Strategy Games; Probabilities; Opponent Modeling; Jogos Digitais; Advergames; Publicidade; Desenvolvimento de Jogos; Digital Games; Advertising; Game Development; Simulação; Otimização; Dashboards; Web; Simulation; Optimization; Tecnostress; Jogo sério; Comportamento de risco; Serious game; Risk behaviour; Jogos Móveis; Aplicações Móveis; Smartphones; Motivação; Atividade Física; Mobile Games; Mobile Applications; Motivation; Physical Activity; Turismo; Classificação Automática de Imagem; Card Collecting; Tourism; Image Classification; Study Methods; Cognitive Development; MIDI; Aprendizagem; Educação Musical; Interfaces gráficos; Composição musical; Realidade Virtual; Fobia; Ansiedade; Terapia; Virtual Reality; Phobia; Anxiety; Therapy; Mobile-Learning; Medicina; Medicine; Hipermédia; Multimédia; Ensino-aprendizagem; Jogos sérios; Publicidade online; Online advertising; Reuse; Pedagogical strategies; ROI; LAMS; MOODLE; Repositórios institucionais; Ensino de engenharia; Ensino superior; Software livre; Contos infantis; Jogos; Dispositivos móveis; Tecnologias; Children's stories; Games; Technologies; Mobile Devices; Sistemas Gráficos e Multimedia; Continuing education; Remote sensing; Virtual reality; Online labs; Online assessment; Haptic interfaces; Objectos de aprendizagem; Interacção pessoa-­-máquina; Usabilidade; Saúde; Learning objects; Human-­-computer interaction; Usability; Health; Marketing; Editor; Motor; Jogo; Aventura; Gráfica; Point-and-Click; Colaboração; Online; Multiplayer; Engine; Game; Adventure; Graphic; Collaboration; Modelo de avaliação de websites; Turismo de habitação; E-marketing; Qualidade de websites; Websites evaluation model; Guest houses; Websites quality; Role Play Game; Jogos de computador; Learning scenarios; Reusability; Methodology; Learning management systems; Estratégias de aprendizagem; Semantic Web; Ontology selection; Ontology reuse; Comunidades de prática; Gestão do conhecimento; Communities of practice; Knowledge management; Gamification; Informática; Arte Pública; Património; Windows Phone 7; Exergames; Equipamentos de exercício físico; Fitness equipment; Mobile devices; Tecnologia da informação, Ciências da educação; Information technology, Educational sciences; Ciências sociais::Ciências da educação; Social sciences::Educational sciences; E-Learning; History; Online game; Folksonomia; Visualização; Nuvem de tags; Redes sociais; Folksonomy; Visualization; Tags clouds; Social networks; Adpative hypermedia system; E-learning; User model; Game-based learning; Adventure games; Europe; Motores de pesquisa; Google; SEO; Search engines; Engenharia electrotécni
Identification

Personal identification

Full name
Carlos Vaz de CARVALHO

Citation names

  • VAZ DE CARVALHO, Carlos

Author identifiers

Ciência ID
B611-10A4-F4D1
ORCID iD
0000-0001-6587-5893

Email addresses

  • carlos_carvalho@virtual-campus.eu (Professional)

Telephones

Mobile phone
  • (+351) 962926303 (Personal)
Telephone
  • 228340500 (Professional)

Addresses

  • Travessa Nova da Giesta, 437 5º esq. trs., 4425-672, Pedrouços, Maia, Portugal (Professional)
  • Rua Dr. António Bernardino de Almeida,, 431, P-4200-072, Porto, Porto, Portugal (Professional)

Knowledge fields

  • Engineering and Technology - Electrotechnical Engineering, Electronics and Informatics
  • Social Sciences - Educational Sciences

Languages

Language Speaking Reading Writing Listening Peer-review
Portuguese (Mother tongue)
English Proficiency (C2) Proficiency (C2) Proficiency (C2) Proficiency (C2) Proficiency (C2)
French Advanced (C1) Proficiency (C2) Advanced (C1) Proficiency (C2) Proficiency (C2)
Spanish; Castilian Proficiency (C2) Proficiency (C2) Advanced (C1) Proficiency (C2) Proficiency (C2)
Italian Intermediate (B1) Advanced (C1) Elementary (A2) Intermediate (B1) Intermediate (B1)
Education
Degree Classification
2001
Concluded
Informática (Doutoramento)
Major in Especialidade: Informática no Ensino
Universidade do Minho, Portugal
"Uma Proposta de Ambiente de Ensino Distribuído" (THESIS/DISSERTATION)
Affiliation

Teaching in Higher Education

Category
Host institution
Employer
2020/11/12 - Current Teacher Coordinator (Polytechnic Teacher) Instituto Politécnico do Porto Instituto Superior de Engenharia do Porto, Portugal
2016 - 2019 Adjunct Teacher (Polytechnic Teacher) Instituto Politécnico do Porto, Portugal
2016 - 2019 Adjunct Teacher (Polytechnic Teacher) Instituto Politécnico do Porto, Portugal
2013 - 2016 Adjunct Teacher (Polytechnic Teacher) Instituto Politécnico do Porto Instituto Superior de Engenharia do Porto, Portugal
2013 - 2016 Adjunct Teacher (Polytechnic Teacher) Instituto Politécnico do Porto Instituto Superior de Engenharia do Porto, Portugal

Other Careers

Category
Host institution
Employer
2014/10/30 - Current Carreiras / Categorias Subsistentes Virtual Campus Lda, Portugal
Projects

Contract

Designation Funders
2007/11/01 - 2010/12/31 CASPOE - Caracterização Semântica e Pragmática de Objectos Educativos
PTDC/EIA/65387/2006
Instituto Politécnico do Porto Instituto Superior de Engenharia do Porto, Portugal

Universidade do Porto Faculdade de Engenharia, Portugal
Fundação para a Ciência e a Tecnologia
Concluded
Outputs

Publications

Book
  1. Vaz de Carvalho, C.; Bauters, M.. Technology to Support Active Learning in Higher Education. 2021.
    10.1007/978-981-16-2082-9_1
  2. Tsalapatas, H.; Vaz de Carvalho, C.; Bakar, A.A.; Salwah, S.; Jamillah, R.; Heidmann, O.. The Design of a Problem-Based Learning Platform for Engineering Education. 2021.
    10.1007/978-981-16-2082-9_6
  3. Vaz de Carvalho, C.; Costa, R.; Bessa, P.; Monterrubio, L.; Santos, J.. Developing Entrepreneurship Skills with a Serious Game. 2019.
    10.1007/978-3-030-22602-2_26
  4. de Carvalho, C.V.; Cano, P.; Roa, J.M.; Wanka, A.; Kolland, F.. Technology Enhanced Learning for Senior Citizens. 2018.
    10.1007/978-3-319-96565-9_4
  5. de Carvalho, C.V.; Coelho, A.; Escudeiro, P.; Vaz de Carvalho, C.; Pivec, M.; Gründler, J.; Admiraal, W.; et al. Preface. 2017.
  6. Carlos Vaz de Carvalho; Paula Escudeiro; António Coelho. Serious Games, Interaction and Simulation. Springer International Publishing. 2017.
    10.1007/978-3-319-51055-2
  7. Bertil P. Marques; Jaime E. Villate; Carlos Vaz Carvalho. Analytics of student behaviour in a learning management system as a predictor of learning success. 2017.
    10.23919/CISTI.2017.7975863
  8. Vaz de Carvalho, C.; Escudeiro, P.; Coelho, A.. Serious games, interaction, and simulation: 5th international conference, SGAMES 2015 Novedrate, Italy, september 16–18, 2015 revised selected papers. 2016.
    10.1007/978-3-319-29060-7
  9. Heidmann, O.; De Carvalho, C.V.; Tsalapatas, H.; Alimisi, R.; Houstis, E.. A virtual city environment for engineering problem based learning. 2016.
    10.1007/978-3-319-29060-7_12
  10. Baptista, R.; Coelho, A.; Vaz de Carvalho, C.. Relation between game genres and competences for in-game certification. 2016.
    10.1007/978-3-319-29060-7_6
  11. Vaz de Carvalho, C.. Dynamic serious games balancing. 2016.
    10.1007/978-3-319-29060-7_5
  12. Vaz de Carvalho, C.; Escudeiro, P.; Coelho, A.. Editorial. 2016.
    10.1007/978-3-319-29060-7_1
  13. Mota, D.; Reis, L.P.; de Carvalho, C.V.. Cross-artefacts for the purpose of education. 2014.
    10.1007/978-3-319-05948-8_47
  14. Vincenti, G.; Bucciero, A.; de Carvalho, C.V.. E-Learning, E-Education, and Online Training: First International Conference, eLEOT 2014 Bethesda, MD, USA, September 18–20, 2014 Revised Selected Papers. 2014.
    10.1007/978-3-319-13293-8
  15. Vaz De Carvalho, C.. Learning with serious games: The SELEAG approach. 2012.
    10.1007/978-3-642-28798-5_39
  16. Bertil P. Marques; Jaime E. Villate; Carlos Vaz Carvalho. Applying the UTAUT model in engineering higher education: Teacher's technology adoption. 2011.
  17. Carvalho, Carlos Vaz de; Lhamas Nistal, Martín; Silveira, Ricardo. TICAI 2008. Edições Politema e IEEE Education Society Chapter - Portugal Section. 2011.
  18. Azevedo, I.; Seiça, R.; Ortiz, A.; Carrapatoso, E.; Vaz De Carvalho, C.; Azevedo, Isabel; Seiça, Rui; et al. A semantic approach for learning objects repositories with knowledge reuse. Springer Berlin Heidelberg. 2010.
    10.1007/978-3-642-16438-5_47
  19. Jaime E. Villate; Bertil P. Marques; Carlos Vaz Carvalho; Marques, Bertil P.; Vilatte, Jaime E.; Carvalho, Carlos Vaz. Technology acceptance on higher education: The case of an engineer's school. 2010.
  20. Jaime E. Villate; Bertil P. Marques; Carlos Vaz Carvalho. Tecnologias da Informação e Comunicação no apoio à aprendizagem no Ensino Superior. 2010.
  21. Magano, J.; Carvalho, C.V.. From traditional teaching to online learning: Revolution or evolution. 2009.
    10.4018/978-1-61520-672-8.ch002
Book chapter
  1. Carlos Vaz de Carvalho; Diana Andone; Vlad Mihaescu; Cengiz Hakan Aydin; Elif Toprak; Evrim Genc-Kumtepe; Olga Zubikova; et al. "Using a MOOC to Train Teachers to Design and Deliver MOOCs". 2023.
    10.1007/978-3-031-33023-0_18
  2. Azevedo, Isabel; Carrapatoso, Eurico; Carvalho, Carlos Vaz de. "Supporting learning through tagging systems". Informing Science Press, 2013.
Conference paper
  1. Caeiro-Rodriguez, M.; Manso-Vazquez, M.; Lorenzo-Rial, M.A.; Varela, M.; Vaz-De-Carvalho, C.; Tramonti, M.; Dochshanov, A.M.; et al. "Towards a Virtual Environment to Teach Natural Resouce Management based on a Virtual City Serious Game". 2022.
    10.1109/SIIE56031.2022.9982325
  2. Knorr, Johann; de Carvalho, Carlos Vaz. "Using Dynamic Difficulty Adjustment to Improve the Experience and Train FPS Gamers". 2021.
    10.1145/3486011.3486447
  3. Caeiro-Rodriguez, M.; Manso-Vazquez, M.; Llamas-Nistal, M.; Mikic Fonte, F.A.; Fernandez-Iglesias, M.J.; Tsalapata, H.; Heidmann, O.; et al. "A collaborative city-based game to support soft skills development in engineering and economics". 2021.
    10.1109/SIIE53363.2021.9583639
  4. Mihaescu, Vlad; Butkiene, Rita; Andone, Diana; Aydin, Cengiz Hakan; Vaz de Carvalho, Carlos; Zubikova, Olga; Toprak, Elif; et al. "Self-assessing Teachers’ Competences for Curricula Modernization Through MOOCs". 2021.
    10.1007/978-3-030-88304-1_25
  5. de Carvalho, Carlos Vaz; Butkiene, Rita; Gudoniene, Daina; Zubikova, Olga; Bruegmann, Tim. "Work in Progress: A MOOC-based Innovative Instructional Approach for Curriculum Design". 2020.
    10.1109/EDUCON45650.2020.9125394
  6. Caeiro-Rodriguez, M.; Carvalho, C.V.D.; Terasmaa, J.; Tolstrup, L.; Jesmin, T.; Tsalapatas, H.; Heidmann, O.; et al. "Work-in-progress: Soft-skills development for higher education engineering and economic students using HERA collaborative serious games". 2020.
    10.1109/EDUCON45650.2020.9125216
  7. Vaz de Carvalho, Carlos; Bessa, Pedro; Costa, Ricardo; Barata, Ana; Costa, Alexandra. "LearnIt: A Serious Game to Support Study Methods in Engineering Education". 2019.
    10.1109/EDUCON.2019.8725109
  8. de Carvalho, Carlos Vaz; Durao, Rita; Llamas-Nistal, Martin; Rodriguez, Manuel Caeiro; Heidmann, Olivier; Tsalapatas, Hariklia. "Development of Professional Competences in Higher Education through Active Learning". 2019.
    10.23919/CISTI.2019.8760984
  9. Tsalapatas, H.; Heidmann, O.; Pata, K.; De Carvalho, C.V.; Bauters, M.; Papadopoulos, S.; Katsimendes, C.; Taka, C.; Houstis, E.. "Teaching design thinking through gamified learning". 2019.
    10.5220/0007697402780283
  10. Vaz De Carvalho, C.; Tsalapatas, H.; Heidmann, O.. "Cooperation between Europe and Asia in Active Learning in Engineering Education". 2019.
    10.1109/TALE48000.2019.9225913
  11. Tsalapatas, H.; De Carvalho, C.V.; Heidmann, O.; Houstis, E.. "Active problem-based learning for engineering higher education". 2019.
    10.5220/0007720403470351
  12. Vaz De Carvalho, C.. "Virtual Experiential Learning in Engineering Education". 2019.
    10.1109/FIE43999.2019.9028539
  13. Afonso, T.; de Carvalho, C.V.. "Logos, the Dragon Slayer: A serious game to develop algorithmic and logic thinking". 2019.
  14. Vaz De Carvalho, C.; Cano Olivares, P.; Roa, J.M.; Wanka, A.; Kolland, F.. "Digital information access for ageing persons". 2018.
    10.1109/ICALT.2018.00086
  15. Rodriguez, M.C.; Vazquez, M.M.; Tslapatas, H.; De Carvalho, C.V.; Jesmin, T.; Heidmann, O.. "Introducing lean and agile methodologies into engineering higher education: The cases of Greece, Portugal, Spain and Estonia". 2018.
    10.1109/EDUCON.2018.8363302
  16. Caeiro Rodriguez, Manuel; Manso Vazquez, Mario; Tslapatas, Hariklia; de Carvalho, Carlos Vaz; Jesmin, Triinu; Heidmann, Olivier. "Introducing Lean and Agile Methodologies into Engineering Higher Education The cases of Greece, Portugal, Spain and Estonia". 2018.
  17. Oliveira, M.; Barreiras, A.; Marcos, G.; Ferreira, H.; Azevedo, A.; De Carvalho, C.V.; Oliveira, Marisa; et al. "Collecting and analysing learners data to support the adaptive engine of OPERA, a learning system for mathematics". 2017.
    10.5220/0006389806310638
  18. Carlos Vaz de Carvalho; Paula Escudeiro; Manuel Caeiro Rodriguez; Martin Llamas Nistal. "Sustainability strategies for open educational resources and repositories". 2016.
    10.1109/laclo.2016.7751806
  19. Carlos Vaz de Carvalho; Paula Escudeiro; Manuel Caeiro Rodriguez; Martin Llamas Nistal. "Sustainability of open educational resources: The eCity case". 2016.
    10.1109/siie.2016.7751868
  20. Mihai, A.; Castellano, C.A.; De Carvalho, C.V.; France´s, R.A.P.; Bizarro, R.S.; Grancaric, A.M.; Bilalis, N.; et al. "Knowledge platform for transferring research and innovation in footwear manufacturing". 2016.
    10.24264/icams-2016.vi.3
  21. Mota, D.; De Carvalho, C.V.; Reis, L.P.. "OTILIA - An architecture for the recommendation of teaching-learning techniques supported by an ontological approach". 2015.
    10.1109/FIE.2014.7044479
  22. Rodriguez Bermúdez, M.; Caeiro Rodriguez, M.; Llamas Nistal, M.; De Carvalho, C.V.; Nogueira, F.; Rodriguez Bermudez, Melisa; Caeiro Rodriguez, Manuel; et al. "ECity: Virtual city environment for engineering problem based learning". 2015.
    10.1109/EDUCON.2015.7095966
  23. Andrade, A.; Gouveia, D.; Nogueira, F.; Russo, P.; De Carvalho, C.V.. "Games to support problem-based learning,O Uso de Jogos como Suporte da Aprendizagem Baseada em Problemas". 2015.
    10.1109/CISTI.2015.7170621
  24. Marques, B.P.; Villate, J.E.; De Carvalho, C.V.. "A proposal to enhance the use of learning platforms in higher education". 2015.
  25. David Gouveia; António Andrade; Paula Escudeiro; Carlos Vaz de Carvalho. "Skill and Competence Development Through Games". 2014.
    10.1145/2684200.2684350
  26. Santos, I.; Escudeiro, P.; De Carvalho, C.V.; Santos, Ivo; Escudeiro, Paula; de Carvalho, Carlos Vaz. "ICTWays Network: ICT in science classrooms". 2014.
    10.1109/CISTI.2014.6877060
  27. Goncalves, R.; Baptista, R.; Coelho, A.; Matos, A.; Vaz De Carvalho, C.; Bedkowski, J.; Musialik, P.; Ostrowski, I.; Majek, K.. "A game for robot operation training in search and rescue missions". 2014.
    10.1109/REV.2014.6784272
  28. Gouveia, D.; Andrade, A.; Escudeiro, P.; Vaz de Carvalho, C.. "Assessment of the acquisition of internationalization and language skills through games". 2014.
  29. Pedro M. Latorre Andrés; Francisco J. Serón Arbeloa; Jorge López Moreno; Carlos Vaz de Carvalho. "TimeMesh". 2014.
    10.1145/2662253.2662353
  30. António Andrade; David Gouveia; Paula Escudeiro; Carlos Vaz de Carvalho. "Can SME Managers Learn from Games?". 2014.
    10.1145/2662253.2662349
  31. Santos, L.; De Carvalho, C.V.. "Learning physics with virtual simulations". 2013.
    10.1109/ExpAt.2013.6703064
  32. Andrade, A.; Vaz De Carvalho, C.; Andrade, Antonio; de Carvalho, Carlos Vaz. "Using gamification to animate a virtual community". 2013.
  33. Andrade, Antonio; Vaz de Carvalho, Carlos. "Gamifying a Serious Games Community". 2013.
    10.2991/iccnce.2013.61
  34. Baptista, Ricardo; Coelho, António; Carvalho, Carlos Vaz de; Coelho, Antonio; de Carvalho, Carlos Vaz. "Methodology for in-game certification in serious games". 2013.
  35. Baptista, Ricardo; Goncalves, Ricardo; Coelho, Antonio; de Carvalho, Carlos Vaz. "METHODOLOGY FOR CREATING A COMPETENCES CERTIFICATION CORRELATION MATRIX". 2013.
  36. Azevedo, I.; Mota, D.; De Carvalho, C.V.; Carrapatoso, E.; Reis, L.P.. "The learning design in education today: Putting pedagogical content knowledge into practice". 2012.
  37. Gouveia, David; Lopes, Duarte; Carvalho, Carlos Vaz de; Baptista, Ricardo; Gouveia, D.; Lopes, D.; Vaz De Carvalho, C.; Batista, R.. "TimeMesh: an educational historical game". 2012.
    10.1109/DIGITEL.2012.49
  38. Mota, D.; Vaz De Carvalho, C.; Reis, L.P.. "A conceptual model for collaborative learning activities design". 2011.
    10.1109/EDUCON.2011.5773274
  39. Mota, D.; Vaz De Carvalho, C.; Reis, L.P.. "Fostering collaborative work between educators in higher education". 2011.
    10.1109/ICSMC.2011.6083837
  40. Marques, B.P.; Villate, J.E.; Carvalho, C.V.. "Applying the UTAUT model in engineering higher education: Teacher's technology adoption". 2011.
  41. Marques, B.P.; Vilatte, J.E.; Carvalho, C.V.. "Information and communication technologies as a support to the learning process in higher education". 2011.
  42. De Castro, A.V.; De Carvalho, C.V.; Carrapatoso, E.. "Steps to build a thematic repository". 2011.
  43. Magalhães, P.; Castro, A.; Carvalho, C.V.. "Augmented reality applied to the teaching/learning environment". 2011.
  44. Rugelj, J.; Knockaert, S.; Van Steenberghe, R.; Schoofs, L.; Salonen, J.; Björn, K.; Marzo, J.L.; Vaz De Carvalho, C.. "Competence based joint study program on advanced networking technologies for blended learning". 2010.
    10.1109/ITHET.2010.5480100
  45. Rugelj, J.; Knockaert, S.; Van Steenberghe, R.; Schoofs, L.; Salonen, J.; Bjorn, K.; Marzo, J.L.; Vaz De Carvalho, C.. "Advanced networking technologies study programme: A design based on competences". 2010.
    10.1109/AICT.2010.91
  46. De Carvalho, C.V.; Gouveia, D.; Lopes, D.; de Carvalho, Carlos Vaz; Gouveia, David; Lopes, Duarte. "SELEAG - Serious learning games". 2010.
  47. Ortiz, Adela; Azevedo, Isabel; Seica, Rui; Carrapatoso, Eurico; Carvalho, Carlos Vaz; Ortiz, A.; Azevedo, I.; et al. "Domain Ontology Creation Based on Automatic Text Extraction for Learning Objects Characterization". 2009.
  48. Barata, Ana Margarida; de Carvalho, Carlos Vaz; Barata, A.M.; De Carvalho, C.V.. "How Blogs and Web Platforms Have Changed Communication Through Activist Art: an Approach to Existing Online Art Communities". 2009.
  49. De Carvalho, C.V.; Harvey, D.; Hobson, A.; Yu, S.. "Transferring e-learning skills between europe and China: The Telepath approach". 2008.
  50. Baptista, R.; De Carvalho, C.V.. "Funchal 500 years: Learning through role play games". 2008.
  51. Baptista, Ricardo; Carvalho, Carlos Vaz de. "Work in progress - learning through role play games". 2008.
  52. Azevedo, I.; Martins, C.; Carrapatoso, E.; Vaz Carvalho, C.. "A model for the effective reuse of learning objects in repositories". 2006.
  53. Breutmann, B.; Kreiner-Wegener, A.; Fernández, M.; Piegari, R.; Guerrero, R.; Fernández, J.; Felix, N.; et al. "T-GameL3: Development of an interdisciplinary lifelong e-learning experience in an international context". 2006.
  54. Martins, C.; Azevedo, I.; Vaz De Carvalho, C.. "The use of an adaptive hypermedia learning system to support a new pedagogical model". 2005.
    10.1109/ICALT.2005.278
  55. Vaz de Carvalho, Carlos; Costa, Antonio A.; Seixas, M.; Ferreira, F. N.; Guedes, M. A.; Amaral, I.. "Composite pseudocolor images: a technique to enhance the visual correlation between ventilation-perfusion lung images". 1993.
    10.1117/12.148646
  56. Costa, Antonio A.; Vaz de Carvalho, Carlos; Seixas, M.; Ferreira, F. N.; Guedes, M. A.; Amaral, I.. "Intensity correlation of ventilation-perfusion lung images". 1993.
    10.1117/12.148645
Journal article
  1. Miguel Cabeleira; Carlos Vaz de Carvalho. "Using Augmented Reality to Improve Touristic Efficacy". Computers (2025): https://doi.org/10.3390/computers14020075.
    10.3390/computers14020075
  2. Gita Senka; Michela Tramonti; Alden Dochshanov; Triinu Jesmin; Jaanus Terasmaa; Hariklia Tsalapatas; Olivier Heidmann; Manuel Caeiro Rodríguez; Carlos Vaz de Carvalho. "Using a Game to Educate About Sustainable Development". Multimodal Technologies and Interaction (2024): https://www.mdpi.com/2414-4088/8/11/96.
    10.3390/mti8110096
  3. Alessia Spatafora; Markus Wagemann; Charlotte Sandoval; Manfred Leisenberg; Carlos Vaz de Carvalho. "An Educational Escape Room Game to Develop Cybersecurity Skills". Computers (2024): https://doi.org/10.3390/computers13080205.
    10.3390/computers13080205
  4. Ricardo Baptista; António Coelho; Carlos Vaz de Carvalho. "Training and Certification of Competences through Serious Games". Computers (2024): https://doi.org/10.3390/computers13080201.
    10.3390/computers13080201
  5. Filipe Carvalho; Rui Chibante; Carlos Vaz de Carvalho. "An Interactive Pedagogical Tool for Simulation of Controlled Rectifiers". Information (2024): https://doi.org/10.3390/info15060327.
    10.3390/info15060327
  6. Carolina Novo; Chiara Zanchetta; Elisa Goldmann; Carlos Vaz de Carvalho. "The Use of Gamification and Web-Based Apps for Sustainability Education". Sustainability (2024): https://doi.org/10.3390/su16083197.
    10.3390/su16083197
  7. Carolina Novo; Michela Tramonti; Alden Meirzhanovich Dochshanov; Daniela Tuparova; Boiana Garkova; Fatma Eroglan; Tuba Ugras; Banu Yücel-Toy; Carlos Vaz de Carvalho. "Design Thinking in Secondary Education: Required Teacher Skills". Education Sciences (2023): https://doi.org/10.3390/educsci13100969.
    10.3390/educsci13100969
  8. Rytis Maskeliunas; Robertas Damasevicius; Andrius Paulauskas; Maria Gabriella Ceravolo; Marina Charalambous; Maria Kambanaros; Eliada Pampoulou; et al. "Deep Reinforcement Learning-Based iTrain Serious Game for Caregivers Dealing with Post-Stroke Patients". Information (2022): https://doi.org/10.3390/info13120564.
    10.3390/info13120564
  9. Manuel Caeiro Rodríguez; Mario Manso-Vázquez; Triinu Jesmin; Jaanus Terasmaa; Hariklia Tsalapata; Heidmann Olivier; Jussi Okkonen; et al. "Students and Teachers’ Need for Sustainable Education: Lessons from the Pandemic". Computers (2022): https://www.mdpi.com/2073-431X/11/11/157.
    10.3390/computers11110157
  10. Chiara Zanchetta; Hannah Schiff; Carolina Novo; Sandra Cruz; Carlos Vaz de Carvalho. "Generational Inclusion: Getting Older Adults Ready to Own Safe Online Identities". Education Sciences (2022): https://doi.org/10.3390/educsci12100715.
    10.3390/educsci12100715
  11. Elisa Menardo; Donatella Di Marco; Sara Ramos; Margherita Brondino; Alicia Arenas; Patricia Costa; Carlos Vaz de Carvalho; et al. "Nature and Mindfulness to Cope with Work-Related Stress: A Narrative Review". International Journal of Environmental Research and Public Health 19 10 (2022): 5948-5948. https://doi.org/10.3390/ijerph19105948.
    10.3390/ijerph19105948
  12. Carlos Vaz de Carvalho; Antonio Coelho; Vaz de Carvalho, Carlos; Coelho, António. "Game-Based Learning, Gamification in Education and Serious Games". Computers (2022): https://doi.org/10.3390/computers11030036.
    10.3390/computers11030036
  13. Pasini, Margherita; Arenas, Alicia; Brondino, Margherita; Di Marco, Donatella; Duarte, Ana Patricia; de Carvalho, Carlos Vaz; da Silva, Silvia. "A Game-Based Approach to Manage Technostress at Work". Intelligent and Fuzzy Techniques for Emerging Conditions and Digital Transformation (2022): https://publons.com/wos-op/publon/56458848/.
    10.1007/978-3-030-86618-1_9
  14. de Carvalho, Carlos Vaz; Gonzalez, Carina S. Gonzalez; Popescu, Elvira; Rugelj, Joze. "Serious games-Volume II". Frontiers in Computer Science (2022): https://publons.com/wos-op/publon/55839111/.
    10.3389/FCOMP.2022.1088284
  15. Vaz de Carvalho, Carlos; Gonzalez Gonzalez, Carina Soledad; Popescu, Elvira; Rugelj, Joze. "Editorial: Serious Games". Frontiers in Computer Science (2021): https://publons.com/wos-op/publon/46289802/.
    10.3389/FCOMP.2021.686348
  16. Santos, Jaione; Jesmin, Triinu; Martis, António; Maunder, Michelle; Cruz, Sandra; Novo, Carolina; Schiff, Hannah; et al. "Developing Emotional Intelligence with a Game: The League of Emotions Learners Approach". Computers 10 8 (2021): 97-97. http://hdl.handle.net/10400.22/20279.
    10.3390/computers10080097
  17. Caeiro-Rodríguez, Manuel; Manso-Vázquez, Mario; Mikic-Fonte, Fernando A.; Llamas-Nistal, Martin; Fernandez-Iglesias, Manuel J.; Tsalapatas, Hariklia; Heidmann, Olivier; et al. "Teaching Soft Skills in Engineering Education: An European Perspective". IEEE Access 9 (2021): 29222-29242. http://hdl.handle.net/10400.22/20280.
    10.1109/access.2021.3059516
  18. Carlos Vaz de Carvalho; Spela Cerar; Joze Rugelj; Hariklia Tsalapatas; Olivier Heidmann; Vaz de Carvalho, Carlos; Cerar, Spela; et al. "Addressing the Gender Gap in Computer Programming Through the Design and Development of Serious Games". IEEE Revista Iberoamericana de Tecnologias del Aprendizaje 15 3 (2020): 242-251. https://doi.org/10.1109/RITA.2020.3008127.
    10.1109/RITA.2020.3008127
  19. David Kristan; Pedro Bessa; Ricardo Costa; Carlos Vaz de Carvalho; Kristan, David; Bessa, Pedro; Costa, Ricardo; Vaz de Carvalho, Carlos. "Creating Competitive Opponents for Serious Games through Dynamic Difficulty Adjustment". Information 11 3 (2020): 156-156. https://doi.org/10.3390/info11030156.
    10.3390/info11030156
  20. Papa, Roberta; Efthymiou, Areti; Lamura, Giovanni; Piccinini, Flavia; Onorati, Giulia; Papastavrou, Evridiki; Tsitsi, Theologia; et al. "Review and Selection of Online Resources for Carers of Frail Adults or Older People in Five European Countries: Mixed-Methods Study". JMIR MHealth and UHealth (2020): https://publons.com/wos-op/publon/32312143/.
    10.2196/14618
  21. Magano, Jose; Alves, Marta; Durao, Rita; de Carvalho, Carlos Vaz. "Adoption and Use of Educational Technology Tools by Marketing Students". Electronic Journal of e-Learning (2020): https://publons.com/wos-op/publon/36642666/.
    10.34190/EJEL.20.18.4.007
  22. de Carvalho, Carlos Vaz; Intveen, Sonja; Zubikova, Olga; Bruegemann, Tim; Aydin, Cengiz Elakan; Toprak, Elif; Genc-Kumtepe, Evrim; et al. "Teachers' skills required to design and deliver MOOCs in Engineering Education". Proceedings of Ieee Learning with Moocs (lwmoocs) (2020): 8-13. https://publons.com/wos-op/publon/56933923/.
    10.1109/LWMOOCS50143.2020.9234377
  23. Lethin, Connie; Hanson, Elizabeth; Margioti, Eleni; Chiatti, Carlos; Gagliardi, Cristina; de Carvalho, Carlos Vaz; Fange, Agneta Malmgren. "Support Needs and Expectations of People Living with Dementia and Their Informal Carers in Everyday Life: A European Study". Social Sciences (2019): https://publons.com/wos-op/publon/21070829/.
    10.3390/SOCSCI8070203
  24. Rodrigues, Claudia; Pimpao, Catarina; Mosca, Andreia E.; Coxixo, Ana S.; Lopes, Duarte; da Silva, Ines Vieira; Pedersen, Per Amstrup; Antunes, Fernando; Soveral, Graca. "Human Aquaporin-5 Facilitates Hydrogen Peroxide Permeation Affecting Adaption to Oxidative Stress and Cancer Cell Migration". Cancers (2019): https://publons.com/wos-op/publon/20872216/.
    10.3390/CANCERS11070932
  25. Frango Silveira, Ismar; Motz, Regina; Vaz de Carvalho, Carlos. "Inclusive Educational Resources". IEEE Revista Iberoamericana de Tecnologías del Aprendizaje (2019): https://publons.com/wos-op/publon/28796431/.
    10.1109/RITA.2019.2909674
  26. de Carvalho, C.V.; Cano, P.; Roa, J.M.; Wanka, A.; Kolland, F.; de Carvalho, Carlos Vaz; Cano, Pedro; et al. "Overcoming the silver generation digital gap". Journal of Universal Computer Science 25 12 (2019): 1625-1643. http://www.scopus.com/inward/record.url?eid=2-s2.0-85079132213&partnerID=MN8TOARS.
    10.3217/JUCS-025-12-1625
  27. Chibante, R.; Vaz De Carvalho, C.; Ferreira, P.. "A simulation tool to promote active learning of controlled rectifiers". Computer Applications in Engineering Education 26 3 (2018): 688-699. http://www.scopus.com/inward/record.url?eid=2-s2.0-85042521857&partnerID=MN8TOARS.
    10.1002/cae.21923
  28. de Carvalho, Carlos Vaz; Caeiro-Rodriguez, Manuel; Llamas Nistal, Martin; Hromin, Melani; Bianchi, Andrea; Heidmann, Olivier; Tsalapatas, Hariklia; et al. "Using Video Games to Promote Engineering Careers". International Journal of Engineering Education 34 2 (2018): 388-399. https://publons.com/wos-op/publon/28796433/.
  29. Rodrigues, C.; Mosca, A. F.; Lopes, D.; Pedersen, P. A.; Henriques, M.; Antunes, F.; Soveral, G.. "AQP5-mediated hydrogen peroxide permeation is altered by nutritional compounds and induces cell resistance". FEBS Open Bio (2018): https://publons.com/wos-op/publon/18445507/.
  30. Rodrigues, Claudia; Mosca, Andreia Filipa; Lopes, Duarte; Pedersen, Per Amstrup; Antunes, Fernando; Soveral, Graca. "Human AQP5 facilitates hydrogen peroxide permeation and improves cell resistance to oxidative stress". Free Radical Biology and Medicine (2018): https://publons.com/wos-op/publon/19147784/.
    10.1016/J.FREERADBIOMED.2018.04.233
  31. Albu, Luminita; Martinho, Alcino; Papakonstantinou, Dimos; Perez Frances, Rosa Ana; Sikorska, Malgorzata; Scalia, Desiree; De Carvalho, Carlos Vaz; Deselnicu, Viorica. "LEAMAN - MANAGER IN AN EFFICIENT AND INNOVATIVE LEATHER COMPANY". Proceedings of the International Conference on Advanced Materials and Systems (2018): https://publons.com/wos-op/publon/28796434/.
    10.24264/ICAMS-2018.III.3
  32. Baptista, Ricardo; Coelho, Antonio; de Carvalho, Carlos Vaz; Baptista, R.; Coelho, A.; De Carvalho, C.V.. "Relationship Between Game Categories and Skills Development: Contributions for Serious Game Design". PROCEEDINGS OF THE 12TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL) (2015): 34-42. https://publons.com/wos-op/publon/20034150/.
  33. Marques, Bertil P.; Villate, Jaime E.; de Carvalho, Carlos Vaz. "A PROPOSAL TO ENHANCE THE USE OF LEARNING PLATFORMS IN HIGHER EDUCATION". PROCEEDINGS OF THE INTERNATIONAL CONFERENCE - E-LEARNING (2015): https://publons.com/wos-op/publon/28796440/.
  34. Baptista, R.; Nobrega, R.; Coelho, A.; Vaz de Carvalho, C.. "LOCATION-BASED TOURISM IN-GAME CERTIFICATION". INTED Proceedings (2015): https://publons.com/wos-op/publon/20034164/.
  35. Carlos Vaz de Carvalho. "Ongoing Projects on Serious Games". EAI Endorsed Transactions on Game-Based Learning 1 3 (2014): e1-e1. https://doi.org/10.4108%2Fsg.1.3.e1.
    10.4108/sg.1.3.e1
  36. Carlos Vaz de Carvalho. "Current and Future Trends in Game-Based Learning". EAI Endorsed Transactions on Game-Based Learning 1 2 (2014): e1-e1. https://doi.org/10.4108%2Fsg.1.2.e1.
    10.4108/sg.1.2.e1
  37. Carlos Vaz de Carvalho. "Serious Games Conferences and Events". EAI Endorsed Transactions on Game-Based Learning 1 2 (2014): e2-e2. https://doi.org/10.4108%2Fsg.1.2.e2.
    10.4108/sg.1.2.e2
  38. Carlos Vaz de Carvalho; Manuel Pereira Lopes; António Galrão Ramos. "Lean Games Approaches – Simulation Games and Digital Serious Games". International Journal of Advanced Corporate Learning (iJAC) 7 1 (2014): 11-11. https://doi.org/10.3991%2Fijac.v7i1.3433.
    10.3991/ijac.v7i1.3433
  39. de Carvalho, C.V.; Escudeiro, P.; Vaz de Carvalho, Carlos; Escudeiro, Paula. "EJEL special issue: 7th European conference on game-based learning - ECGBL 2013". Electronic Journal of e-Learning 12 3 (2014): 227-228. http://www.scopus.com/inward/record.url?eid=2-s2.0-84904050771&partnerID=MN8TOARS.
  40. Dulce Mota; Luís Paulo Reis; Carlos Vaz de Carvalho. "Design of Learning Activities – Pedagogy, Technology and Delivery Trends". ICST Transactions on e-Education and e-Learning 1 4 (2014): e5-e5. https://doi.org/10.4108%2Fel.1.4.e5.
    10.4108/el.1.4.e5
  41. Nogueira, Fabio; Gouveia, David; Andrade, Antonio; Escudeiro, Paula; de Carvalho, Carlos Vaz; Nogueira, F.; Gouveia, D.; et al. "The use of Problem Based Learning in Game Environments for Engineering Students". PROCEEDINGS OF THE 12TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL) (2014): 824-827. https://publons.com/wos-op/publon/28796446/.
  42. Juzeleniene, Saulute; Mikelioniene, Jurgita; Escudeiro, Paula; de Carvalho, Carlos Vaz. "GABALL Project: Serious Games Based Language Learning". Procedia - Social and Behavioral Sciences (2014): https://publons.com/wos-op/publon/28796443/.
    10.1016/J.SBSPRO.2014.05.340
  43. Gouveia, David; Andrade, Antonio; Escudeiro, Paula; de Carvalho, Carlos Vaz. "Assessment of the Acquisition of Internationalization and Language Skills Through Games". PROCEEDINGS OF THE 12TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL) (2014): https://publons.com/wos-op/publon/28796445/.
  44. Carlos Vaz de Carvalho; Baltasar Fernandez-Manjon. "Welcome message from the Editors-in-Chief". EAI Endorsed Transactions on Game-Based Learning 1 1 (2013): e1-e1. https://doi.org/10.4108%2Ftrans.gbl.01-06.2013.e1.
    10.4108/trans.gbl.01-06.2013.e1
  45. Escudeiro, Paula; Carvalho, Carlos Vaz de. "Game-Based Language Learning". International Journal of Information and Education Technology (2013): 643-647. http://dx.doi.org/10.7763/IJIET.2013.V3.353.
    10.7763/ijiet.2013.v3.353
  46. Santos, L.; Carvalho, C.V.. "Improving experiential learning with haptic experimentation". International Journal of Online Engineering 9 SPECIALISS (2013): 7-9. http://www.scopus.com/inward/record.url?eid=2-s2.0-84900368345&partnerID=MN8TOARS.
    10.3991/ijoe.v9iS8.3309
  47. Cruz-Lara, S.; Fernandez-Manjon, B.; De Carvalho, C.V.. "Innovative approaches to serious games". Revista Iberoamericana de Tecnologias del Aprendizaje 8 4 (2013): 163-165. http://www.scopus.com/inward/record.url?eid=2-s2.0-84899798211&partnerID=MN8TOARS.
    10.1109/RITA.2013.2284954
  48. Gomes, D.F.; Lopes, M.P.; De Carvalho, C.V.. "Serious games for lean manufacturing: The 5S game". Revista Iberoamericana de Tecnologias del Aprendizaje 8 4 (2013): 191-196. http://www.scopus.com/inward/record.url?eid=2-s2.0-84899830921&partnerID=MN8TOARS.
    10.1109/RITA.2013.2284955
  49. Mihai, A.; Costea, M.; Bilalis, N.; Grancaric, A.M.; Costa, E.; Marzo, R.; Azevedo, C.; Vaz de Carvalho, C.. "TIED Shoe, a Virtual Community of Practice for the footwear industry,Tied shoe, comunitatea virtuala de practica Pentru industria de încaltaminte". Leather and Footwear Journal 13 4 (2013): 321-344. http://www.scopus.com/inward/record.url?eid=2-s2.0-84940246320&partnerID=MN8TOARS.
    10.24264/lfj.13.4.5
  50. Baptista, Ricardo; Carvalho, Carlos Vaz de. "TimeMesh – A Serious Game for European Citizenship". EAI Endorsed Transactions on Game-Based Learning 1 1 (2013): e2-e2. http://dx.doi.org/10.4108/trans.gbl.01-06.2013.e2.
    10.4108/trans.gbl.01-06.2013.e2
  51. Vaz de Carvalho, Carlos; Lopes, Manuel Pereira; Ramos, A. G.; Ávila, Paulo; Carvalho, C.V.; Lopes, M.P.; Ramos, A.G.; et al. "Lean learning academy: an innovative framework for lean manufacturing training". (2013): http://hdl.handle.net/10400.22/4122.
    10.1109/CISPEE.2013.6701958
  52. Vaz de Carvalho, Carlos; Latorre Andres, Pedro M.; Seron Arbeloa, Francisco Jose; Carlos Vaz de Carvalho; Pedro M. Latorre Andrés; Francisco José Serón Arbeloa. "Serious Games Network". Virtual Archaeology Review 4 9 (2013): 174-174. https://publons.com/wos-op/publon/28796448/.
    10.4995/var.2013.4271
  53. Santos, Luciano; de Carvalho, Carlos Vaz; Santos, L.; Carvalho, C.V.D.. "Haptic Physics Simulation". PROCEEDINGS OF THE 12TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL) (2013): 771-775. https://publons.com/wos-op/publon/28796450/.
  54. Vaz de Carvalho, Carlos; Lopes, Manuel Pereira; Ramos, A. G.. "Digital serious games and simulation games - comparison of two approaches to lean training". (2013): http://hdl.handle.net/10400.22/4126.
    10.1109/ICL.2013.6644534
  55. Williams, Bill; Neto, Pedro; Cardoso, Alberto; Carvalho, Carlos Vaz de; Magalhães, Fernão de; Rasteiro, M. Graça; Restivo, Maria Teresa; et al. "ITs in engineering education: joining efforts between SPEE and IGIP". International Journal of Engineering Pedagogy (iJEP) 2 1 (2012): http://hdl.handle.net/10400.26/4166.
    10.3991/ijep.v2i1.1899
  56. Magalhaes, Paulo; Castro, Antonio; Carvalho, Carlos Vaz. "Augmented Reality Applied to the Process of Teaching/Learning Case Study". Sistemas E Tecnologias de Informacao, Vol I (2011): https://publons.com/wos-op/publon/28796565/.
  57. Marques, Bertil P.; Villate, Jaime E.; Carvalho, Carlos Vaz. "Applying the UTAUT model in Engineering Higher Education: Teacher's Technology Adoption". Sistemas E Tecnologias de Informacao, Vol I (2011): https://publons.com/wos-op/publon/28796566/.
  58. de Castro, Antonio Vieira; de Carvalho, Carlos Vaz; Carrapatoso, Eurico. "Steps for the creation of a thematic repository The case of Melor (Medical Learning Objects Repository)". Sistemas E Tecnologias de Informacao, Vol I (2011): https://publons.com/wos-op/publon/28796454/.
  59. Azevedo, Isabel; Seica, Rui; Ortiz, Adela; Carrapatoso, Eurico; Vaz de Carvalho, Carlos. "Using ontologies in Learning Objects Repositories". Bulletin of the Technical Committee on Learning Technology (2011): https://publons.com/wos-op/publon/28796465/.
  60. Lopes, D.; Vaz De Carvalho, C.. "Virtual experiential learning". Proceedings of the 13th IASTED International Conference on Computers and Advanced Technology in Education, CATE 2010 (2010): 19-26. http://www.scopus.com/inward/record.url?eid=2-s2.0-84862098006&partnerID=MN8TOARS.
  61. de Carvalho, C. Vaz; Salonen, J.; Bjorn, K.; Knockaert, S.; Van Steenberghe, R.; Schoofs, L.; Rugelj, J.; et al. "European Study Programme for Advanced Networking Technologies". Elektronika Ir Elektrotechnika 6 (2010): 31-34. https://publons.com/wos-op/publon/9339145/.
  62. Baptista, Ricardo; de Carvalho, Carlos Vaz. "Role Play Gaming and Learning". Bulletin of the Technical Committee on Learning Technology (2010): https://publons.com/wos-op/publon/28796457/.
  63. Lopes, D.; Vaz de Carvalho, C.. "Simulation and Haptic Devices in Engineering Education". Elektronika Ir Elektrotechnika 6 (2010): 159-162. https://publons.com/wos-op/publon/28796455/.
  64. Marques, Bertil P.; Vilatte, Jaime E.; Carvalho, Carlos Vaz. "Information technologies and communication in supporting learning in Higher Education". Sistemas Y Tecnologias de Informacion (2010): https://publons.com/wos-op/publon/28796567/.
  65. Oliveira, Luciana; Albuquerque, Alexandra; Ribeiro, Sandra; Peres, Paula; Carvalho, Carlos Vaz de. "A sustainable approach to the reuse of student - centered learning scenarios". (2009): http://hdl.handle.net/10400.22/2806.
  66. Oliveira, Luciana; Carvalho, Carlos Vaz de. "Towards e-learning sustainability: designing and reusing student-centered learning scenarios". (2009): http://hdl.handle.net/10400.22/2803.
  67. Azevedo, Isabel S.; Carrapatoso, Eurico; Carvalho, Carlos Vaz de. "Effective characterisation of learning objects". International Journal of Advanced Media and Communication 2 3 (2008): 236-236. http://dx.doi.org/10.1504/IJAMC.2008.020178.
    10.1504/ijamc.2008.020178
  68. Martins, Constantino; Faria, Luiz; Carvalho, Carlos Vaz de; Carrapatoso, Eurico; António C. Martins; Eurico Carrapatoso; Luiz Faria; et al. "User modeling In adaptive hypermedia educational systems". Educational Technology and Society 11 1 (2008): 194-207. http://hdl.handle.net/10400.22/2888.
    10.26537/r2888
  69. Azevedo, I.; Vaz De Carvalho, C.; Carrapatoso, E.. "Pragmatic characterization of learning objects". IADIS International Conference on Cognition and Exploratory Learning in Digital Age, CELDA 2007 (2007): 385-388. http://www.scopus.com/inward/record.url?eid=2-s2.0-84882945538&partnerID=MN8TOARS.
  70. Marques, José Antonio; Carvalho, Luiz Fernando de Oliveira e Silva; Valadão, Carlos Augusto Araújo; Nunes, Newton; Vaz, Beatriz Berlink dUtra. "Emprego do flunitrazepam na sedação de suínos". Ciência Rural 25 3 (1995): 405-409. http://dx.doi.org/10.1590/S0103-84781995000300013.
    10.1590/s0103-84781995000300013
  71. COSTA, A; CARVALHO, CV; GUEDES, MA; SEIXAS, M; FERREIRA, FN; AMARAL, I. "INTENSITY CORRELATION OF VENTILATION-PERFUSION LUNG IMAGES". European Journal of Nuclear Medicine (1992): https://publons.com/wos-op/publon/28799745/.
  72. CARVALHO, CV; COSTA, A; GUEDES, MA; SEIXAS, M; FERREIRA, FN; AMARAL, I. "COMPOSITE PSEUDOCOLOR IMAGES OF THE VENTILATION-PERFUSION LUNG STUDY". European Journal of Nuclear Medicine (1992): https://publons.com/wos-op/publon/28799743/.
Thesis / Dissertation
  1. Moura, Sandro Emanuel Barraca. "FitAdventures: Transformar exercício físico em entretenimento". Master, 2024. http://hdl.handle.net/10400.22/26327.
  2. Cabeleira, Miguel Tomaz. "Augmented reality for tourist routes". Master, 2024. http://hdl.handle.net/10400.22/25937.
  3. Alves, João Miguel Rangel. "Designing and developing an advergame for climate change awareness". Master, 2024. http://hdl.handle.net/10400.22/26316.
  4. Loureiro, Guilherme da Silva Martins. "Gamification to Increase User Interaction". Master, 2022. http://hdl.handle.net/10400.22/20804.
  5. Barroso, Pedro Antunes de Azevedo. "Game Porting Optimization Techniques". Master, 2022. http://hdl.handle.net/10400.22/20855.
  6. Costa , Flávio Xavier Soares. "Uso de advergames para promover a imagem de um Instituto de Ensino Superior". Master, 2021. http://hdl.handle.net/10400.22/19366.
  7. Knorr , Johann Wolfgang Botelho Macedo. "Dynamic Difficulty Adjustment in FirstPerson Shooters". Master, 2021. http://hdl.handle.net/10400.22/18311.
  8. Ferreira, Ana Rita Trocado. "Realidade aumentada na indústria do calçado - Aprendizagem imersiva na operação de máquinas". Master, 2021. http://hdl.handle.net/10400.22/19236.
  9. Vicente, Carlos Filipe Monteiro. "Jogo Sério para a Prevenção do Stress em Espaços Profissionais". Master, 2021. http://hdl.handle.net/10400.22/18232.
  10. Andrade, Leonardo Marques de. "Identificação Médica Segura por Reconhecimento Facial e Análise por Realidade Aumentada". Master, 2020. http://hdl.handle.net/10400.22/16938.
  11. Martins, Tiago Silva. "Aprendizagem máquina aplicada ao contexto do Poker". Master, 2020. http://hdl.handle.net/10400.22/17674.
  12. Teixeira, Vasco Reis Moreira de Castro. "Aplicação de Mecânicas de Card Collecting em Jogos Sérios para o Turismo". Master, 2019. http://hdl.handle.net/10400.22/14655.
  13. Torres, José Guilherme Pereira. "Plataforma Web para Simulação de Linhas de Produção". Master, 2019. http://hdl.handle.net/10400.22/14641.
  14. Gonçalves, Frederico Cardoso. "Jogo Sério para formação de utilizadores em Manufacturing Execution System". Master, 2019. http://hdl.handle.net/10400.22/14984.
  15. Bessa, Pedro Filipe Neves. "LEARN IT: Jogos para o Desenvolvimento Cognitivo". Master, 2018. http://hdl.handle.net/10400.22/12693.
  16. Afonso, Tiago Fernando Ferraz. "Um Jogo Sério para Aprendizagem de Lógica e Programação". Master, 2018. http://hdl.handle.net/10400.22/11937.
  17. Melo, Diogo António Teixeira de. "Promoção da prática de exercício físico através de um jogo". Master, 2018. http://hdl.handle.net/10400.22/12414.
  18. Costa, Ricardo Daniel Ferreira. "Transform@: Um Jogo Sério para Desenvolvimento de Competências de Empreendedorismo". Master, 2018. http://hdl.handle.net/10400.22/14196.
  19. Fernandes, Francisco Diogo. "Tratamento de Fobias com Ambientes Virtuais". Master, 2017. http://hdl.handle.net/10400.22/11693.
  20. Bastos, Alexandre Manuel Martins. "Impacto de Advergames no Marketing Empresarial". Master, 2017. http://hdl.handle.net/10400.22/11320.
  21. Bastos, Alexandre Manuel Martins. "Impacto de Advergames no Marketing Empresarial". Master, 2017. http://hdl.handle.net/10400.22/11320.
  22. Martins, Rui Manuel da Silva. "All About Portugal - Website dedicado ao turismo externo em Portugal". Master, 2015. http://hdl.handle.net/10400.22/8227.
  23. Gomes, Leniker Manuel da Conceição. "Exergames - Jogos Sérios para Promover o Exercício Físico". Master, 2015. http://hdl.handle.net/10400.22/8218.
  24. Lopes, João Manuel Coelho Trigo. "Contributos das TIC para as Necessidades Educativas Especiais - Treino da Perceção Visual". Master, 2015. http://hdl.handle.net/10400.22/8212.
  25. Dias, Hugo Miguel Matos. "Jogos digitais com contos infantis - Uma proposta de brinquedo-jogo para dispositivos móveis". Master, 2015. http://hdl.handle.net/10400.22/8201.
  26. Andrade, António Carneiro de. "Virtual Communities of Practice: Design and Development of Support Platforms and Participation Fostering". Master, 2014. http://hdl.handle.net/10400.22/5599.
  27. Baptista, Joana Isabel da Silva. "Geocaching como ferramenta de Marketing Digital". Master, 2014. http://hdl.handle.net/10400.22/5792.
  28. Ferraz, Daniel José Cardoso. "Ambientes Tridimensionais Sonoros". Master, 2014. http://hdl.handle.net/10400.22/5678.
  29. Machado, Lúcia de Jesus Candeias. "Aplicação de Advergames no Contexto Empresarial". Master, 2014. http://hdl.handle.net/10400.22/6011.
  30. Machado, Lúcia de Jesus Candeias. "Aplicação de Advergames no Contexto Empresarial". Master, 2014. http://hdl.handle.net/10400.22/6011.
  31. Pereira, Fernando Castro. "Aplicação de advergames no contexto do Ensino Superior". Master, 2013. http://hdl.handle.net/10400.22/4693.
  32. Pereira, Fernando Castro. "Aplicação de advergames no contexto do Ensino Superior". Master, 2013. http://hdl.handle.net/10400.22/4693.
  33. Santos, Luciano Filipe Oliveira Neves dos. "Simulador em Realidade Virtual para Aprendizagem da Física". Master, 2013. http://hdl.handle.net/10400.22/5983.
  34. Santos, André António de Oliveira. "Ferramenta de estudo para alunos de medicina na especialidade de dermatologia". Master, 2012. http://hdl.handle.net/10400.22/4422.
  35. Gouveia, David. "Nostalgia Studio. A game engine for creating collaborative multiplayer online graphic adventure games". Master, 2012. http://hdl.handle.net/10400.22/2610.
  36. Carvalho, Carlos Miguel Miranda Vaz de. "Captura e classificação de superfícies naturais para a indústria do calçado". Master, 2012. http://hdl.handle.net/10216/12861.
  37. Azevedo, Isabel de Fátima Silva. "Semantic and pragmatic characterization of learning objects". PhD, 2011. http://hdl.handle.net/10216/63394.
  38. Pereira, Lino Manuel Cunha. "Aplicações web multimédia com realidade aumentada “Magic Catalog”". Master, 2011. http://hdl.handle.net/10400.22/2631.
  39. Gomes, Duarte Sousa Ferreira. "Jogos Sérios para Lean Manufacturing: “Jogo: Método 5S”". Master, 2011. http://hdl.handle.net/10400.22/2694.
  40. Henriques, Bruno Filipe dos Santos. "Interfaces inovadores para a aprendizagem musical". Master, 2010. http://hdl.handle.net/10400.22/1909.
  41. Magalhães, Paulo Sérgio Teixeira de. "Realidade aumentada aplicada ao processo de ensino/aprendizagem. Estudo de caso.". Master, 2010. http://hdl.handle.net/10400.22/2714.
  42. Moniz, Mafalda de Dion Almeida Cardoso. "Arte Pública: divulgação do património cultural da cidade do Porto". Master, 2010. http://hdl.handle.net/10400.22/2259.
  43. Antunes, Hugo Miguel Silva. "Implementação de cursos em regime de e-learning em ambiente hospitalar. A MEDUCA como suporte". Master, 2010. http://hdl.handle.net/10400.22/3081.
  44. Silva, Joana Filipa Pinto dos Santos. "Visualização com nuvens de tags". Master, 2010. http://hdl.handle.net/10400.22/2702.
  45. Esteves, João Manuel Agudo. "A realidade virtual como factor de atracção para a engenharia". Master, 2009. http://hdl.handle.net/10400.22/2704.
  46. Seiça, Rui Alexandre Ramalho. "TREE : um repositório de objectos educativos de software aberto com perfil de metadados". Master, 2009. http://hdl.handle.net/10216/58424.
  47. Oliveira, Luciana Gomes de. "A sustentabilidade das estratégias pedagógicas : desenho e reutilização de cenários de aprendizagem". Master, 2009. http://hdl.handle.net/10216/59545.
  48. Lopes, Duarte. "Sistemas hápticos no apoio à educação: estudo da aerodinâmica". Master, 2009. http://hdl.handle.net/10400.22/2613.
  49. Azevedo, Daniel José de Castro Sampaio de. "Proposta de um modelo de avaliação de websites de turismo de habitação". Master, 2009. http://hdl.handle.net/10400.22/2691.
  50. Mota, Maria Dulce Fernandes. "Um método de adaptabilidade de conteúdos multimédia num contexto semi-presencial". Master, 2008. http://hdl.handle.net/10216/13469.
  51. Batista, Ricardo José Vieira. "Role playing game : uma estratégia no contexto educacional". Master, 2008. http://hdl.handle.net/10216/11502.
  52. Maia, Maria Adelina Azevedo. "A biblioteca escolar como pivot de um processo de ensino/aprendizagem construtivista suportado por tecnologias multimédia e distribuídas". Master, 2006. http://hdl.handle.net/10216/11539.
  53. Leite, Eugénia Valquídia de Azevedo. "Intercâmbio professor/@=aluno na base digital : IP@BD". Master, 2006. http://hdl.handle.net/10216/11840.
  54. Martins, António Constantino Lopes. "Infra-estruturas de "campus-learning" : Aplicabilidade no ensino da Engenharia". Master, 2003. http://hdl.handle.net/10216/12674.
  55. Carvalho, Carlos Miguel Miranda Vaz de. "Uma proposta de ambiente de ensino distribuído". PhD, 2001. http://hdl.handle.net/1822/688.

Other

Other output
  1. Proyecto Red Alfa T-GAME (Teaching computer Graphics And MultimEdia) Una experiencia interdisciplinaria. Submitted by Patricia Steim (gegradi@gmail.com) on 2018-09-26T19:17:23Z No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) sigradi2003_135.content red t game.pdf: 394557 bytes, checksum: c4892fbf01ad619c266632350950c50f (MD5). Approved for entry into archive by Aline Batista (alinehb.ufpel@gmail.com) on 2018-09-27T20:18:34Z (GMT) No. of bitstreams: 2 sigrad. 2018. Breutmann, Bernd; Fernández, Mónica; Piegari, Ricardo; Roberto, Guerrero; Silva, Adriane Borda Almeida da; Félix, Neusa Mariza Leite Rodrigues; Pina, Alfredo; et al. http://guaiaca.ufpel.edu.br:8080/handle/prefix/4168.
  2. A Recommender Model of Teaching-Learning Techniques. 2017. Dulce Mota; Luis Paulo Reis; Carlos Vaz de Carvalho. https://doi.org/10.1007%2F978-3-319-65340-2_36.
    10.1007/978-3-319-65340-2_36