Paula Escudeiro

dblp:220/9526 · also Paula Maria Escudeiro · DBLP profile ↗
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20ranked-venue papers
10as first author
8since 2021 · last 2026
0000-0003-2528-572XORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Applied, interdisciplinary, general and emerging computing · 20 · 10 first-author · 8 since 2021Human-computer interaction and ubiquitous computing · 13 · 5 first-author · 6 since 2021Databases, data management, data science and information retrieval · 1
YearPublicationVenuePosition
2026 Integrating Immersive Tools in Online Learning
Paula Escudeiro, Piedade Carvalho, Sofia Resende
CSEDU (2)1
2026 Teaching Meets Technology in Developing a MOOC
Paula Escudeiro, Piedade Carvalho, Sofia Resende
WorldCIST (1)1
2025 Making Technical Terms Accessible in Sign Language
Paula Escudeiro, Márcia Campos Gouveia, Nuno Filipe Escudeiro, Francisca Escudeiro
WorldCIST (1)1
2024 A Revolutionary Real-Time Translation Tool for Text, Audio, and Sign Language from Images
Paula Escudeiro, Márcia Campos Gouveia, Nuno Filipe Escudeiro
CSEDU (1)1
2024 Revolutionizing Education: The European STEAME Teacher Facilitators Academy Project
abstract
In recent times, there has been a growing recognition of the imperative to equip school students with competencies and skills that are essential for the evolving landscape of the future. This acknowledgment reflects the changing demands of our world, emphasizing the need for innovative thinking and adaptability. To address this, a promising avenue involves the integration of multidisciplinary, multilicence project-based learning activities into the educational framework. This transformative approach is geared towards creating innovative thinkers and creators who will be well-equipped to tackle the challenges of tomorrow. The STEAME Teacher Facilitators Academy emerges as a response to this educational imperative, aiming to meet the growing demand for competency and skills development in school students through immersive multidisciplinary project-based learning. The academy's focal point is the transformation of schools into STEAME (Science, Technology, Engineering, Arts, Mathematics, and Entrepreneurship) project-based learning environments. Operating at the local level, these academies have a strategic objective of empowering teacher facilitators with the necessary tools and knowledge. Recognizing that numerous educators currently lack the essential resources for effective project-based learning, particularly in STEAME fields, the project offers comprehensive training to bridge this gap through comprehensive training programs. In doing so, it aspires to foster a generation of better-prepared students.
Paula Escudeiro, Márcia Campos Gouveia, Nuno Filipe Escudeiro
EDUCON1
2023 ATHENA European University: An Educational Joint Model for Sustainable Education
abstract
Sustainable education has many facets involving not only the conservation of our natural ecosystem and the development of a sustainable society but also promoting equity and ensuring lifelong learning opportunities for all regardless of any handicaps or circumstances. UNESCO, through its Sustainable Development Goals, and the European Commission through several programs, push the society and the universities to promote Quality Education as a core asset of modern societies in the digital era. The ATHENA European University implements a novel Educational Model that was designed to advance inclusive and sustainable education and place the university educational assets to the service of the local community and the society at large. ATHENA is a European University of seven higher education institutions, aimed to nurture the development of all-inclusive digitalization of societies. The educational model of ATHENA is based on several initiatives and novel pedagogies to advance green education and inclusion at the European Higher Education Area. At this paper we describe the general architecture of the ATHENA Joint Education Model and its pillars such as blended mobility and Competence Clusters.
Nuno Filipe Escudeiro, Paula Escudeiro, Márcia Campos Gouveia, Tiago Oliveira 0007
EDUCON2
2023 ZooLector: Raising Awareness of Biodiversity Loss to all
abstract
Nowadays, environmental stability and a sustainable development are endangered for different reasons, such as species extinction, biodiversity loss and habitats destruction. Thus, educational serious games have grown to be extremely relevant for raising awareness and enhancing knowledge on sustainability, fostering behavioral change for the stability and maintenance of our biosphere. ZooLector is one such game. This game was developed within the scope of the United Nations Sustainable Development Goals, including education (goal 4) and biodiversity (goal 15). The game consists in assembling animal cards collections from all over the world through a pack opening mechanic. The purpose is to enhance the knowledge of players about extinction and biodiversity loss in the animal kingdom. This is an inclusive and accessible game for all students-players, assured by color-blind support and a voice assistant, following concerns of creating inclusive, accessible, and equal opportunities for all students. ZooLector is an approach towards animal-awareness, pro-sustainability behaviors and engagement in sustainable activities, that is primarily thought to be used as an educational and inclusive tool.
Paula Escudeiro, Márcia Campos Gouveia, Nuno Filipe Escudeiro
EDUCON1
2022 Learning sign language basics supported by assistive technology
abstract
Individuals with hearing disabilities face numerous obstacles with regards to the practice of tourism activities and the use of infrastructure and services. Cultural settings are far from being inclusive for deaf tourists. The lack of knowledge of sign language among the non-deaf population is an obstacle. The ICHT – Inclusive Cultural Heritage Tourism project is expected to bring R&D world-class results in the field of automatic sign language translation to raise awareness to sign language and to motivate touristic operators to learn the basis of sign language communication to welcome and assist deaf tourists. Reducing barriers to the communication between deaf tourists and local touristic operators is expected to develop inclusive and innovative tools to promote accessibility and inclusion.
Paula Escudeiro, Nuno Filipe Escudeiro, Márcia Campos Gouveia
EDUCON1
2020 Blended Academic International Mobility: tearing down barriers to mobility in a sustainable way
abstract
Modern economy requires engineers to excel in collaborative and communication skills at an international setting. However, these competences are not usually addressed in engineering curricula. In the Blended Academic International Mobility course, Blended-AIM, students develop their capstone project as members of an international and multidisciplinary team while working at their home institutions. Team members are geographically spread to assure heterogeneous teams and to promote international cooperation. This paradigm, although very suited for engineering degrees, can be adapted and applied in any project/internship course unit. The results from the first 10 editions of the course that ran between 2009/10 and 2018/19 support our initial hypothesis that Blended-AIM significantly promotes students’ soft skills without requiring costly and time consuming changes to prior degree curricula. It has the additional benefit of tearing down most of the barriers to international mobility in a sustainable way. In 2019/20 we are running the 11th, edition of the course and planning to transfer this innovative educational paradigm to new partners outside EU borders.
Nuno Filipe Escudeiro, Ana Barata, Paula Escudeiro, Tatjana Welzer, Ricardo Almeida 0004, George Papadourakis
EDUCON3
2019 Assistive Technology Applied in an Inclusive MOOC for the Blind
abstract
Considering the opportunity provided by Massive and Open Online Courses (MOOCs) to reach wide audiences, a new pedagogical model of the MOOC in Educational Technologies was implemented at Instituto Superior de Engenharia do Porto (ISEP) aiming at maximizing the MOOCs’ potential to provide educational offers to both deaf and blind communities. These communities face several and distinctive communication barriers, not allowing them to integrate within the larger intellectual communities as most tools used for information dissemination remain inaccessible to them. This paper’s main purpose is to present the innovative pedagogical model devised at ISEP/GILT to better enable the blind/visually impaired individuals to access digital educational content, hence being a contribution for the inclusion of these individuals in educational environments. This inclusive and innovating pedagogical model is a result of the wider research being conducted at ISEP/GILT concerning the development of assistive technology targeted at improving communication with and between the blind and the deaf, consequently fostering their inclusion. Although this paper highlights the pedagogical model proposal targeted at the blind/visually impaired, the model also integrates the deaf. Therefore, we present the complete API (BDC-API) architecture that supports the inclusive pedagogical model. This API translates digital educational content for the blind, grounded on the developed model used to translate written-text into sign language for the deaf.
Bertil P. Marques, Paula Escudeiro, Ana Barata, Piedade Carvalho, Ana de Sousa, Patrícia Queirós
CSEDU (2)2
2019 Automatic Sign Language Translation to Improve Communication
abstract
Over the last years, there has been an increase in hearing-impaired students who use sign language as their main form of communication attending higher education institutions around the world. The knowledge that their comprehension of texts is reduced due to sentence structure differences causes a need for more solutions to improve communication and support students in environments where they are unable to be accompanied by sign interpreters. This article details the improvements and current structure of the VirtualSign platform, a bidirectional sign language to text translation tool that has been in development since 2015. The platform is divided into two main parts, sign to text and text to sign, and both components are described and explained. The solution has received positive feedback on several tests and a pilot experiment, and is being developed with partnerships with sign interpreters from six different European countries. Some planned improvements and future functionalities for the tool are also mentioned and detailed.
Tiago Oliveira 0007, Paula Escudeiro, Nuno Filipe Escudeiro, Emanuel Rocha, Fernando Maciel Barbosa
EDUCON2
2018 ACE assisted communication for education: Architecture to support blind & deaf communication
abstract
Deaf and blind students face communication barrierst that are constantly present in their daily lives. These barriers arise naturally since the deaf community, the blind community and the rest of the students and teachers use different languages and different channels to communicate. These barriers have a significant impact in the academic, personal and professional development of deaf and blind students. Using automatic tools to assist the fluid communication between people using different languages and different channels of communication might significantly promote the social inclusion of disabled students. In this paper we describe the ACE architecture which incorporates VirtualSign, a translator for sign language and other components to allow for the real time translation between sign and oral languages. This architecture supports any sign language. We expect ACE will provide ways for the fluid communication among deaf people, blind people and those not constrained by these disabilities.
João Ulisses, Tiago Oliveira 0007, Paula Escudeiro, Nuno Filipe Escudeiro, Fernando Maciel Barbosa
EDUCON3
2017 Digital Assisted Communication
Paula Escudeiro, Nuno Filipe Escudeiro, Marcelo Norberto, Jorge Lopes, Fernando Soares
WEBIST1
2015 Real Time Bidirectional Translator of Portuguese Sign Language
abstract
The communication with deaf by means of written text is not as efficient as it might seem at first. In fact, there is a very deep gap between sign language and spoken/written language. The vocabulary, the sentence construction and the grammatical rules are quite different among these two worlds. These facts bring significant difficulties in reading and understanding the meaning of text for deaf people and, on the other hand, make it quite difficult for people with no hearing disabilities to understand sign language. The deployment of tools to assist the daily communication, in schools, in public services, in museums and other, between deaf people and the rest may be a significant contribution to the social inclusion of the deaf community. The work described in this paper addresses the development of a bidirectional translator between Portuguese Sign Language and Portuguese text and a serious game to promote the learning of the Portuguese Sign Language. The translator from sign language to text resorts to two devices, namely the Microsoft Kinect and 5DT Sensor Gloves in order to gather data about the motion and shape of the hands. The hands configurations are classified using Support Vector Machines. The classification of the movement and orientation of the hands is achieved through the use of Dynamic Time Warping algorithm. The translator exhibits a precision higher than 90%. In the other direction, the translation of Portuguese text to Portuguese Sign Language is supported by a 3D avatar which interprets the entered text and performs the corresponding animations. As a complement, we also present a serious game directed to assist in the difficult task of learning the Portuguese Sign Language.
Paula Escudeiro, Nuno Filipe Escudeiro, Rosa M. Reis, Jorge Lopes, Marcelo Norberto, Ana Bela Baltasar, Fernando Maciel Barbosa, José Bidarra
WEBIST1
2014 Skill and Competence Development Through Games
abstract
We are living in a globalized world where intercultural and internationalization skills are mandatory. But the lack of those competencies is still a reality and training is required to overcome that issue. Serious Games have been looked upon as a way to address this issue because they offer immersive and engaging environments where users 'learn by doing', at their own pace, and following their own knowledge acquisition path. This article presents a serious game that fosters the improvement of internationalization and language skills of SME managers - the GLOBALL Manager game and introduces the results of the initial tests with the target group.
David Gouveia, António Manuel Valente de Andrade, Paula Escudeiro, Carlos Vaz de Carvalho
iiWAS3
2013 Educational Collaborative Virtual Environments: Evaluation Model
abstract
In this paper we propose a model for assessing the quality of educational collaborative virtual environments. The objective is to establish a theoretical model that highlights a number of relevant sets of requirements in relation to the quality in educational collaborative virtual environments. It is intended to apply the model during the lifecycle of product development and in the selection of the environment in order to support the learning/teaching process.
Rosa M. Reis, Benjamim Fonseca, Paula Escudeiro
ICALT3
2012 High-Level Model for Educational Collaborative Virtual Environments Development
abstract
The paper presents a proposal high-level model for the development of Educational Collaborative virtual Environments based on engineering software and quality concepts for software development. A life cycle was identified, which was detailed the phases of development, taking into account different techniques and methods and related documentation. The main goal of this research is to demonstrate how we can use the model to develop our applications by virtual world's platforms. The model was conceived based on research carried out in area the development of models that integrate all phases of process development software and models for assessing collaborative virtual environments. The model used contains a set of diagrams to support developer teams in their tasks, mainly in the creation of educational collaborative virtual environments to be used in an e-learning context.
Rosa M. Reis, Paula Escudeiro, Benjamim Fonseca
ICALT2
2010 Comparing Social Virtual Worlds for Educational Purposes
abstract
Over the last decade the interest in social virtual worlds as tools to improve the teaching/learning process and to stimulate knowledge, including the development of learning to learn autonomy, has greatly increased as a result of their promising potential. In the current work we introduce a concise definition of a social virtual world and make a comparative analysis between different virtual worlds based on Mannien's matrix. For this study, Second Life, Active Worlds and There were selected as they are the virtual environments most commonly addressed by the academic community. Finally, we discuss the potential of social virtual worlds for educational purposes.
Rosa M. Reis, Paula Escudeiro, Nuno Filipe Escudeiro
ICALT2
2010 Exploring the Potential Virtual Worlds Platforms for Educational Purposes
Rosa M. Reis, Paula Escudeiro
ICCE2
2006 X-TEC: Techno-Didactical Extension for Instruction/Learning Based on Computer - A New Development Model for Educational Software
Paula Escudeiro, José Bidarra
WEBIST (2)1