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About

About

Associate Professor with Habilitation at University of Trás-os-Montes e Alto Douro (UTAD) and Senior Researcher at INESC TEC.

He earned a doctorate in UTAD in 2002 in Electrical Engineering and held in 2008 the Habilitation in Informatics/Accessibility. I was Associate Professor in December 2012.

He was Pro-Rector for Innovation and Information Management at UTAD, from 23 July 2010 to 29 July 2013.

He produced over 150 scientific papers, including book chapters, journal articles and articles in proceedings of scientific events. He supervised 40 postgraduate students (masters and doctorates).
He was member of the research team in 35 research and development projects.

He was member of several organizing committees of the international scientific meetings. In 2006 he directed the team that created the conference "Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion (www.dsai.ws/2016) and in 2016 the conference Technology and Innovation is Sports, Health and Wellbeing (www.tishw.ws/2016).
The main research interests are: Digital Image Processing, Accessibility and Human Computer Interaction.

Google Scholar: http://scholar.google.com/citations?user=HBVvNYQAAAAJ&hl=en

SCOPUS: http://www.scopus.com/authid/detail.url?authorId=20435746800

Interest
Topics
Details

Details

  • Name

    João Barroso
  • Role

    Research Coordinator
  • Since

    01st October 2012
014
Publications

2026

NonVisual Pong: Enhancing Digital Accessibility Through Audio and Haptic Gaming for the Visually Impaired

Authors
Rocha, TDJVD; Nunes, RR; Barroso, JMP;

Publication
Lecture Notes in Networks and Systems

Abstract
The video game industry has grown to become one of the largest in the market, surpassing even the film industry over a decade ago (Statista in Video game industry revenue worldwide 2000–2020). However, the development of games designed with visually impaired players in mind is still almost non-existent when compared to the sheer number of games released yearly. NonVisual Pong is our approach to addressing this challenge, providing blind players with a way to engage in competitive fun through gaming. We took the original Pong game from 1972 and fully adapted it to be played using only a controller—no visual display required. Following the development process, we tested our implementation with experts, discovering that, overall, our game was easy to pick up, required no overly complex setup, and successfully delivered the intended experience. Players enjoyed a balanced challenge and immersion, facilitated by audio cues and the controller’s vibrations. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.

2026

Agent-Based Simulation of Forest Fire Spread with NetLogo

Authors
Ricardo Pires; Pedro Torres; Nuno A. Valente; E. J. Solteiro Pires; Arsénio Reis; P. B. de Moura Oliveira; João Barroso;

Publication
Lecture notes in computer science

Abstract

2026

A Software Platform for an Intelligent Mobility Ecosystem

Authors
Reis, A; Paulino, A; Pinto, T; Barroso, J;

Publication
Lecture Notes in Networks and Systems - Emerging Trends in Information Systems and Technologies

Abstract

2025

Machine Learning for Decision Support and Automation in Games: A Study on Vehicle Optimal Path

Authors
Penelas, G; Barbosa, L; Reis, A; Barroso, J; Pinto, T;

Publication
ALGORITHMS

Abstract
In the field of gaming artificial intelligence, selecting the appropriate machine learning approach is essential for improving decision-making and automation. This paper examines the effectiveness of deep reinforcement learning (DRL) within interactive gaming environments, focusing on complex decision-making tasks. Utilizing the Unity engine, we conducted experiments to evaluate DRL methodologies in simulating realistic and adaptive agent behavior. A vehicle driving game is implemented, in which the goal is to reach a certain target within a small number of steps, while respecting the boundaries of the roads. Our study compares Proximal Policy Optimization (PPO) and Soft Actor-Critic (SAC) in terms of learning efficiency, decision-making accuracy, and adaptability. The results demonstrate that PPO successfully learns to reach the target, achieving higher and more stable cumulative rewards. Conversely, SAC struggles to reach the target, displaying significant variability and lower performance. These findings highlight the effectiveness of PPO in this context and indicate the need for further development, adaptation, and tuning of SAC. This research contributes to developing innovative approaches in how ML can improve how player agents adapt and react to their environments, thereby enhancing realism and dynamics in gaming experiences. Additionally, this work emphasizes the utility of using games to evolve such models, preparing them for real-world applications, namely in the field of vehicles' autonomous driving and optimal route calculation.

2025

High-resolution portable bluetooth module for ECG and EMG acquisition

Authors
Luiz, LE; Soares, S; Valente, A; Barroso, J; Leitao, P; Teixeira, JP;

Publication
COMPUTATIONAL AND STRUCTURAL BIOTECHNOLOGY JOURNAL

Abstract
Problem: Portable ECG/sEMG acquisition systems for telemedicine often lack application flexibility (e.g., limited configurability, signal validation) and efficient wireless data handling. Methodology: A modular biosignal acquisition system with up to 8 channels, 24-bit resolution and configurable sampling (1-4 kHz) is proposed, featuring per-channel gain/source adjustments, internal MUX-based reference drive, and visual electrode integrity monitoring; Bluetooth (R) transmits data via a bit-wise packet structure (83.92% smaller than JSON, 7.28 times faster decoding with linear complexity based on input size). Results: maximum 6.7 mu V-rms input-referred noise; harmonic signal correlations >99.99%, worst-case THD of -53.03 dBc, and pulse wave correlation >99.68% in frequency-domain with maximum NMSE% of 6e-6%; and 22.3-hour operation (3.3 Ah battery @ 150 mA). Conclusion: The system enables high-fidelity, power-efficient acquisition with validated signal integrity and adaptable multi-channel acquisition, addressing gaps in portable biosensing.

Supervised
thesis

2024

A model for the individual empowerment using intrinsic personalization of crowdsourcing tasks

Author
Dennis Lourenço Paulino

Institution
UTAD

2024

A model for the individual empowerment using intrinsic personalization of crowdsourcing tasks

Author
Dennis Lourenço Paulino

Institution
UTAD

2024

A model for the individual empowerment using intrinsic personalization of crowdsourcing tasks

Author
Dennis Lourenço Paulino

Institution
UTAD

2024

A model for the individual empowerment using intrinsic personalization of crowdsourcing tasks

Author
Dennis Lourenço Paulino

Institution
UTAD

2022

Tecnologias e aplicações da Interface Cérebro-Computador (BCI)

Author
Pedro Alexandre santos Letra

Institution
UTAD