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About

About

Marta Campos Ferreira is a researcher at INESC TEC and invited assistant professor at Faculty of Engineering of University of Porto. She holds a PhD in Transportation Systems from the Faculty of Engineering of University of Porto (MIT Portugal Program), a M.Sc. in Service Engineering and Management from the Faculty of Engineering of University of Porto and a Lic. in Economics from the Faculty of Economics of University of Porto.


She is the Co-Founder & Co-Editor of the Topical Collection "Research and Entrepreneurship: Making the Leap from Research to Business" with SN Applied Sciences, Associate Editor of the Expert Systems With Applications Journal and Associate Editor of the International Journal of Management and Decision Making.


She has already participated in the organization of several national and international conferences, being the co-founder of the Congress on Services Engineering and Management (16 editions to date) and of the International Symposium on Research and Entrepreneurship.


She has been involved in several R&D projects in areas such as technology enabled services, transport and mobility, with enormous impact on the economy and society and which resulted in several functional prototypes. The prototype developed under the Anda project gave rise to a mobile payment service for public transport in the Porto Metropolitan Area, in Portugal, which has been available to the public since June 2018 and is used daily by thousands of citizens.


She is the author and co-author of more than 30 articles published in journals, books or in indexed conference proceedings and supervised more than 40 master thesis.


Her current research interests include service design, human computer interaction, data science, knowledge extraction, sustainable mobility and intelligent transport systems.

Interest
Topics
Details

Details

  • Name

    Marta Campos Ferreira
  • Role

    Senior Researcher
  • Since

    01st January 2014
001
Publications

2024

Hybrid time-spatial video saliency detection method to enhance human action recognition systems

Authors
Gharahbagh, AA; Hajihashemi, V; Ferreira, MC; Machado, JJM; Tavares, JMRS;

Publication
MULTIMEDIA TOOLS AND APPLICATIONS

Abstract
Since digital media has become increasingly popular, video processing has expanded in recent years. Video processing systems require high levels of processing, which is one of the challenges in this field. Various approaches, such as hardware upgrades, algorithmic optimizations, and removing unnecessary information, have been suggested to solve this problem. This study proposes a video saliency map based method that identifies the critical parts of the video and improves the system's overall performance. Using an image registration algorithm, the proposed method first removes the camera's motion. Subsequently, each video frame's color, edge, and gradient information are used to obtain a spatial saliency map. Combining spatial saliency with motion information derived from optical flow and color-based segmentation can produce a saliency map containing both motion and spatial data. A nonlinear function is suggested to properly combine the temporal and spatial saliency maps, which was optimized using a multi-objective genetic algorithm. The proposed saliency map method was added as a preprocessing step in several Human Action Recognition (HAR) systems based on deep learning, and its performance was evaluated. Furthermore, the proposed method was compared with similar methods based on saliency maps, and the superiority of the proposed method was confirmed. The results show that the proposed method can improve HAR efficiency by up to 6.5% relative to HAR methods with no preprocessing step and 3.9% compared to the HAR method containing a temporal saliency map.

2024

Estimating Alighting Stops and Transfers from AFC Data: The Case Study of Porto

Authors
Hora, J; Ferreira, MC; Camanho, A; Galvão, T;

Publication
Lecture Notes in Networks and Systems

Abstract
This study estimates alighting stops and transfers from entry-only Automatic Fare Collection (AFC) data. The methodology adopted includes two main steps: an implementation of the Trip Chaining Method (TCM) to estimate the alighting stops from AFC records and the subsequent application of criteria for the identification of transfers. For each pair of consecutive AFC records on the same smart card, a transfer is identified considering a threshold for the walking distance, a threshold for the time required to perform an activity, and the validation of different boarding routes. This methodology was applied to the case study of Porto, Portugal, considering all trips performed by a set of 19999 smart cards over one year. The results of this methodology allied with visualization techniques allowed to study Origin-Destination (OD) patterns by type of day, seasonally, and by user frequency, each analyzed at the stop level and at the geographic area level. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2024.

2024

Gamification in Mobile Ticketing Systems: A Review

Authors
Ferreira, MC; Gouveia, D; Dias, TG;

Publication
Lecture Notes in Networks and Systems

Abstract
This review is an analysis of the literature on public transport and mobile ticketing systems and their gamification. The review is divided into three main topics: (i) Behavioral Change in relation to Public Transport, (ii) Gamification, and (iii) Gamification in Public Transport and Mobile Ticketing. This study shows the diversity of the theme of gamification applied to the transport sector and demonstrates its potential to attract and retain more customers for more sustainable means of transport. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2024.

2024

Gamification Approaches to Immigrants Experiences and Issues

Authors
Martins, D; Fernandes, C; Campos, MJ; Campos Ferreira, M;

Publication
The International Journal of Information, Diversity, & Inclusion (IJIDI)

Abstract
Societies throughout today’s global village are increasingly aware of the social injustices that minorities face, and immigrants are no exception. Combined with the lack of adaptation resources and the prejudice of non-migrant residents, immigrants may feel powerless in foreign places as they try to find comfort and security in new and unfamiliar environments. It is increasingly urgent to address immigrant issues, considering the crucial role of enhancing diversity, combating prejudice, and raising awareness of minority experiences. This systematic literature review investigates the innovative use of gamification in exploring and addressing the experiences and issues immigrants face. The review follows the PRISMA statement guidelines and checklist. Scopus, CINAHL, and Medline databases were searched, resulting in 17 relevant articles that were carefully analyzed. This research highlights the diverse applications of gamification in studying immigrant experiences via role-playing, interactive storytelling, and empathy-building simulations. This work explores the potential of gamified interventions in addressing pressing issues immigrants face and assesses their effectiveness in fostering empathy and intercultural communication. It also identifies gaps in the existing information sciences literature and proposes directions for future research. In conclusion, this review sheds light on the emerging field of gamification in immigration studies and games studies in the information sciences, providing valuable insights for scholars, policymakers, and practitioners working with immigrant communities worldwide.

2024

Abnormal Action Recognition in Social Media Clips Using Deep Learning to Analyze Behavioral Change

Authors
Gharahbagh, AA; Hajihashemi, V; Ferreira, MC; Machado, JM; Tavares, RS;

Publication
Lecture Notes in Networks and Systems

Abstract
With the increasing popularity of social media platforms like Instagram, there is a growing need for effective methods to detect and analyze abnormal actions in user-generated content. Deep learning is part of a broader family of machine learning methods based on artificial neural networks with representation learning that can learn complex patterns. This article proposes a novel deep learning approach for detecting abnormal actions in social media clips, focusing on behavioural change analysis. The approach uses a combination of Deep Learning and textural, statistical, and edge features for semantic action detection in video clips. The local gradient of video frames, time difference, and Sobel and Canny edge detectors are among the operators used in the proposed method. The method was evaluated on a large dataset of Instagram and Telegram clips and demonstrated its effectiveness in detecting abnormal actions with about 86% of accuracy. The results demonstrate the applicability of deep learning-based systems in detecting abnormal actions in social media clips. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2024.

Supervised
thesis

2023

Developing a game to promote patient participation in the rehabilitation process: the case of hip replacement surgeries

Author
Helena Isabel Teixeira Gonçalves

Institution
UP-FEUP

2023

Applying Gamification to Teaching-Learning Techniques in Higher Education: an Engineering Case Study

Author
Henrique Manuel Ruivo Pereira

Institution
UP-FEUP

2023

Bridging the Gap: Gamifying Family-Centered Care Education for Nurses

Author
Jéssica Ferreira de Oliveira

Institution
UP-FEUP

2023

Mapping and assessing sustainability opportunities in the logistics function of a telco operator

Author
David António Dias Costa Castro

Institution
UP-FEUP

2023

Promoting healthcare for refugees via information and communication technologies: a gamification approach

Author
Lucas da Cunha Soares

Institution
UP-FEUP