2021
Authors
Rocha, A; Costa, A; Oliveira, MA; Aguiar, A;
Publication
ERCIM NEWS
Abstract
iReceptor Plus will enable researchers around the world to share and analyse huge immunological distributed datasets, from multiple countries, containing sequencing data pertaining to both healthy and sick individuals. Most of the Adaptive Immune Receptor Repertoire sequencing (AIRR-seq) data is currently stored and curated by individual labs, using a variety of tools and technologies.
2021
Authors
Soares, F; Madureira, A; Pages, A; Barbosa, A; Coelho, A; Cassola, F; Ribeiro, F; Viana, J; Andrade, J; Dorokhova, M; Morais, N; Wyrsch, N; Sorensen, T;
Publication
ENERGIES
Abstract
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.
2021
Authors
Sousa, D; Coelho, A; Bernardes, G; Correia, N;
Publication
INTED2021 Proceedings
Abstract
2021
Authors
Vaz, R; Freitas, D; Coelho, A;
Publication
International Journal of the Inclusive Museum
Abstract
Although new, renewed, and innovative museum experiences are constantly provided to the sighted public, millions of visually impaired persons worldwide are still deprived of access to enjoying and engaging with collections. This research aims to investigate the limitations of blind or partially sighted persons in visiting a museum nowadays. Semistructured interviews with seventy-two visually impaired Portuguese individuals revealed reasons and factors that contribute to positive and negative visiting experiences, and the assessment of sixteen accessibility resources demonstrates their frequency and potential usefulness in museum visits. It concludes that the actual limited experiences in museums could be surpassed and enhanced by moving beyond accessibility, embracing inclusion, and focusing on the creation of multimodal and multisensory approaches to promote exceptional, memorable, and exciting visiting opportunities for all.
2021
Authors
Cassola, F; Pinto, M; Mendes, D; Morgado, L; Coelho, A; Paredes, H;
Publication
2021 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS (VRW 2021)
Abstract
Training in VR can reduce risks and costs while allowing frequent and diversified experiential learning activities. We present a novel VR immersive authoring tool for experiential learning courses with industrial machinery. A trainer can create a course from scratch, defining all its components (structure, models, tools, and settings). The actions which trainees should perform can be specified by demonstration. After completing the course, trainees' actions will be matched against the trainer's.
2021
Authors
Magalhaes, M; Melo, M; Bessa, M; Coelho, AF;
Publication
IEEE ACCESS
Abstract
This paper aims to explore the impact of sense of presence and cybersickness on the users' expectancy and perceived similarity between virtual and the corresponding real environments. Two virtual reality setups were tested (non-immersive and immersive) to achieve further conclusions. This research encompassed a quantitative analysis using data collection based on questionnaires, applied to a sample of 45 participants. A virtual experience was conducted (to explore users' cybersickness and sense of presence), followed by a visit to the actual real sites (to determine the degree of perceived similarity between the virtual and the corresponding real environment and if their expectations were fulfilled). Our results show a positive correlation between the global sense of presence and perceived similarity and users' expectancy for the non-immersive VR setup. A positive correlation was also found between the global cybersickness on both perceived similarity and users' expectancy for the immersive VR setup. Implications of such results for virtual tourism are discussed.
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