2013
Authors
Bruno Giesteira;
Publication
Abstract
2013
Authors
Cardoso, P; Carvalhais, M;
Publication
CITAR Journal - Journal of Science and Technology of the Arts
Abstract
2013
Authors
Correia, FilipeFigueiredo;
Publication
Conference on Systems, Programming, and Applications: Software for Humanity, SPLASH '13, Indianapolis, IN, USA, October 26-31, 2013 - Companion Volume
Abstract
Creating and using software documentation presents numerous challenges, namely in what concerns the expression of knowledge structures, consistency maintenance and classification. Adaptive Software Artifacts is a flexible approach to expressing structured contents that tackles these concerns, and that is being realized in the context of a Software Forge. Copyright © 2013 by the Association for Computing Machinery, Inc. (ACM).
2013
Authors
Simões J.; Redondo R.D.; Vilas A.F.;
Publication
Computers in Human Behavior
Abstract
As video games, particularly, social games are growing in popularity and number of users, there has been an increasing interest in its potential as innovative teaching tools. Gamification is a new concept intending to use elements from video games in non-game applications. Education is an area with high potential for application of this concept since it seeks to promote people's motivation and engagement. The research in progress will try to find how to apply social gamification in education, testing and validating the results of that application. To fulfil these objectives, this paper presents the guidelines and main features of a social gamification framework to be applied in an existent K-6 social learning environment.
2013
Authors
Rodrigues, PL; Rodrigues, NF; Fonseca, J; Lima, E; Vilaca, JL;
Publication
JOURNAL OF ENDOUROLOGY
Abstract
Background and Purpose: Precise needle puncture of the kidney is a challenging and essential step for successful percutaneous nephrolithotomy (PCNL). Many devices and surgical techniques have been developed to easily achieve suitable renal access. This article presents a critical review to address the methodologies and techniques for conducting kidney targeting and the puncture step during PCNL. Based on this study, research paths are also provided for PCNL procedure improvement. Methods: Most relevant works concerning PCNL puncture were identified by a search of Medline/PubMed, ISI Web of Science, and Scopus databases from 2007 to December 2012. Two authors independently reviewed the studies. Results: A total of 911 abstracts and 346 full-text articles were assessed and discussed; 52 were included in this review as a summary of the main contributions to kidney targeting and puncturing. Conclusions: Multiple paths and technologic advances have been proposed in the field of urology and minimally invasive surgery to improve PCNL puncture. The most relevant contributions, however, have been provided by the application of medical imaging guidance, new surgical tools, motion tracking systems, robotics, and image processing and computer graphics. Despite the multiple research paths for PCNL puncture guidance, no widely acceptable solution has yet been reached, and it remains an active and challenging research field. Future developments should focus on real-time methods, robust and accurate algorithms, and radiation free imaging techniques.
2013
Authors
Torrao, L; Queiros, SF; Teixeira, PM; Vilaca, JL; Rodrigues, NF;
Publication
2013 IEEE 2ND INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH (SEGAH)
Abstract
This paper presents Palco, a prototype system specifically designed for the production of 3D cartoon animations. The system addresses the specific problems of producing cartoon animations, where the main objective is not to reproduce realistic movements, but rather animate cartoon characters with predefined and characteristic body movements and facial expressions. The techniques employed in Palco are simple and easy to use, not requiring any invasive or complicated motion capture system, as both body motion and facial expression of actors are captured simultaneously, using an infrared motion detection sensor, a regular camera and a pair of electronically instrumented gloves. The animation process is completely actor-driven, with the actor controlling the character movements, gestures, facial expression and voice, all in realtime. The actor controlled cartoonification of the captured facial and body motion is a key functionality of Palco, and one that makes it specifically suited for the production of cartoon animations.
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