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Publications

Publications by Hugo Paredes

2014

Proceedings of the 5th International Conference on Software Development for Enhancing Accessibility and Fighting Info-exclusion, DSAI 2013, University of Vigo, Spain, November 13-15, 2013

Authors
Cota, MP; Barroso, J; Ferreira, SBL; Fonseca, B; Mikropoulos, TA; Paredes, H;

Publication
DSAI

Abstract

2017

Assessment of Microsoft Kinect in the Monitoring and Rehabilitation of Stroke Patients

Authors
Abreu, J; Rebelo, S; Paredes, H; Barroso, J; Martins, P; Reis, A; Amorim, EV; Filipe, V;

Publication
RECENT ADVANCES IN INFORMATION SYSTEMS AND TECHNOLOGIES, VOL 2

Abstract
Telerehabilitation is an alternative way for physical therapy of stroke patients. The monitoring and correction of exercises can be done through the analysis of body movements recorded by an optical motion capture system. This paper presents a first study to assess the use of Microsoft Kinect in the monitoring and rehabilitation of patients who have suffered a stroke. A comparative study was carried out to assess the accuracy of joint angle measurement with the Microsoft Kinect (for Windows and for Xbox One) and Optitrack (TM). The results obtained in the first experiment showed a good agreement in the measurements between the three systems, in almost all movements. These results suggest that Microsoft Kinect, a low cost and markerless motion capture system, can be considered as an alternative to complex and high cost motion capture devices for the monitoring and rehabilitation of stroke patients.

2017

Assistive Platforms for the Visual Impaired: Bridging the Gap with the General Public

Authors
Rocha, T; Fernandes, H; Reis, A; Paredes, H; Barroso, J;

Publication
RECENT ADVANCES IN INFORMATION SYSTEMS AND TECHNOLOGIES, VOL 2

Abstract
The visual impaired are a specific minority group that can benefit from specific assistive systems in order to mitigate their mobility and accessibility constrains. In the last decade, our research group has been integrating and developing assistive technologies, focused in human-computer interaction, artificial vision, assisted navigation, pervasive computing, among others. Several projects and prototypes have been developed with the main objective of improving the blind's autonomy, mobility, and quality of life. Currently the technology has reached a maturation point that allows the development of systems based on video capturing, image recognition and location referencing, which are key for providing features of artificial vision, assisted navigation and spatial perception. The miniaturization of electronics can be used to create devices such as electronic canes that equipped with sensors can provide so much more contextual information to a blind user. The adoption of these systems is dependent of an information catalogue regarding points of interest and their physical location reference. In this paper we describe the current work on assistive systems for the blind and propose a new perspective on using the base information of those systems to provide new services to the general public. By bridging the gap between the two groups, we expect to further advance the development of the current systems and contribute to their economic sustainability.

2014

BIZZY - A Social Game for Entrepreneurship Education

Authors
Fonseca, B; Goncalves, R; Nunes, RR; Teixeira, MS; Paredes, H; Morgado, L; Martins, P;

Publication
LEARNING AND COLLABORATION TECHNOLOGIES: TECHNOLOGY-RICH ENVIRONMENTS FOR LEARNING AND COLLABORATION, PT II

Abstract
Entrepreneurship education is increasingly being promoted, driven by a wide consensus in modern societies concerning its benefits in fostering the development of several professional and personal attitudes and skills, such as business expertise, creativity, risk assessment or responsibility. In this context, several authorities have been actively developing policies and activities to empower entrepreneurship culture in young people. Serious Games are recognized as having an important role and potential in education and social networks emerged in the last decade as the platform preferred by many people to socialize, play games or conduct professional activities. This paper presents a proposal for BIZZY, a serious game to be developed and implemented as a Facebook application, to enable young people in the range 12-18 years old to learn entrepreneurial skills progressively, by guiding them to develop a business project from the early idea to the business plan.

2014

Can Presence Improve Collaboration in 3D Virtual Worlds?

Authors
Cruz, A; Paredes, H; Fonseca, B; Morgado, L; Martins, P;

Publication
Procedia Technology

Abstract

2013

Demo: Multi-user virtual world simulator of F-16 aircraft engine mechanical maintenance

Authors
Fernandes, P; Pinheiro, A; Cruz, G; Maia, AM; Morgado, L; Martins, P; Paredes, H; Fonseca, B; Bernardino Lopes, JB; Cravino, J;

Publication
2013 2ND EXPERIMENT@ INTERNATIONAL CONFERENCE (EXP.AT'13)

Abstract
This demonstration proposal aims to present a 3D multi-user training simulator, developed in the 3D Open Simulator virtual world platform, in order to enable the practice and training of mechanical maintenance for F-16 engines, specifically the installation of a Pratt & Whitney F100 engine in a F-16 aircraft - a process that requires three skilled engine technicians to do a set of cooperative execution tasks. The main purpose of the simulator is to provide trainees and trainers with more opportunities to conduct training, enabling technician training to be enhanced with cooperation and context prior to the training phase with actual physical engines. In this proposal, we describe the architecture of the system and the sample simulation tasks.

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