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Publications

Publications by HumanISE

2023

Dataset for identifying maintenance needs of home appliances using artificial intelligence

Authors
Fonseca, T; Chaves, P; Ferreira, LL; Gouveia, N; Costa, D; Oliveira, A; Landeck, J;

Publication
DATA IN BRIEF

Abstract
The ability to predict the maintenance needs of machines is generating increasing interest in a wide range of indus-tries as it contributes to diminishing machine downtime and costs while increasing efficiency when compared to traditional maintenance approaches. Predictive maintenance (PdM) methods, based on state-of-the-art Internet of Things (IoT) systems and Artificial Intelligence (AI) techniques, are heavily dependent on data to create analytical models capa-ble of identifying certain patterns which can represent a mal-function or deterioration in the monitored machines. There-fore, a realistic and representative dataset is paramount for creating, training, and validating PdM techniques. This pa-per introduces a new dataset, which integrates real-world data from home appliances, such as refrigerators and wash-ing machines, suitable for the development and testing of PdM algorithms. The data was collected on various home ap-pliances at a repair center and included readings of elec-trical current and vibration at low (1 Hz) and high (2048 Hz) sampling frequencies. The dataset samples are filtered and tagged with both normal and malfunction types. An ex-tracted features dataset, corresponding to the collected work-ing cycles is also made available. This dataset could bene- fit research and development of AI systems for home ap-pliances' predictive maintenance tasks and outlier detection analysis. The dataset can also be repurposed for smart-grid or smart-home applications, predicting the consumption pat-terns of such home appliances.(c) 2023 The Author(s). Published by Elsevier Inc. This is an open access article under the CC BY license ( http://creativecommons.org/licenses/by/4.0/ )

2023

The possibilities of changes in learning experiences with Metaverse

Authors
Braguez, J; Braguez, M; Moreira, S; Filipe, C;

Publication
Procedia Computer Science

Abstract

2023

The role of chatbots in e-government the awareness of computer crime in Portugal

Authors
Pimentel L.; Bernardo M.D.R.M.; Rocha T.;

Publication
Iberian Conference on Information Systems and Technologies, CISTI

Abstract
The intensive use of electronic equipment and the growing offer of services over the Internet has increased the incidence of computer crime. Although there are public measures in Portugal aimed at promoting the digital skills of citizens in matters of security and privacy of electronic equipment, they need to address the more complex aspects of this type of crime. Due to this specificity, preventive measures of the phenomenon may benefit from the know-how and experience of entities with legal powers in the area, especially the National Center for Cybersecurity (CNCS), the Public Prosecutor's Office (MP), and the Judicial Police (PJ). In the public administration in Portugal, emerging technologies based on artificial intelligence (AI) are being adopted to enhance communication between the State and citizens. Awareness-raising extensive actions should make use of these technological tools. Thus, this article describes the research leading to the identification of an efficient electronic device (artifact) in an e-government context aimed at informing and raising awareness among citizens about the growing phenomenon of cybercrime.

2023

Technological Resources for the Bilingual Education of Deaf Students

Authors
Sena, LdS; Serra, IMRdS; Schlemmer, E;

Publication
Educação & Realidade

Abstract
ABSTRACT This research investigates the use of playful resources structured in Power Point for the bilingual education of deaf students in a school located in the municipality of Timon, in the state of Maranhão. This study aims to analyze how digital games contribute to language acquisition. Methodologically, this is a exploratory and qualitative field research. Class observation, a semi-open questionnaire, and bibliographic research were carried out for data collection and analysis. Results show that the games used promote engagement and motivation for learning. We also observed that the presence of deaf cultural elements creates a more empathetic and inclusive school environment.

2023

Recursos Tecnológicos na Educação Bilíngue de Estudantes Surdos

Authors
Sena, LdS; Serra, IMRdS; Schlemmer, E;

Publication
Educação & Realidade

Abstract
RESUMO Esta pesquisa investiga o uso de recursos lúdicos estruturados com a ferramenta Power Point no ensino bilíngue de estudantes surdos, em uma escola situada no município de Timon, no estado do Maranhão. O objetivo é analisar a contribuição de jogos digitais no processo de aquisição linguística. Metodologicamente, trata-se de uma pesquisa de campo, do tipo exploratória e de cunho qualitativo. Para coleta e análise dos dados, foram realizadas observação das aulas, aplicação de questionário semiaberto e pesquisas bibliográficas. Os resultados demonstram que os jogos promovem engajamento e motivação para a aprendizagem. Observa-se ainda que a presença de elementos culturais surdos proporciona a criação de um ambiente escolar mais empático e inclusivo.

2023

Developing Computational Thinking in the City through an OnLIFE Education and Digital Citizenship perspective

Authors
Menezes, J; Schlemmer, E; Di Felice, M;

Publication
Research, Society and Development

Abstract
Digital citizenship is about the citizenship of the algorithmic, datatified, connected, and sensorized world of metaverses, multiverses, big data, and artificial intelligence. It is the expression of a new type of architecture that promotes the emergence of a computational ecology made of people, data, algorithms, sensors, forests, weather, viruses, and cities. This connection challenges us to a new cognitive policy in the field of Education. The objective of the article is to discuss ways of knowing and producing knowledge related to the development of computational thinking in K-12 Education to understand how this language is promoted and produced in an immersion path in the city, understood as a territory of hybridizations. The experiences in the city are part of research conducted at the International Research Group on Digital Education, GPe-dU UNISINOS/CNPq, developed from inventive, sympoietic, interventionist, and gamified pedagogical practices. As a research method, it appropriates the intervention-research cartographic method for the production and analysis of data. The results presented are based on elements present in the reticular and connective epistemologies, in the theory of inventive cognition, and in the concepts of transorganic connective act, and atopic inhabitancy. The results indicate that computational thinking is being leveraged in the co-articulation between human and non-human entities, from a citizen OnLIFE Education perspective, contributing to its interdisciplinary and transversal understanding, as well as pointing to the emergence of an ecological cognitive policy in education.

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