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Publications

2021

Reengineering the way tourists interact with heritage: A conceptual iot based model

Authors
Cunha C.R.; Carvalho A.; Esteves E.;

Publication
Proceedings of the International Conference on Tourism Research

Abstract
Tourism is an information-intensive sector and today's tourist is hungry for information about everything that surrounds him and is increasingly demanding about the mechanisms that are made available for access and interaction with information. This new reality requires rethinking many of the existing solutions. In this context, the Internet of Things (IoT) is revolutionizing the way we think, design and implement Information and Communication Technologies (ICT) solutions for the tourism sector, opening up unprecedented opportunities in terms of how we can provide information and services. This new reality is enabling reengineering the interaction-process between tourists and its surrounding space. For heritage spaces, typically visited by countless tourists, there is an opportunity to rethink the entire process of supporting the interpretation and fruition of heritage, carried out by tourists. In order to understand how this reengineering can be carried out, a review of the state of the art is carried out with regard to how the IoT has been applied in the context of tourism. Then, the methodology that governed the creation of a conceptual model based on IoT is clearly defined, capable of transforming the way physical spaces of tourist interest can be interpreted and how their fruition can be improved. Particular importance is given to the contextualization of the experience, since the information provided must be adjusted to the visitor, according to their profile, which may necessarily reflect different types of interest or prior knowledge about the space. Finally, this article presents a conceptual model where its components are described and where it is discussed how the model can transform the experience of visiting touristic spaces and how tourists can access information and services that entities promoters of these spaces wish to make available. In the dissertation carried out, important aspects of the model and the gains it may generate for the revitalization and promotion of heritage are discussed.

2021

Knowledge creation on edible vaccines

Authors
Martins, M; Costa, M; Gonçalves, M; Duarte, S; Au Yong Oliveira, M;

Publication
Electronic Journal of Knowledge Management

Abstract
In this paper we delve into the health sector and explore the way vaccines might change in the near future. As new challenges emerge, health professionals are faced with the need for innovative, effective answers to many issues, such as health-threatening viruses and diseases, that grow increasingly more complex, calling for new and practical solutions. Building on this framework, we have decided to address edible vaccines - a completely innovative and simpler way to administer vaccines - not only to understand if it is viewed in a favorable light but also to find out how the knowledge regarding these vaccines can be increased. After a thorough literature review, it became clear that the information about edible vaccines is not evident and easy to access. We then decided to apply a mixed methodology in our study, based on 15 interviews, in person and by email, addressing healthcare professionals, with the intent of gathering their experience and possible knowledge about vaccines. Additionally, an online survey was created and answered by 370 concerned citizens, in order to ascertain their knowledge and receptiveness to this matter. Hereupon, we concluded that, in both samples, there was very limited knowledge about these vaccines, it becoming obvious how important it is to transmit qualified information through accessible means, such as newscasts, scientific papers and magazines, health centers and hospitals, among others. Regarding the level of acceptance by the public in general, our results show that this innovation is dependent on its correct disclosure and propagation, since it is of great advantage and benefit for society. In sum, how the relevant knowledge (including proof of effectiveness) is managed and disseminated will be key.

2020

Evaluation of Lightweight Convolutional Neural Networks for Real-Time Electrical Assets Detection

Authors
Barbosa, J; Dias, A; Almeida, J; Silva, E;

Publication
FOURTH IBERIAN ROBOTICS CONFERENCE: ADVANCES IN ROBOTICS, ROBOT 2019, VOL 1

Abstract
The big growth of electrical demand by the countries required larger and more complex power systems, which have led to a greater need for monitoring and maintenance of these systems. To overcome this problem, UAVs equipped with appropriated sensors have emerged, allowing the reduction of the costs and risks when compared with traditional methods. The development of UAVs together with the great advance of the deep learning technologies, more precisely in the detection of objects, allowed to increase the level of automation in the process of inspection. This work presents an electrical assets monitoring system for detection of insulators and structures (poles and pylons) from images captured through a UAV. The proposed detection system is based on lightweight Convolutional Neural Networks and it is able to run on a portable device, aiming for a low cost, accurate and modular system, capable of running in real time.

2020

Usability and Sense of Presence in Virtual Worlds for Distance Education: A Case Study with Virtual Reality Experts

Authors
Krassmann, AL; Rocha Mazzuco, AEd; Melo, M; Bessa, M; Bercht, M;

Publication
Proceedings of the 12th International Conference on Computer Supported Education, CSEDU 2020, Prague, Czech Republic, May 2-4, 2020, Volume 1.

Abstract
This case study presents a virtual reality experts' evaluation of a desktop-based virtual world developed towards distance education, under the perspectives of usability and sense of presence, which are considered factors that can potentially influence learning outcomes. Among the results, data from usability and sense of presence were positively correlated. The sense of presence was achieved, with participants losing track of time while performing the activity. Experts agreed that the virtual world is easy to use and can prepare students for the real-world task. The findings outline positive and negative points that must be addressed in order to optimize the experience of distance education students. Copyright

2020

AS METODOLOGIAS ATIVAS COMO ESTRATÉGIAS PARA O DESENVOLVIMENTO DE COMPETÊNCIAS DE INTELIGÊNCIA EMOCIONAL NOS ESTUDANTES DO ENSINO SUPERIOR

Authors
Sá, S; Morais, J; Almeida, F;

Publication
New Trends in Qualitative Research - Investigação Qualitativa em Educação: avanços e desafios

Abstract

2020

A Head Mouse Alternative Solution Proposal for People with Motor Impairments: Design and Usability Assessment Study

Authors
Zengin, HA; Reis, A; Barroso, J; Rocha, T;

Publication
HCI International 2020 - Late Breaking Papers: Universal Access and Inclusive Design - 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19-24, 2020, Proceedings

Abstract
Accessibility is important to include people with disabilities in public life. People with disabilities experience problems in their lives due to products which aren’t designed for them. Addressing these problems is the responsibility of all humanity and the search for solutions should increase. Improving disabled persons’ lives is only possible by applying some rules to product design, such as, improving use-case scenarios. Software solutions must be considered as products in this case. Developing special software programs and upgrading existing solutions to improve the user experience for disabled persons is the obligation of all software developers. Even though the mouse is one of the most important tools, required to access webpages and many other software programs, using it can be a huge problem for people with disabilities, such as, paralysis patients. Therefore, throughout history, different types of methods have been presented as solution. Most of them are not suitable, due to various reasons, like, economic feasibility, mechanic stability and bad designs. In this work, a new method, with more in-built modern and simple technologies, is presented as an alternative to others. To outclass the good economic advantage of its competitors, a limit was set on a low budget webcam and low-tier computer specifications. The Camera tracks the user’s head movements and reacts according to it, using as measurement some metrics about the physiology of human body. Machine learning is used to extract face features and learn the user’s face to determine mouse movements. Machine learning was kept as simple as possible, in order to cope with the low system specification limitations. The main topic of the work is the design and development experience. The solution was tested with a small group of participants and their feedbacks were taken to plan for future improvements. In generally, the users’ comments were good, although some features, such as sensitivity, should be improved. The result of this work will be used to improve the software solution and hopefully will touch the life of people with disabilities. © 2020, Springer Nature Switzerland AG.

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