2020
Authors
Perdicoulis, TPA; Teixeira, SF; Amorim, V; Perdicoulis, A;
Publication
PROCEEDINGS OF THE 2020 IEEE GLOBAL ENGINEERING EDUCATION CONFERENCE (EDUCON 2020)
Abstract
For many years, industrial engineers and managers have differentiated their duties in the work environment. While this has allowed for the two specialities to operate in their respective domains, the all necessary integration required to deliver a seamless industrial operation and outcomes has been sub-optimal - particularly in cases of conflict of knowledge or power. Industrial engineering and management (IEM) has come to resolve this situation, creating a new professional field and profile, as well as a multifaceted specialisation with a practical character. The challenge to take the next step in the refinement of this relatively new reality in Portugal is placed upon the most recent IEM degree, at the University of Tras-os-Montes e Alto Douro (UTAD).
2020
Authors
Domingues, I; Pereira, G; Martins, P; Duarte, H; Santos, J; Abreu, PH;
Publication
ARTIFICIAL INTELLIGENCE REVIEW
Abstract
Medical imaging is a rich source of invaluable information necessary for clinical judgements. However, the analysis of those exams is not a trivial assignment. In recent times, the use of deep learning (DL) techniques, supervised or unsupervised, has been empowered and it is one of the current research key areas in medical image analysis. This paper presents a survey of the use of DL architectures in computer-assisted imaging contexts, attending two different image modalities: the actively studied computed tomography and the under-studied positron emission tomography, as well as the combination of both modalities, which has been an important landmark in several decisions related to numerous diseases. In the making of this review, we analysed over 180 relevant studies, published between 2014 and 2019, that are sectioned by the purpose of the research and the imaging modality type. We conclude by addressing research issues and suggesting future directions for further improvement. To our best knowledge, there is no previous work making a review of this issue.
2020
Authors
Roque, LAC; Paiva, LT; Fernandes, MCRM; Fontes, DBMM; Fontes, FACC;
Publication
ENERGY REPORTS
Abstract
We consider a farm of Kite Power Systems (KPS) in the field of Airborne Wind Energy (AWE), in which each kite is connected to an electric ground generator by a tether. In particular, we address the problem of selecting the best layout of such farm in a given land area such that the total electrical power generated is maximized. The kites, typically, fly at high altitudes, sweep a greater area than that of traditional wind turbines, and move within a conic shaped volume with vertex on the ground station. Therefore, constraints concerning kite collision avoidance and terrain boundaries must be considered. The efficient use of a given land area by a set of KPS depends on the location of each unit, on its tether length and on the elevation angle. In this work, we formulate the KPS farm layout optimization problem. Considering a specific KPS and wind characteristics of the given location, we study the power curve as a function of the tether length and elevation angle. Combining these results with an area with specified length and width, we develop and implement a heuristic optimization procedure to devise the layout of a KPS farm that maximizes wind power generation. (C) 2019 Published by Elsevier Ltd.
2020
Authors
Bezerra, VMR; Leao, AAS; Oliveira, JF; Santos, MO;
Publication
JOURNAL OF THE OPERATIONAL RESEARCH SOCIETY
Abstract
The two-dimensional level strip packing problem has received little attention from the scientific community. To the best of our knowledge, the most competitive model is the one proposed in 2004 by Lodi et al., where the items are packed by levels. In 2015, an arc flow model addressing the two-dimensional level strip cutting problem was proposed by Mrad. The literature presents some mathematical models, despite not addressing specifically the two-dimensional level strip packing problem, they are efficient and can be adapted to the problem. In this paper, we adapt two mixed integer linear programming models from the literature, rewrite the Mrad's model for the strip packing problem and add well-known valid inequalities to the model proposed by Lodi et al. Computational results were performed on instances from the literature and show that the model put forward by Lodi et al. with valid inequalities outperforms the remaining models with respect to the number of optimal solutions found.
2020
Authors
Silva, B; Costelha, H; Bento, LC; Barata, M; Assuncao, P;
Publication
SENSORS
Abstract
Remote control devices are commonly used for interaction with multimedia equipment and applications (e.g., smart TVs, gaming, etc.). To improve conventional keypad-based technologies, haptic feedback and user input capabilities are being developed for enhancing the UX and providing advanced functionalities in remote control devices. Although the sensation provided by haptic feedback is similar to mechanical push buttons, the former offers much greater flexibility, due to the possibility of dynamically choosing different mechanical effects and associating different functions to each of them. However, selecting the best haptic feedback effects among the wide variety that is currently enabled by recent technologies, remains a challenge for design engineers aiming to optimise the UX. Rich interaction further requires text input capability, which greatly influences the UX. This work is a contribution towards UX evaluation of remote control devices with haptic feedback and text input. A user evaluation study of a wide variety of haptic feedback effects and text input methods is presented, considering different technologies and different number of actuators on a device. The user preferences, given by subjective evaluation scores, demonstrate that haptic feedback has undoubtedly a positive impact on the UX. Moreover, it is also shown that different levels of UX are obtained, according to the technological characteristics of the haptic actuators and how many of them are used on the device.
2020
Authors
Coelho, A; Zeller, Mv; Cardoso, P; Santos, L; Vaz, R; Raimundo, J;
Publication
XCR
Abstract
Museums continue to exert fascination in their visitors. However, the new generation of visitors expects museological experiences that promote their active participation. It is in this context that games and the gamification of such experiences capitalize on experiential learning by experimenting and enacting with in-game embedded artefact surrogates and know-how. In this article, we present four distinct projects that aim to enhance the visitors' experience in museums and green spaces, and also their effectiveness in informal learning. In the first project, gamification is used in combination with Augmented Reality to provide a more engaging experience in a boat museum. The drive of this experience is the metaphor of the stickers album collection to unleash the relevant information of the key-artefacts of the museum collection. The second and third projects focus on the use of pervasive games, more specifically location-based games, to enhance the visitors' experience and informal learning in a natural park and a botanical garden, respectively. The second project presents the concept of a mobile app for outdoor nature experiences. The drive for the experience in the third project is the narrative that intertwines specific locations in the botanic garden and a story inspired by the same place. Finally, in the fourth project, we focus on the potential of technology to provide accessibility in museums for people with special needs or disability, focusing more specifically on blind visitors. Copyright © 2020 for this paper by its authors.
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