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Publications

2019

High Assurance on Cyber-Physical Interactive Systems

Authors
Couto, R; Campos, JC;

Publication
Joint Proceedings HCI Engineering 2019 - Methods and Tools for Advanced Interactive Systems and Integration of Multiple Stakeholder Viewpoints co-located with 11th ACM SIGCHI Symposium on Engineering Interactive Computing Systems (EICS 2019), Valencia, Spain, June 18, 2019.

Abstract
Cyber-Physical Systems, as distributed systems of computational elements interacting with the physical world, are highly complex systems. They can, in many instances, be considered safety critical interactive systems, as errors in interaction can have disastrous consequences (consider the case of autonomous vehicles or integrated clinical environments). High assurance is, then, an underlying requirement, also at their user interface. In this position paper we identify five challenges to be solved both in the short and in the long term, regarding the modelling of (1) distributed and (2) heterogeneous interactive systems, (3) the analysis and relation between the different abstraction layers of Cyber-Physical Systems, (4) the modelling of real time/hybrid systems, and (5) the modelling of the dynamic nature of such systems. Solutions for these challenges are not presented, but possible directions are discussed. Copyright © 2019 for this paper by its authors.

2019

Serious Games in Entrepreneurship Education

Authors
Almeida, F; Simões, J;

Publication
Advances in Marketing, Customer Relationship Management, and E-Services - Advanced Methodologies and Technologies in Digital Marketing and Entrepreneurship

Abstract
One of the main strategies for fostering the entrepreneurial mindset in students has been the development of training activities inside and outside classrooms using serious games. The chapter makes a brief description regarding five serious games initiatives that intend to promote and facilitate entrepreneurship education for different educational stages. Furthermore, the authors discuss the key benefits and challenges by the introduction of serious games in the learning process. The authors concluded by identifying that serious games have the potentiality of improving the learning process by providing an immersive experience for students that increases their motivation and potentiates the acquisition of multidisciplinary competencies. However, there are some challenges that should be properly considered and mitigated, namely in terms of assessing learning goals, integration with didactical systems, and support for different styles of learning.

2019

Preference rules for label ranking: Mining patterns in multi-target relations

Authors
de Sá, CR; Azevedo, PJ; Soares, C; Jorge, AM; Knobbe, AJ;

Publication
CoRR

Abstract

2019

COPADRIVe - A Realistic Simulation Framework for Cooperative Autonomous Driving Applications

Authors
Vieira, B; Severino, R; Vasconcelos, E; Koubaa, A; Tovar, E;

Publication
2019 8TH IEEE INTERNATIONAL CONFERENCE ON CONNECTED VEHICLES AND EXPO (IIEEE CCVE)

Abstract
Safety-critical cooperative vehicle applications such as platooning, require extensive testing, however, the complexity and cost involved in this process, increasingly demands for realistic simulation tools to ease the validation of such technologies, helping to bridge the gap between development and real-word deployment. In this paper we propose a realistic co-simulation framework for cooperative vehicles, that integrates Gazebo, an advanced robotics simulator, with the OMNeT++ network simulator, over the Robot Operating System (ROS) framework, supporting the simulation of advanced cooperative applications such as platooning, in realistic scenarios.

2019

Report on the Second International Workshop on Narrative Extraction from Texts (Text2Story 2019)

Authors
Jorge, AM; Campos, R; Jatowt, A; Bhatia, S; Pasquali, A; Cordeiro, JP; Rocha, C; Mangaravite, V;

Publication
ACM SIGIR Forum

Abstract
The Second International Workshop on Narrative Extraction from Texts (Text2Story'19 [http://text2story19.inesctec.pt/]) was held on the 14th of April 2019, in conjunction with the 41 st European Conference on Information Retrieval (ECIR 2019) in Cologne, Germany. The workshop provided a platform for researchers in IR, NLP, and design and visualization to come together and share the recent advances in extraction and formal representation of narratives. The workshop consisted of two invited talks, ten research paper presentations, and a poster and demo session. The proceedings of the workshop are available online at http://ceur-ws.org/Vol-2342/

2019

Collaborative immersive authoring tool for real-time creation of multisensory VR experiences

Authors
Coelho, H; Melo, M; Martins, J; Bessa, M;

Publication
MULTIMEDIA TOOLS AND APPLICATIONS

Abstract
With the appearance of innovative virtual reality (VR) technologies, the need to create immersive content arose. Although there are already some non-immersive solutions to address immersive audio-visual content, there are no solutions that allow the creation of immersive multisensory content. This work proposes a novel architecture for a collaborative immersive tool that allows the creation of multisensory VR experiences in real-time, thus promoting the expeditious development, adoption, and use of immersive systems and enabling the building of custom-solutions that can be used in an intuitive manner to support organizations' business initiatives. To validate the presented proposal, two approaches for the authoring tools (Desktop interface and Immersive interface) were subjected to a set of tests and evaluations consisting of a usability study that demonstrated not only the participants' acceptance of the authoring tool but also the importance of using immersive interfaces for the creation of such VR experiences.

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