2025
Authors
Martins, A; Almeida, J; Almeida, C; Silva, E;
Publication
Abstract
2025
Authors
Barbosa, RZ; Oliveira, HS;
Publication
IEEE ACCESS
Abstract
This paper explores advancements in Video Anomaly Detection (VAD), combining theoretical insights with practical solutions to address model limitations. Through comprehensive experimental analysis, the study examines the role of feature representations, sampling strategies, and curriculum learning in enhancing VAD performance. Key findings include the impact of class imbalance on the Cross-Modal Awareness-Local Arousal (CMALA) architecture and the effectiveness of techniques like pseudo-curriculum learning in mitigating noisy classes, such as Car Accident. Novel strategies like the Sample-Batch Selection (SBS) dynamic segment selection and pre-trained image-text models, including Contrastive Language-Image Pre-training (CLIP) and ViTamin encoder, significantly improve anomaly detection. The research underscores the potential of multimodal VAD, highlighting the integration of audio and visual modalities and the development of multimodal fusion techniques. To support this evolution, the study proposes a Unified WorkStation 4 VAD (UWS4VAD) to streamline research workflows and introduces a new VAD benchmark incorporating multimodal data and textual information. The work envisions enhanced anomaly interpretation and performance by leveraging joint representation learning and Large Language Models (LLMs). The findings set the stage for future advancements, advocating for large-scale pre-training on audio-visual datasets and shifting toward a more integrated, multimodal approach to VADs. Source code of the project available at https://github.com/zuble/uws4vad
2025
Authors
Capela, D; Baptista, MC; Gomes, BM; Jorge, PAS; Silva, NA; Braga, MH; Guimaraes, D;
Publication
JOURNAL OF POWER SOURCES
Abstract
Solid-state batteries are prominent in today's research landscape due to their advantages in capacity and safety. This work explores anode-less all-solid-state batteries, a configuration with industrial benefits as it avoids handling alkali metal anodes, albeit with room for improvement. To elucidate the intricacies of these batteries, Laser-Induced Breakdown Spectroscopy (LIBS) served as a pivotal analytical tool, primarily focusing on the negative current collector surface where Li+ nucleation occurs from the Li-rich electrolyte. The use of a fiber-laser for breakdown spectroscopy offers advantages over conventional lasers by producing high beam quality, enabling minimal spot size, and ensuring excellent spatial resolution. LIBS is an asset to verify Li presence, discerning its source, assessing nucleation and distinguishing it from electrolyte-derived Li. For instance, in this work utilizing Li2.99Ba0.005ClO as the electrolyte, LIBS is crucial to elucidate the relationship between Li and other elements like Cl, Zn, or Fe, shedding light on key battery performance aspects. LIBS demonstrated a high potential for verifying in situ Li metal nucleation in anode-less cells. This study highlights its effectiveness in conceptual and product development and advanced quality testing. The application of a clustering method enhanced result interpretability and the distinction between electrolyte and in situ anode regions.
2025
Authors
Ribeiro, R; de Carvalho, AV; Rodrigues, NB;
Publication
IEEE TRANSACTIONS ON GAMES
Abstract
Creating content for digital video game is an expensive segment of the development process, and many techniques have been explored to automate it. Much of the generated content is graphical, ranging from textures and sprites to typographical elements and user interfaces. Numerous techniques have been explored to automate the generation of these assets, with recent advancements incorporating artificial intelligence methodologies, such as deep learning generative models. This study comprehensively surveys the literature from 2016 onward, focusing on using machine learning to generate image-based assets for video game development, reviewing the deep learning approaches employed, and analyzing the specific challenges found. Specifically, the deep learning approaches employed, the problems addressed within the domain, and the metrics used for evaluating the results. The study demonstrates a knowledge gap in generative methods for some types of video game assets. In addition, applicability and effectiveness of the most used evaluation metrics in the literature are studied. As future research prospects, with the increase in popularity of generative AI, the adoption of such techniques will be seen in automation processes.
2025
Authors
Paiva, JC; Leal, JP; Figueira, A;
Publication
ELECTRONICS
Abstract
Automated assessment tools for programming assignments have become increasingly popular in computing education. These tools offer a cost-effective and highly available way to provide timely and consistent feedback to students. However, when evaluating a logically incorrect source code, there are some reasonable concerns about the formative gap in the feedback generated by such tools compared to that of human teaching assistants. A teaching assistant either pinpoints logical errors, describes how the program fails to perform the proposed task, or suggests possible ways to fix mistakes without revealing the correct code. On the other hand, automated assessment tools typically return a measure of the program's correctness, possibly backed by failing test cases and, only in a few cases, fixes to the program. In this paper, we introduce a tool, AsanasAssist, to generate formative feedback messages to students to repair functionality mistakes in the submitted source code based on the most similar algorithmic strategy solution. These suggestions are delivered with incremental levels of detail according to the student's needs, from identifying the block containing the error to displaying the correct source code. Furthermore, we evaluate how well the automatically generated messages provided by AsanasAssist match those provided by a human teaching assistant. The results demonstrate that the tool achieves feedback comparable to that of a human grader while being able to provide it just in time.
2025
Authors
Garcia, JE; Pereira, B; Sousa, B; Fonseca, MJ;
Publication
Smart Innovation, Systems and Technologies
Abstract
In an increasingly competitive tourism landscape, digital marketing strategies must adapt to engage modern travelers effectively. This paper investigates the role of gamification in enhancing the competitiveness of tourist destinations, focusing specifically on Braga, Portugal. The study aims to evaluate how gamification can influence destination attractiveness, enhance tourist experiences, and inform decision-making processes. The study used a mixed-methods approach, combining qualitative and quantitative analyses. The qualitative component consisted of semi-structured interviews with key tourism stakeholders in Braga, revealing insights into the benefits and challenges of implementing gamification strategies. The quantitative analysis involved surveys conducted with tourists, assessing their perceptions of gamified elements and their influence on travel decisions. Findings indicate that tourists perceive gamification positively, particularly regarding features such as achievements, storytelling, and point systems, which significantly affect their travel choices. Stakeholders recognize the potential of gamification to boost tourist engagement and satisfaction, while also emphasizing the need to address implementation challenges. The study concludes that gamification can enhance the attractiveness and competitiveness of tourist destinations, though its success depends on strategic planning, resource allocation, and collaboration among stakeholders. © The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2025.
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