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Publications

2018

Energy Harvesting to Increase the Autonomy of Moored Oceanographic Monitoring Stations

Authors
Faria, CL; Goncalves, LM; Martins, MS; Lima, R;

Publication
2018 OCEANS - MTS/IEEE KOBE TECHNO-OCEANS (OTO)

Abstract
device to increase energy autonomy of moored oceanographic monitoring stations. Oscillations and currents through the sea or river are used to produce energy when the whole system is submerged to a depth between 3 to 10 meters. In order to have an inexpensive system, a buoy containing a Linear Electromagnetic Generator (LEG), is fabricated in a 3D printer, using PLA (polylactic acid) filament. Inside of the buoy, one cylinder shaped LEG (98mm length and 25mm of diameter) produces a maximum output power of 20 mW with a 4 Hz movement. To increase power output in larger systems, more LEGs can be added.

2018

Trends in Cyber-Physical Multi-Agent Systems. The PAAMS Collection - 15th International Conference, PAAMS 2017

Authors
De la Prieta, F; Vale, Z; Antunes, L; Pinto, T; Campbell, AT; Julián, V; Neves, AJ; Moreno, MN;

Publication
Advances in Intelligent Systems and Computing

Abstract

2018

Design Science Research: an Emerging Methodology for Service Design

Authors
Jorge Teixeira; Lia Patrício; Tuure Tuunanen;

Publication

Abstract

2018

Towards Player Adaptivity in Mobile Exergames

Authors
Jacob, J; Lopes, A; Nobrega, R; Rodrigues, R; Coelho, A;

Publication
ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY, ACE 2017

Abstract
Exergames require obtaining or computing information regarding the players’ physical activity and context. Additionally, ensuring that the players are assigned challenges that are adequate to their physical ability, safe and adapted for the current context (both physical and spatial) is also important, as it can improve both the gaming experience and the outcomes of the exercise. However, the impact adaptivity has in the specific case of virtual reality exergames still has not been researched in depth. In this paper, we present a virtual reality exergame and an experimental design aiming to compare the players’ experience when playing both adaptive and regular versions of the game. © Springer International Publishing AG, part of Springer Nature 2018.

2018

Online bagging for recommender systems

Authors
Vinagre, J; Jorge, AM; Gama, J;

Publication
EXPERT SYSTEMS

Abstract
Ensemble methods have been successfully used in the past to improve recommender systems; however, they have never been studied with incremental recommendation algorithms. Many online recommender systems deal with continuous, potentially fast, and unbounded flows of databig data streamsand often need to be responsive to fresh user feedback, adjusting recommendations accordingly. This is clear in tasks such as social network feeds, news recommender systems, automatic playlist completion, and other similar applications. Batch ensemble approaches are not suitable to perform continuous learning, given the complexity of retraining new models on demand. In this paper, we adapt a general purpose online bagging algorithm for top-N recommendation tasks and propose two novel online bagging methods specifically tailored for recommender systems. We evaluate the three approaches, using an incremental matrix factorization algorithm for top-N recommendation with positive-only user feedback data as the base model. Our results show that online bagging is able to improve accuracy up to 55% over the baseline, with manageable computational overhead.

2018

Communities of Practice as a tool to support the GCIO function

Authors
Santos, LP; Barbosa, LN; Bessa, DA; Martins, LP; Barbosa, LS;

Publication
Proceedings of the 11th International Conference on Theory and Practice of Electronic Governance, ICEGOV 2018, Galway, Ireland, April 04-06, 2018

Abstract
A Community of Practice (CoP) allows practitioners of a clearly defined domain to share knowledge, experience, and best practices. It provides a social context for practitioners, often distributed across multiple organizations, and emerged over the last few decades as a fundamental mechanism for knowledge sharing, management, and generation within organizations. Best practices, innovations, and solutions to shared problems first emerge within CoPs. These are, and must be perceived as, an investment in organizations' future and competitiveness. Establishing a CoP is a straightforward process, the most challenging factor being the recruitment of members to attain critical mass. The challenge is to maintain the CoP active, with members contributing with high quality, innovative content. Increasing a CoP's medium / long-term survival probabilities requires careful planning to avoid incurring in some well-known pitfalls. This paper proposes and discusses a set of nine guidelines for establishing and maintaining a community of practice within the context of Electronic Governance (EGOV) and Government Chief Information Officers (GCIO). This research was motivated by the initiative of the government of a developing country. Results are based on a review of the relevant literature, together with the detailed analysis of interviews to members or coordinators of large communities of practice. This analysis was further validated against the opinions of public servants directly involved on EGOV-GCIO-related functions during two focus groups meetings. © 2018 Association for Computing Machinery.

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