2018
Authors
Moreira, MJP; Silva, A; Saraiva, C; de Almeida, JMMM;
Publication
NUTRITION & FOOD SCIENCE
Abstract
Purpose: Consumption of game meat is growing when compared to other meats. It is susceptible to adulteration because of its cost and availability. Spectroscopy may lead to rapid methodologies for detecting adulteration. The purpose of this study is to detect the adulteration of wild fallow deer (Dama dama) meat with domestic goat (G) (Capra aegagrus hircus) meat, for samples stored for different periods of time using Fourier transform infrared (FTIR) spectroscopy coupled with chemometric. Design/methodology/approach: Meat was cut and mixed in different percentages, transformed into mini-burgers and stored at 3°C from 12 to 432 h and periodically examined for FTIR, pH and microbial analysis. Principal component analysis (PCA) and partial least squares discriminant analysis (PLS-DA) were applied to detect adulteration. Findings: The PCA model, applied to the spectral region from 1,138 to 1,180, 1,314 to 1,477, 1,535 to 1,556 and from 1,728 to 1,759 cm-1, describes the adulteration using four principal components which explained 95 per cent of variance. For the levels of Adulteration A1 (pure meat), A2 (25 and 50 %w/wG) and A3 (75 and 100 %w/wG) for an external set of samples, the correlation coefficients for prediction were 0.979, 0.941 and 0.971, and the room mean square error were 8.58, 12.46 and 9.47 per cent, respectively. Originality/value: The PLS-DA model predicted the adulteration for an external set of samples with high accuracy. The proposed method has the advantage of allowing rapid results, despite the storage time of the adulterated meat. It was shown that FTIR combined with chemometrics can be used to establish a methodology for the identification of adulteration of game meat, not only for fresh meat but also for meat stored for different periods of time.
2018
Authors
Rocha, T; Carvalho, R; Timóteo, A; Vale, M; Reis, A; Barroso, J;
Publication
Trends and Advances in Information Systems and Technologies - Volume 2 [WorldCIST'18, Naples, Italy, March 27-29, 2018]
Abstract
Online tools for dyslexic diagnosis and training are mostly: free-of-charge; children-oriented, consisting in a game-based interface proved a positive correlation between video games and dyslexia [1]; and, provide auto-evaluation questions that are automatically analyzed, given results regarding the need of seeking medical attention, since these tools are not a medical exam or diagnostic. Other platforms consist on exercises/tests for dyslexic people or with speech and language impairments, helping them in the training of the word pronunciation. Although, there is a lack of solutions that allow doctors to register the evolution of their patients. In this article, it is presented an accessibility and usability assessment of a Web platform that allows children to do exercises but also lets their doctors to keep track of their evolution through graphs and detailed statistics, allowing doctors to have information on a digital format, disproving the need for tests normally done on paper [2–4], and not having to manually register variables. © Springer International Publishing AG, part of Springer Nature 2018.
2018
Authors
Cruz, MRM; Fitiwi, DZ; Santos, SF; Catalao, JPS;
Publication
RENEWABLE & SUSTAINABLE ENERGY REVIEWS
Abstract
As a result of the increased awareness of the dangers posed by global climate changes (mainly caused by growing global energy consumption needs), the quest for clean and sustainable energy future is becoming of paramount importance. This can be largely realized via a large-scale integration of variable renewable energy sources (RESs) such as wind and solar, which have relatively low carbon footprints. In many power systems, the level of integration of such resources is dramatically increasing. However, their intermittent nature poses significant challenges in the predominantly conventional power systems that currently exist. Among others, frequency and voltage regulation issues can, for example, arise because of improperly balanced and largely uncoordinated RES supply and demand. Generally, the higher the integration level of intermittent power sources is, the higher the flexibility needs are in the system under consideration. Flexibility, in a power systems context, refers to the ability of such a system to effectively cope with unforeseen changes in operational situations, which are mainly induced by the inherent uncertainty and variability arising from the supply side, demand side or any other external factors. In the absence of appropriate flexibility mechanisms, it is increasingly difficult to manage the imbalances between generation and demand as a result of their natural variations in real-time. This paper presents an extensive and critical review of the main existing and emerging flexibility options that can be deployed in power systems to support the integration of "carbon-free" and variable power production technologies. Starting from a broader definition of flexibility, we highlight the growing importance of such flexibility in renewable-rich energy systems, and provide insights into the challenges and opportunities associated with various flexibility options provided by different technologies.
2018
Authors
França, A; Vilares, A; Frankenbach, S; Vereb, V; Moreira, AC;
Publication
Nascent Entrepreneurship and Successful New Venture Creation - Advances in Business Strategy and Competitive Advantage
Abstract
2018
Authors
Méndez, E; Crestani, F; Ribeiro, C; David, G; Lopes, JC;
Publication
TPDL
Abstract
2018
Authors
Cesário, V; Coelho, A; Nisi, V;
Publication
Interactivity, Game Creation, Design, Learning, and Innovation - 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24-26, 2018, Proceedings
Abstract
Museums promote cultural experiences through exhibits and the stories behind them. Nevertheless, museums are not always designed to engage and interest young audiences, especially teenagers. Throughout this paper, we discuss teenagers as an important group to be considered within the Children-Computer Interaction field, and we report some techniques on designing with teens, in particular, arguing that participatory design methods can involve teenagers in the design process of technology for museums. For this purpose, we conceptualized, designed and deployed a co-design activity for teenagers (aged 15–17), where teenagers together with a researcher jointly created and designed a medium fidelity prototype. For this case study, participants were divided into groups and invited to think and create games and story plots for a selected museum. All the prototypes were made by the participants with the support and guidance of the researcher and the Aurasma software, an augmented reality tool. © 2019, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.
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