2016
Authors
Mercuri, EGF; Daniel, AL; Hecke, MB; Carvalho, L;
Publication
MEDICAL ENGINEERING & PHYSICS
Abstract
This work represents a study of a mathematical model that describes the biological response to different mechanical stimuli in a cellular dynamics model for bone remodelling. The biological system discussed herein consists of three specialised cellular types, responsive osteoblasts, active osteoblasts and osteoclasts, three types of signalling molecules, transforming growth factor beta (TGF-beta), receptor activator of nuclear factor kappa-b ligand (RANKL) and osteoprotegerin (OPG) and the parathyroid hormone (PTH). Three proposals for mechanical stimuli were tested: strain energy density (SED), hydrostatic and deviatoric parts of SED. The model was tested in a two-dimensional geometry of a standard human femur. The spatial discretization was performed by the finite element method while the temporal evolution of the variables was calculated by the 4th order Runge-Kutta method. The obtained results represent the temporal evolution of the apparent density distribution and the mean apparent density and thickness for the cortical bone after 600 days of remodelling simulation. The main contributions of this paper are the coupling of mechanical and biological models and the exploration of how the different mechanical stimuli affect the cellular activity in different types of physical activities. The results revealed that hydrostatic SED stimulus was able to form more cortical bone than deviatoric SED and total SED stimuli. The computational model confirms how different mechanical stimuli can impact in the balance of bone homeostasis.
2016
Authors
Viana, P; Soares, M;
Publication
ACM International Conference Proceeding Series
Abstract
Over the last few years consumption of news articles has shifted more and more from the written versions towards the web. Mobile devices, which became more powerful, with larger screens and connected to the Internet, have had a great influence on this paradigm change. A critical problem associated to online news is related to the fact that the large number of daily articles can be overwhelming to the users. Recommendation services can largely improve the efficiency and accuracy of acquired information. These systems are designed to filter critical news, key events and meaningful items that might be of interest to a reader. In this paper, a news recommendation system in a mobility scenario is presented. The implemented recommendation system combines content-based and georeferenced recommendation techniques. Recommendations are supported by short-term and long-term user profiles created implicitly and considering also the mobile device geolocation. The final recommendation list is obtained by combining recommendations provided by the different recommendation approaches. To evaluate the performance of the solution, a user study was conducted. Results indicate that the quality of the recommendations is acknowledged by the test users. The system was integrated in a mobile application of a Portuguese newspaper (Público) in the context of the project Pglobal. © 2016 ACM.
2016
Authors
Inacio, SI; Pereira, MR; Santos, HM; Pessoa, LM; Teixeira, FB; Lopes, MJ; Aboderin, O; Salgado, HM;
Publication
2016 IEEE THIRD UNDERWATER COMMUNICATIONS AND NETWORKING CONFERENCE (UCOMMS)
Abstract
The radiation characteristics of a dipole antenna when immersed in both fresh and seawater are assessed through simulation and experimental work. Simulations show that the antenna's bandwidth and radiation pattern change with the properties of the medium where it is placed, namely the conductivity of the medium. Two dipoles antennas with current baluns were built and tested experimentally in freshwater. The tests included the measurement of the insertion loss between two identical dipole antennas and their radiation pattern. The results obtained show a good agreement between the simulation and experimental results.
2016
Authors
Bertolami, O; Mariji, H;
Publication
PHYSICAL REVIEW D
Abstract
An ungravity-inspired model is employed to examine the astrophysical parameters of white dwarf stars (WDs) using polytropic and degenerate gas approaches. Based on the observed properties such as mass, radius, and luminosity of selected WDs, namely, Sirius B and epsilon Reticulum, bounds on the characteristic length and scaling dimension of the ungravity (UG) model are estimated. The UG effect on the Chandrasekhar limit for WDs is shown. The UG model is examined in the study of ultramassive WDs, e.g., EUVE J1746-706. The UG-inspired model implies that a new location for some WDs on the Hertzsprung-Russell diagram is found.
2016
Authors
Costa, E; Soares, AL; de Sousa, JP;
Publication
COLLABORATION IN A HYPERCONNECTED WORLD
Abstract
A rigorous evaluation of an artifact is one of the fundamental aspects to be considered in Design Science Research projects. This evaluation part becomes even more difficult when a large variety of artifacts must be designed for a project. This can be a challenge for the field of Collaborative Networks, which involves knowledge from several scientific disciplines. Case studies are one of the evaluation methods in Design Science Research that are used for an ex-post evaluation of artifacts. However, we argue that this method can also be used for the ex-ante evaluation, mainly when multidisciplinary research is being carried out. Therefore, the main objective of this paper is to present and discuss a multidisciplinary project of Collaborative Networks using case studies before and after the design of the artifacts. On top of the Design Science Research guidelines, this research is supported by knowledge from Business and Management Studies on how to effectively design and perform Case Study Research for artifact evaluation.
2016
Authors
Baptista, R; Coelho, A; de Carvalho, CV;
Publication
SERIOUS GAMES, INTERACTION, AND SIMULATION, SGAMES 2015
Abstract
Digital Games can be effective as learning tools, in applications that can be designated as Serious Games (SG), Games for Learning (GL) or Games-based learning (GBL). SG provide challenges in accordance with the intended learning objectives and can adapt and/or repeat (by allowing error recovering) them according to the learner's level. In training, this aspect is decisive in the acquisition of knowledge, experience and professional skills. The effectiveness of games-based training is directly related to the success on how the challenges promote the acquisition of skills, for which there is no optimal design methodology. This paper presents how a study that identifies the most appropriate game genres to develop specific skills and competences can be used to provide initial solutions to serious games design methodologies. The Triadic Certification model combines the competences defined for each training plan with the challenges designed for the serious games on a matrix that matches the needs and levels.
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