2015
Authors
Seixas, MCB; Cardoso, JCS; Dias, MTG;
Publication
ACHI 2015 - 8th International Conference on Advances in Computer-Human Interactions
Abstract
In this paper, we present the results from an experiment designed to compare two selection gestures (hand grab and screen tap) for the Leap Motion controller in 2D pointing tasks. We used the ISO 9241-9 multi-directional tapping test for comparing the devices, and we analyze the results using standard throughput and error rate measures as well as additional accuracy measures. We also present the results from the ISO 9241-9 assessment of comfort questionnaire. To complement this analysis, the computer mouse was also evaluated in order to serve as a comparison. Results indicate that the hand grab gesture performs better than the screen tap. Copyright © IARIA, 2015.
2015
Authors
Brito, M; Jacob, J; Nobrega, R; Santos, A;
Publication
ASSETS'15: PROCEEDINGS OF THE 17TH INTERNATIONAL ACM SIGACCESS CONFERENCE ON COMPUTERS & ACCESSIBILITY
Abstract
To assess the success of fall-prevention oriented exergames two digital games were developed taking advantage of the Wii Balance Board (WBB) capabilities. The objective was to evaluate the exergames' potential to address elderly adults' declining motivation to exercise regularly despite the benefits related to fall-prevention. The system uses the WBB to keep track of the player's center of pressure and computes important balance assessment measures related to it to eventually provide a mean to monitor their patients. The presented demo will feature the two exergames.
2015
Authors
Fernandes, JP; Cunha, J; Saraiva, J; Pardo, A;
Publication
CEFP
Abstract
Functional programmers are strong enthusiasts of modular solutions to programming problems. Since software characteristics such as readability or maintainability are often directly proportional to modularity, this programming style naturally contributes to the beauty of functional programs. Unfortunately, in return of this beauty we often sacrifice efficiency: modular programs rely, at runtime, on the creation, use and elimination of intermediate data structures to connect its components. In this tutorial paper, we study an advanced technique that attempts to retain the best of this two worlds: (i) it allows programmers to implement beautiful, modular programs (ii) it shows how to transform such programs, in a way that can be incorporated in a compiler, into programs that do not construct any intermediate structure.
2015
Authors
Micó, L; Sanches, JM; Cardoso, JS;
Publication
Neurocomputing
Abstract
2015
Authors
Silva, JMC; Carvalho, P; Lima, SR;
Publication
2015 IEEE Symposium on Computers and Communication, ISCC 2015, Larnaca, Cyprus, July 6-9, 2015
Abstract
2015
Authors
Silva, N; Reis, LP;
Publication
2015 10TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI)
Abstract
In recent years the game of poker has created a high interest on researchers from the artificial intelligence area. Unlike board games, poker is an incomplete information game becoming a very complex game for a virtual agent. The main objective of this work is to create a data model enabling to apply data mining techniques to obtain a poker player model (pre-flop stage). To do that we used a database from a professional poker player where the data is stored in text files. The work used CRISP-DM, performing its stages. As ETL (Extract, Transform and Load) tool Talend was used and for running the data mining techniques Weka was used. As a final result, a player model was achieved with a very good ROC curve. This result, enable us to conclude that the approach is adequate for creating complete poker player models.
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