2021
Authors
Lopes, EM; Vilas Boas, MD; Rego, R; Santos, A; Cunha, JPS;
Publication
2021 10TH INTERNATIONAL IEEE/EMBS CONFERENCE ON NEURAL ENGINEERING (NER)
Abstract
Adaptive Deep Brain Stimulation has recently emerged to tackle conventional DBS limitations by measuring disease fluctuations and to adapt stimulation parameter accordingly. In early 2020, Medtronic launched in the European Union the first certified DBS neurostimulator capable of simultaneously stimulate and read signals from the deep brain structures, the PerceptTMPC. In epilepsy, the most common target brain structure is the Anterior Nucleus of Thalamus and the Local Field Potentials analysis requires prior synchronization of data recorded from the Percept PC with video-Electroencephalography (vEEG) equipment. Fine-grained synchronization (sub-second resolution) is mandatory for multimodal neurodata analysis and may be achieved by aligning artefacts perceived in both systems. In this work we study two methods aiming for neurodata streams clock synchronization: one based on DBS stimulation artefacts and another on tapping maneuver artefacts. For this purpose, we studied the data collected from the first epileptic patient that underwent 1-week vEEG-PerceptTMPC monitoring at a Hospital monitoring unit. We found that tapping maneuver-based methodology allowed a more accurate synchronization in relation to the stimulation artefact-based method (0.56s vs. 2.07s absolute average uncertainty). This method was also more complete one since tapping timestamps can be determined by video timeframes and do not require a prior identification of artefacts in EEG data by clinicians.
2021
Authors
Cohen, A; Esfahanizadeh, H; Sousa, B; Vilela, JP; Luis, M; Raposo, D; Michel, F; Sargento, S; Medard, M;
Publication
IEEE COMMUNICATIONS MAGAZINE
Abstract
Modern communications have moved away from point-to-point models to increasingly heterogeneous network models. In this article, we propose a novel controller-based architecture to deploy adaptive causal network coding in heterogeneous and highly meshed communication networks. Specifically, we consider using the software-defined network as the main controller. We first present an architecture for highly meshed heterogeneous multi-source multi-destination networks that represent the practical communication networks encountered in the fifth generation of wireless networks and beyond. Next, we present a promising solution to deploy network coding over the new architecture. We also present a new controller-based setting with which network coding modules communicate to attain the required information. Finally, we briefly discuss how the proposed architecture and network coding solution provide a good opportunity for future technologies.
2021
Authors
Queirós, R; Pinto, M; Terroso, T;
Publication
ICPEC
Abstract
Learning computer programming is a complex activity and requires a lot of practice. The viral pandemic that we are facing has intensified these difficulties. In this context, programming learning platforms play a crucial role. Most of them are characterized by providing a wide range of exercises with progressive complexity, multi-language support, sophisticated interfaces and automatic evaluation and gamification services. Nevertheless, despite the various features provided, others features, which influence user experience, are not emphasized, such as performance and usability. This article presents an user experience evaluation of the LearnJS playground, a JavaScript learning platform which aims to foster the practice of coding. The evaluation highlights two facets of the code playground: performance and a usability. In the former, lab and field data were collected based on Google Lighthouse and PageSpeed Insights reports. In the later, an inquiry was distributed among students from a Web Technologies course with a set of questions based on flexibility, usability and consistency heuristics. Both evaluation studies have a twofold goal: to improve the learning environment in order to be officially used in the next school year and to foster the awareness of user experience in all phases of the software development life-cycle as a key facet in Web applications engagement and loyalty.
2021
Authors
Silva, V; Ferreira, LP; Silva, FJG; Tjahjono, B; Avila, P;
Publication
SUSTAINABILITY
Abstract
To remain competitive, companies must continuously improve the processes at hand, be they administrative, production, or logistics. The objective of the study described in this paper was to develop a decision-making tool based on a simulation model to support the production of knits and damask fabrics. The tool was used to test different control strategies for material flow, from the raw material warehouse to the finished product warehouse, and thus can also be used to evaluate the impacts of these strategies on the productivity. The data upon which the decision support tool was built were collected from five sectors of the plant: the raw material warehouse, knit production, damask production, finishing work, and the finished product warehouse. The decision support tool met the objectives of the project, with all five strategies developed showing positive results. Knit and damask production rates increased by up to 8% and 44%, respectively, and a reduction of 75% was observed in the waiting time on the point of entry to the finishing work area, compared to the company's existing system.
2021
Authors
Barbosa, A; Ribeiro, P; Dutra, I;
Publication
MLSA@PKDD/ECML
Abstract
Association football has been the subject of many research studies. In this work we present a study on player similarity using passing sequences extracted from games from the top-5 European football leagues during the 2017/2018 season. We present two different approaches: first, we only count the motifs a player is involved in; then we also take into consideration the specific position a player occupies in each motif. We also present a new way to objectively judge the quality of the generated models in football analytics. Our results show that the study of passing sequences can be used to study player similarity with relative success.
2021
Authors
Castelhano, Maria; Araújo, Tânia; Pedrosa, Daniela; Morgado, Leonel; Cravino, José;
Publication
XII Conferência Internacional de Tecnologias de Informação e Comunicação na Educação Challenges 2021: Desafios do Digital
Abstract
Este estudo desenvolveu-se numa Unidade Curricular da Licenciatura em Engenharia Informática, no
contexto de ensino superior português a distância, com alunos maiores de 23 anos, na qual se adotou a
abordagem pedagógica e-SimProgramming. Esta abordagem situada em ambiente empresarial simulado
recorre a narrativas imersivas desenvolvidas através da técnica OC2-RD2, contemplando o argumento, as
personagens e os espaços. Os nomes das personagens têm significados que remetem para arquétipos. Para
operacionalizar esta técnica adaptaram-se os nomes dados às personagens ao contexto cultural de
Portugal, origem da maioria dos alunos, já que os originais tinham sido concebidos para o contexto cultural
do Brasil. Adotou-se uma metodologia de investigação quantitativa e qualitativa, numa perspetiva de
estudo de tendência, baseada na análise de respostas a um questionário online. O objetivo visa
compreender as perceções dos estudantes sobre os nomes das personagens, em relação à sua
adequabilidade na abordagem aos arquétipos da técnica OC2-RD2 no ambiente de simulação. O
questionário é composto por questões relativas à perceção dos estudantes quanto ao nome de cada
personagem, e caso considerassem o nome desadequado poderiam sugerir alternativas. Realizou-se a
análise de dados quantitativa e qualitativa, sendo que em 99 alunos inscritos, 40 responderam ao
questionário (40%). Os resultados demonstram que os nomes selecionados para as personagens foram
aceites pela maioria dos estudantes (valores iguais ou superiores a 70%). Quanto às sugestões de nomes
alternativos, surgiram três grupos distintos: 1- personalidades da área do desenvolvimento de software
(e.g. Lovelace, remetendo para Ada Lovelace) e referências técnicas (e.g. Python, uma linguagem de
programação); 2- nomes próprios portugueses (e.g. Manuel, Íris); 3- expressões figurativas (e.g.
Quasenada, MaisouMenos). Conclui-se que a adaptação dos nomes originais das personagens para o
contexto cultural de Portugal foi considerada adequada pelos estudantes, podendo contribuir para a
aprendizagem situada com imersão em simulação de ambiente empresarial. Em trabalhos futuros
recomenda-se a análise da interpretação dos nomes sugeridos pelos alunos às personagens, para aferir se
correspondem aos arquétipos originais ou se induziram alguma alteração, para melhor compreensão da
perceção das narrativas face ao contexto cultural e às várias áreas de conhecimentos.;This study was developed in a course of the undergraduate program in Informatics Engineering, in the
context of online higher education in Portugal, with students over 23 years of age, in which the eSimProgramming pedagogical approach was adopted.
This approach employs situated learning with immersive narratives to simulate a business environment.
The narratives were developed through the OC2-RD2 technique, contemplating the script, the characters,
and the spaces.
The names of the characters have meanings that refer to archetypes. To deploy this technique, the names
given to the characters were adapted to the cultural context of Portugal, the origin of most students, since
the original names had been designed for the cultural context of Brazil.
A quantitative and qualitative research methodology was adopted, in a trend study perspective, based on
the analysis of answers from an online questionnaire. The objective is to understand perceptions
of character names in relation to their suitability in addressing the archetypes of the OC2-RD2 technique in
the simulation environment.
The questionnaire is composed of questions regarding the perception of the name of each
character, and if they considered the name inappropriate, they could suggest alternatives. Quantitative
and qualitative data analysis was performed, and out of 99 students enrolled, 40 answered the
questionnaire (40%). The results show that the names selected for the characters were accepted by most
students (values equal to or greater than 70%).
As for suggestions for alternative names, three distinct groups emerged: 1- personalities from the area of
software development (e.g. Lovelace, referring to Ada Lovelace) and technical references (e.g. Python, a
programming language); 2- Portuguese given names (e.g. Manuel, Íris); 3- figurative expressions (e.g.
Quasenada, MaisouMenos meaning , We conclude that the adaptation of the original names of the characters to the Portuguese cultural context
was considered adequate by the students, potentially contributing to the immersion in the simulation of
the business environment. In future work we recommend the analysis of the interpretation of the names
suggested by the students to the characters, to check if they match the original archetypes or if they
induced some change, for a better understanding of the perception of the narratives vis-à-vis the cultural
context and the various areas of knowledge.
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