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Publications

2020

Flexibility Hub’s dynamic equivalent model: improving the representation of the distribution grid for system planning

Authors
Fulgêncio, N; Silva, B; Villar, J; Moreira, C; Marques, M; Marinho, N; Filipe, NL; Moreira, J; Louro, M; Simões, T;

Publication
IET Conference Publications

Abstract
In an evolving European power system, with increasing shares of renewable energy sources – a high percentage of which connected to the distribution network – an accurate, reliable and up-to-date representation of the distribution network becomes a key tool for transmission and distribution system operators’ coordination. The Flexibility Hub, under development by INESC TEC and EDP, and in the scope of the European Union-funded project EU-SysFlex, offers a service that delivers an enhanced dynamic equivalent model of the distribution network to the transmission system operator. It is a useful tool for planning purposes to enable a better understanding of how the distribution network will behave under large voltage and frequency disturbances at the transmission level. This study describes the overall concept and the methodology, provides an overview of the data management model adopted to interface the involved agents and depicts some relevant scenarios under consideration for testing.

2020

Enhancing design thinking approaches to innovation through gamification

Authors
Patrício, R; Moreira, AC; Zurlo, F;

Publication
EUROPEAN JOURNAL OF INNOVATION MANAGEMENT

Abstract
Purpose The paper aims to explore the relationship between gamification and design thinking approach to innovation in the context of the early stage of innovation process (ESoIP). Design thinking is conceptually appropriate to support innovative, complex and uncertain business environments. Still, its practices have demonstrated some difficulties in managing the ESoIP, such as lack of structure and clarity around goals. This paper argues that gamification can enhance and complement design thinking in the management of firms' ESoIP. Design/methodology/approach Given the need to achieve a deeper understanding of the linkages between gamification and design thinking, the paper follows an exploratory theory building approach for this complex reality of innovation. The case study research method was conducted in three firms (Trivalor, Novartis and Microsoft) that applied a gamification approach to the ESoIP. Findings The results demonstrate that gamification has the power to enhance and complement design thinking practices by getting tasks more organized and improving coordination and employees' engagement in the innovation process. Practical implications The paper provides critical managerial contributions on how firms can use gamification to improve design thinking approaches to ESoIP. Its consequences are also crucial to innovation, R&D, and product/service development managers interested in using gamification to support the ideation and concept development of new solutions complementing traditional design thinking approaches. Originality/value Merging the gamification and design thinking approaches is novel, particularly on firms' ESoIP. The paper provides a comprehensive discussion of design thinking shortcomings and the role that gamification can play in overcoming them.

2020

Deep Aesthetic Assessment of Breast Cancer Surgery Outcomes

Authors
Goncalves, T; Silva, W; Cardoso, J;

Publication
XV MEDITERRANEAN CONFERENCE ON MEDICAL AND BIOLOGICAL ENGINEERING AND COMPUTING - MEDICON 2019

Abstract
Breast cancer is a highly mutable and rapidly evolving disease, with a large worldwide incidence. Even though, it is estimated that approximately 90% of the cases are treatable and curable if detected on early staging and given the best treatment. Nowadays, with the existence of breast cancer routine screening habits, better clinical treatment plans and proper management of the disease, it is possible to treat most cancers with conservative approaches, also known as breast cancer conservative treatments (BCCT). With such a treatment methodology, it is possible to focus on the aesthetic results of the surgery and the patient's Quality of Life, which may influence BCCT outcomes. In the past, this assessment would be done through subjective methods, where a panel of experts would be needed to perform the assessment; however, with the development of computer vision techniques, objective methods, such as BAT (c) and BCCT.core, which perform the assessment based on asymmetry measurements, have been used. On the other hand, they still require information given by the user and none of them has been considered the gold standard for this task. Recently, with the advent of deep learning techniques, algorithms capable of improving the performance of traditional methods on the detection of breast fiducial points (required for asymmetry measurements) have been proposed and showed promising results. There is still, however, a large margin for investigation on how to integrate such algorithms in a complete application, capable of performing an end-to-end classification of the BCCT outcomes. Taking this into account, this thesis shows a comparative study between deep convolutional networks for image segmentation and two different quality-driven keypoint detection architectures for the detection of the breast contour. One that uses a deep learning model that has learned to predict the quality (given by the mean squared error) of an array of keypoints, and, based on this quality, applies the backpropagation algorithm, with gradient descent, to improve them; another which uses a deep learning model which was trained with the quality as a regularization method and that used iterative refinement, in each training step, to improve the quality of the keypoints that were fed into the network. Although none of the methods surpasses the current state of the art, they present promising results for the creation of alternative methodologies to address other regression problems in which the learning of the quality metric may be easier. Following the current trend in the field of web development and with the objective of transferring BCCT.core to an online format, a prototype of a web application for the automatic keypoint detection was developed and is presented in this document. Currently, the user may upload an image and automatically detect and/or manipulate its keypoints. This prototype is completely scalable and can be upgraded with new functionalities according to the user's needs.

2020

A Roadmap to Gamify Programming Education

Authors
Swacha, J; Queirós, R; Paiva, JC; Leal, JP; Kosta, S; Montella, R;

Publication
ICPEC

Abstract
Learning programming relies on practicing it which is often hampered by the barrier of difficulty. The combined use of automated assessment, which provides fast feedback to the students experimenting with their code, and gamification, which provides additional motivation for the students to intensify their learning effort, can help pass the barrier of difficulty in learning programming. In such environment, students keep receiving the relevant feedback no matter how many times they try (thanks to automated assessment), and their engagement is retained (thanks to gamification). While there is a number of open software and programming exercise collections supporting automated assessment, up to this date, there are no available open collections of gamified programming exercises, no open interactive programming learning environment that would support such exercises, and even no open standard for the representation of such exercises so that they could be developed in different educational institutions and shared among them. This gap is addressed by Framework for Gamified Programming Education (FGPE), an international project whose primary objective is to provide necessary prerequisites for the application of gamification to programming education, including a dedicated gamification scheme, a gamified exercise format and exercises conforming to it, software for editing the exercises and an interactive learning environment capable of presenting them to students. This paper presents the FGPE project, its architecture and main components, as well as the results achieved so far. 2012 ACM Subject Classification Social and professional topics ! Computer science education.

2020

Demand Response Programs in Multi-Energy Systems: A Review

Authors
Vahid Ghavidel, M; Javadi, MS; Gough, M; Santos, SF; Shafie khah, M; Catalao, JPS;

Publication
ENERGIES

Abstract
A key challenge for future energy systems is how to minimize the effects of employing demand response (DR) programs on the consumer. There exists a diverse range of consumers with a variety of types of loads, such as must-run loads, and this can reduce the impact of consumer participation in DR programs. Multi-energy systems (MES) can solve this issue and have the capability to reduce any discomfort faced by all types of consumers who are willing to participate in the DRPs. In this paper, the most recent implementations of DR frameworks in the MESs are comprehensively reviewed. The DR modelling approach in such energy systems is investigated and the main contributions of each of these works are included. Notably, the amount of research in MES has rapidly increased in recent years. The majority of the reviewed works consider power, heat and gas systems within the MES. Over three-quarters of the papers investigated consider some form of energy storage system, which shows how important having efficient, cost-effective and reliable energy storage systems will be in the future. In addition, a vast majority of the works also considered some form of demand response programs in their model. This points to the need to make participating in the energy market easier for consumers, as well as the importance of good communication between generators, system operators, and consumers. Moreover, the emerging topics within the area of MES are investigated using a bibliometric analysis to provide insight to other researchers in this area.

2020

Multisensory Augmented Reality in Cultural Heritage: Impact of Different Stimuli on Presence, Enjoyment, Knowledge and Value of the Experience

Authors
Marto, A; Melo, M; Gonçalves, A; Bessa, M;

Publication
IEEE ACCESS

Abstract
Little is known about the impact of the addition of each stimulus in multisensory augmented reality experiences in cultural heritage contexts. This paper investigates the impact of different sensory conditions on a users sense of presence, enjoyment, knowledge about the cultural site, and value of the experience. Five different multisensory conditions, namely, Visual, Visual+ Audio, Visual +Smell, and Visual + Audio + Smell conditions, and regular visit referred to as None condition, were evaluated by a total of 60 random visitors distributed across the specified conditions. According to the results, the addition of particular types of stimuli created a different impact on the sense of presence subscale scores, namely, on spatial presence, involvement, and experienced realism, but did not influence the overall presence score. Overall, the results revealed that the addition of stimuli improved enjoyment and knowledge scores and did not affect the value of the experience scores. We concluded that each stimulus has a differential impact on the studied variables, demonstrating that its usage should depend on the goal of the experience: smell should be used to privilege realism and spatial presence, while audio should be adopted when the goal is to elicit involvement.

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