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Publications

2022

Digital storytelling approaches in virtual museums: umbrella review of systematic reviews

Authors
Lacet, Demetrius; Van Zeller, Maria; Martins, Paulo; Morgado, Leonel;

Publication
Journal of Digital Media & Interaction

Abstract
Museums have the mission of promoting and safeguarding objects of historical value and have undergone several modifications over time to take the focus off the object and give more importance to information and the visitor. Currently they encompass different types of experiences, either through digital and interactive elements, or through new approaches, such as storytelling, which has acted as a protagonist of these transformations. In this sense, the museum in the digital mode, known as virtual museum, plays an important role in this sharing of information and experiences. However, by having different modalities for navigation and interaction, especially in formats that simulate the physical visit, like virtual tours, they present some problems that have been identified in the literature, such as, solitary visit, lack of script to follow and little interaction with the exhibited objects. This literature review was conducted between 2013-2021 and 14 papers were selected for analysis. The results support the understanding of the role of narratives and the way museums use them in the virtual space and highlights the gaps of knowledge on the use of storytelling in this context.

2022

An Algorithm Adaptation Method for Multi-Label Stream Classification using Self-Organizing Maps

Authors
Cerri, R; Costa Júnior, JD; Faria Paiva, ERd; da Gama, JMP;

Publication
2022 21ST IEEE INTERNATIONAL CONFERENCE ON MACHINE LEARNING AND APPLICATIONS, ICMLA

Abstract
Multi-label stream classification is the task of classifying instances in two or more classes simultaneously, with instances flowing continuously in high speed. This task imposes difficult challenges, such as the detection of concept drifts, where the distributions of the instances in the stream change with time, and infinitely delayed labels, when the ground truth labels of the instances are never available to help updating the classifiers. To solve such task, the methods from the literature use the problem transformation approach, which divides the multi-label problem into different sub-problems, associating one classification model for each class. In this paper, we propose a method based on self-organizing maps that, different from the literature, uses only one model to deal with all classes simultaneously. By using the algorithm adaptation approach, our proposal better considers label dependencies, improving the results over its counterparts. Experiments using different synthetic and real-world datasets showed that our proposal obtained the overall best performance when compared to different methods from the literature.

2022

Manufacturing and Management Paradigms, Methods and Tools for Sustainable Industry 4.0-Oriented Manufacturing Systems

Authors
Varela, L; Avila, P; Castro, H; Putnik, GD; Fonseca, LMC; Ferreira, L;

Publication
SUSTAINABILITY

Abstract
In the current Industry 4 [...]

2022

Impact of Different Levels of Information Presentation on User Experience: A Case Study in a Virtual World

Authors
Silva, A; Sousa, C; Paulino, D; Sousa, M; Melo, M; Bessa, M; Paredes, H;

Publication
INFORMATION SYSTEMS AND TECHNOLOGIES, WORLDCIST 2022, VOL 2

Abstract
User experience can be affected by the amount and intensity of information presented. Four scenarios were developed to assess the insertion of information elements (chronometer and hint system) and tested with 37 users to find out if they affected the user's sense of presence and symptoms of cybersickness. In order to instruct users and using virtual reality using the Unity 3D game engine, we created a virtual world where the user has the role of exploring the environment and looking for mushrooms, and can consult a description about it. For tests with users, the IPQp and SSQ questionnaires were applied. The results indicate that it is possible to create a virtual world with the addition of informational components without significantly disturbing the user experience.

2022

API Generation for Multiparty Session Types, Revisited and Revised Using Scala 3

Authors
Cledou, G; Edixhoven, L; Jongmans, SS; Proença, J;

Publication
ECOOP

Abstract
Construction and analysis of distributed systems is difficult. Multiparty session types (MPST) constitute a method to make it easier. The idea is to use type checking to statically prove deadlock freedom and protocol compliance of communicating processes. In practice, the premier approach to apply the MPST method in combination with mainstream programming languages has been based on API generation. In this paper (pearl), we revisit and revise this approach. Regarding our “revisitation”, using Scala 3, we present the existing API generation approach, which is based on deterministic finite automata (DFA), in terms of both the existing states-as-classes encoding of DFAs as APIs, and a new states-as-type-parameters encoding; the latter leverages match types in Scala 3. Regarding our “revision”, also using Scala 3, we present a new API generation approach that is based on sets of pomsets instead of DFAs; it crucially leverages match types, too. Our fresh perspective allows us to avoid two forms of combinatorial explosion resulting from implementing concurrent subprotocols in the DFA-based approach. We implement our approach in a new API generation tool.

2022

Glove Prototype for Feature Extraction Applied to Learning by Demonstration Purposes

Authors
Cerqueira, T; Ribeiro, FM; Pinto, VH; Lima, J; Goncalves, G;

Publication
APPLIED SCIENCES-BASEL

Abstract
This article focuses on a sensorial glove prototype capable of acquiring hand motion and estimating its pose. The presented solution features twelve inertial measurement units (IMUs) to track hand orientation. The sensors are attached to a glove to decrease the project cost. The system also focuses on sensor fusion algorithms for the IMUs and further implementations, presenting the algebraic quaternion algorithm (AQUA), used because of its modularity and intuitive implementation. An adaptation of a human hand model is proposed, explaining its advantages and its limitations. Considering that the calibration is a very important process in gyroscope performance, the online and offline calibration data was analyzed, pointing out its challenges and improvements. To better visualize the model and sensors a simulation was conducted in Unity.

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