2012
Autores
Jacob, J; da Silva, H; Coelho, A; Rodrigues, R;
Publicação
4TH INTERNATIONAL CONFERENCE ON GAMES AND VIRTUAL WORLDS FOR SERIOUS APPLICATIONS (VS-GAMES'12)
Abstract
Location-based games have become more popular thanks to the growth of mobile device's technology. This paper presents a framework for the development of location-based augmented reality games and wARms, an augmented-reality location-based mobile game prototype based on said framework that uses the player's real position and orientation in order to play against others. The game shows how modern mobile device's sensors can be used for providing new and unusual gaming experiences. (C) 2012 The Authors. Published by Elsevier B. V. Selection and/or peer-review under responsibility of the scientific programme committee of VS-Games 2012
2012
Autores
Jacob, J; Rossetti, RJF; Coelho, A; Rodrigues, R;
Publicação
24TH EUROPEAN MODELING AND SIMULATION SYMPOSIUM (EMSS 2012)
Abstract
Sports simulation can help to assess the performance of strategies and players in a sand-boxed environment. Ultimately it can lead to improved real-life performance of actual teams if it is able to provide useful information to the team coach or manager. Many tools are now available for many different sports, most notably Soccer Server Simulator, a soccer simulator, that has already attracted many researchers from the artificial intelligence community into developing intelligent agents (soccer players) for them to form teams to play against each other in simulated matches. This paper presents a methodology for developing agents for testing and further developing the Handball Sport Simulator, which is based on the Soccer Server Simulator. The main contribution of this work is to provide a basic, expandable, agent architecture, specifically capable of playing at a Handball Sport Simulator server, while at the same time testing what features and sport's rules of the Handball Sport Simulator have been implemented correctly.
2012
Autores
Mendes, L; Dores, AR; Rego, PA; Moreira, PM; Barbosa, F; Reis, LP; Viana, J; Coelho, A; Sousa, A;
Publicação
SISTEMAS Y TECNOLOGIAS DE INFORMACION, VOLS 1 AND 2
Abstract
The main objective of this work is to describe the Virtual Center for the Rehabilitation of Road Accident Victims - VICERAVI and the serious games it includes for the purpose of neuropsychological rehabilitation. The validation of the VICERAVI as a rehabilitation system involves 30 participants of both sexes, with brain injury due to road accidents. The applicability and the benefits of virtual worlds for a holistic neuropsychological rehabilitation will be tested using virtual reality (OpenSimulator) to simulate tasks of everyday life,,enabling participants to perform cognitive and social skills training through their avatars. The progresses of this group will se compared with a group of conventional neuropsychological rehabilitation. The main innovation of the work is the possibility if administering neuropsychological rehabilitation at distance, via ecological virtual environments. Moreover, the paper discusses also relevant criteria and issues in respect to the use of serious games, simulation and virtual environments in rehabilitation.
2012
Autores
Dores, AR; Miranda, MJ; Carvalho, IP; Mendes, L; Barbosa, F; Coelho, A; de Sousa, L; Caldas, AC;
Publicação
INFORMATION SYSTEMS AND TECHNOLOGIES
Abstract
Acquired Brain Injury (ABI) is one of the leading causes of individuals' reduced participation in various contexts of life, compromising autonomous functioning and performance in complex activities. Neurocognitive rehabilitation, carried out by transdisciplinary teams, is part of the intervention after the acute phase, aiming patients' maximum functionality and quality of life. Serious games and virtual reality begin to provide innovative solutions in this area. In this study, a prototype platform for the rehabilitation of executive functioning and other related cognitive functions is presented: the Virtual City. Part of a larger project, it consists of urban virtual environments that simulate real-life scenarios and activities. Tests will be performed to validate it as a tool for the rehabilitation of ABI.
2012
Autores
Oliveira, L; Rocha, A; Coelho, A; Dias, L; Rodrigues, A; Sousa, M; Silva, D;
Publicação
INFORMATION SYSTEMS AND TECHNOLOGIES
Abstract
Spatial data infrastructures (SDI) are extremely important in order to combine the technical and organizational elements required to promote the use of territory-based information in an interoperable way. In fact, geographic information has unique intrinsic features, which makes it a natural indexing mechanism for spatial data. Due to its high cost and upgrade dynamics, this information should be available for reuse and should be managed and maintained by those responsible for producing it as part of management interventions in the territory. Therefore, it is important that different spatial data infrastructures, developed at different hierarchical levels, coexist and communicate in an interoperable way so that they can constitute a spatial basis of reference that facilitates the integration with other sectorial applications. This ongoing work proposes the implementation of a regional spatial data infrastructure based on free software, in compliance with the principles of the EU INSPIRE Directive and with the OGC standards.
2012
Autores
Warmerdam, L; Riper, H; Klein, MCA; de Ven, Pv; Rocha, A; Henriques, MR; Tousset, E; Silva, H; Andersson, G; Cuijpers, P;
Publicação
Annual Review of Cybertherapy and Telemedicine 2012 - Advanced Technologies in the Behavioral, Social and Neurosciences
Abstract
Depression is expected to be the disorder with the highest disease burden in high-income countries by the year 2030. ICT4Depression (ICT4D) is a European FP7 project, which aims to contribute to the alleviation of this burden by making use of depression treatment and ICT innovations. In this project we developed an ICT-based system for use in primary care that aims to improve access as well as actual care delivery for depressed adults. Innovative technologies within the ICT4D system include 1) flexible self-help treatments for depression, 2) automatic assessment of the patient using mobile phone and web-based communication 3) wearable biomedical sensor devices for monitoring activities and electrophysiological indicators, 4) computational methods for reasoning about the state of a patient and the risk of relapse (reasoning engine) and 5) a flexible system architecture for monitoring and supporting people using continuous observations and feedback via mobile phone and the web. The general objective of the ICT4D project is to test the feasibility and acceptability of the ICT4D system within a pilot study in the Netherlands and in Sweden during 2012 and 2013. © 2012 Interactive Media Institute and IOS Press.
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