2022
Autores
Sousa, C; Teixeira, D; Carneiro, D; Nunes, D; Novais, P;
Publicação
INTEGRATED COMPUTER-AIDED ENGINEERING
Abstract
As the availability of computational power and communication technologies increases, Humans and systems are able to tackle increasingly challenging decision problems. Taking decisions over incomplete visions of a situation is particularly challenging and calls for a set of intertwined skills that must be put into place under a clear rationale. This work addresses how to deliver autonomous decisions for the management of a public street lighting network, to optimize energy consumption without compromising light quality patterns. Our approach is grounded in an holistic methodology, combining semantic and Artificial Intelligence principles to define methods and artefacts for supporting decisions to be taken in the context of an incomplete domain. That is, a domain with absence of data and of explicit domain assertions.
2022
Autores
Rosal, T; Mamede, HS; da Silva, MM;
Publicação
INFORMATION SYSTEMS AND TECHNOLOGIES, WORLDCIST 2022, VOL 2
Abstract
Serious Games apply game strategies to a training environment to encourage participants to make decisions and face challenges - the more interactive, the greater the participants' involvement with the content. Moreover, the best way to train is to simulate and identify scenarios for decision making, recreating situations, and strategies for learning. The Serious Games for training have this purpose. A Serious Game for training can be refined with a game narrative, a methodology centered on group experience defining problems and giving solutions through the game story. The challenge is how to diversify a unique narrative according to the individual player's experience. The present study aims to answer, using Design Science Research, whether a personalized narrative can improve the design of serious games for training. The specific goal is to design, develop and evaluate an artifact based on Design Thinking to design a personalized narrative method for Serious Games.
2022
Autores
Ferreira, AR; Soares, Â; Santos, AS; Bastos, JA; Varela, LR;
Publicação
Lecture Notes in Mechanical Engineering
Abstract
The present study consists in the comparison of two metaheuristics in a scheduling problem (SP), in particular in the minimization of the makespan in flowshop problem. The two selected metaheuristics were DABC (Discrete Artificial Bee Colony) and ACO (Ant Colony Optimization). For the performance analysis, the metaheuristics were tuned with an extensive DOE study, subsequently, several tests were performed. Thirty-one evenly distributed instances were generated for a in-depth analysis and each one was subjected to three runs for each metaheuristic. Through the results obtained, it was possible to concluded that the DABC has a better performance when compared to SA and ACO. SA and ACO have a similar performance in the chosen problem. These conclusions were supported by descriptive statistics and statistical inference. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.
2022
Autores
Nogueira, N; Mamede, HPS; Santos, V; Malta, PM; Santos, C;
Publicação
Proceedings of the 10th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion, DSAI 2022, Lisbon, Portugal, 31 August 2022 - 2 September 2022
Abstract
The purpose of this study is to describe the construction process and the evidence of content validity of SCARA, a prototype of a technological system to support language and communication rehabilitation in people with aphasia, providing a tool that serves both patients and health professionals who accompany the respective recovery process. The process followed four stages: internal phase of the program's organization, with research in the literature and analysis of the materials available in the Portuguese market; construction of the SCARA prototype; evaluation by experts; and data analysis. A Content Validity Index was calculated to determine the level of agreement between the experts. The level of agreement between experts showed the validity of SCARA. SCARA has shown to help the work of the speech-language pathologist and persons with aphasia, contributing to a higher therapeutic quality, enhancing linguistic recovery, and compensating for the impossibility of direct support more frequently and/or prolonged intervention. © 2022 ACM.
2022
Autores
Pinheiro, S; Correia Simões, A; Pinto, A; Van Acker, BB; Bombeke, K; Romero, D; Vaz, M; Santos, J;
Publicação
Studies in Systems, Decision and Control
Abstract
Objective: A systematic literature review was conducted to identify relevant ergonomic and safety factors for designing collaborative workspaces in industrial settings. Background: The growing use of smart and collaborative robots in manufacturing brings some challenges for the human-robot interaction design. Human-centered manufacturing solutions will improve physical and mental well-being, performance, productivity and sustainability. Method: A systematic review of the literature was performed based on the protocol of Preferred Reporting Items for Systematic Reviews and Meta-Analyses. Results: After a search in the databases Scopus and Web of Science, applying inclusion and exclusion criteria, 33 publications in the English language, published between the years 2010 and 2020, remained in the final analysis. Publications were categorized in cognitive ergonomic factors (13), safety factors (10), physical ergonomic factors (6) and organizational ergonomic factors (4). The analysis of results reinforced that to optimize the design of collaborative workstations it is imperative to have a holistic perspective of collaboration, integrating multiple key factors from areas such as engineering, ergonomics, safety, sociology and psychological as well as manufacturing efficiency and productivity. Application: Considering the advantages of the use of cobots in manufacturing, the results of this review will be useful to support companies in implementing human-robot collaboration. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.
2022
Autores
Silva, MTDE; Azevedo, A;
Publicação
COMPUTERS & OPERATIONS RESEARCH
Abstract
This study investigates the potential of dynamically adjusting WIP cap levels to maximize the throughput (TH) performance and minimize work in process (WIP), according to real-time system state arising from process variability associated with low volume and high-variety production systems. Using an innovative approach based on state-of-the-art deep reinforcement learning (proximal policy optimization algorithm), we attain WIP reductions of up to 50% and 30%, with practically no losses in throughput, against pure-push systems and the statistical throughput control method (STC), respectively. An exploratory study based on simulation experiments was performed to provide support to our research. The reinforcement learning agent's performance was shown to be robust to variability changes within the production systems.
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