2011
Autores
Oliveira, N; Rodrigues, N; Henriques, PR;
Publicação
COMPUTER SCIENCE AND INFORMATION SYSTEMS
Abstract
The integration and composition of software systems requires a good architectural design phase to speed up communications between (remote) components. However, during implementation phase, the code to coordinate such components often ends up mixed in the main business code. This leads to maintenance problems, raising the need for, on the one hand, separating the coordination code from the business code, and on the other hand, providing mechanisms for analysis and comprehension of the architectural decisions once made. In this context our aim is at developing a domain-specific language, CoordL, to describe typical coordination patterns. From our point of view, coordination patterns are abstractions, in a graph form, over the composition of coordination statements from the system code. These patterns would allow us to identify, by means of pattern-based graph search strategies, the code responsible for the coordination of the several components in a system. The recovering and separation of the architectural decisions for a better comprehension of the software is the main purpose of this pattern language.
2011
Autores
Queiros, SF; Vilaca, JL; Rodrigues, NF; Neves, SC; Teixeira, PM; Correia Pinto, J;
Publicação
2011 IEEE 1st International Conference on Serious Games and Applications for Health, SeGAH 2011
Abstract
Laparoscopy is a surgical procedure on which operations in the abdomen are performed through small incisions using several specialized instruments. The laparoscopic surgery success greatly depends on surgeon skills and training. To achieve these technical high-standards, different apprenticeship methods have been developed, many based on in vivo training, an approach that involves high costs and complex setup procedures. This paper explores Virtual Reality (VR) simulation as an alternative for novice surgeons training. Even though several simulators are available on the market claiming successful training experiences, their use is extremely limited due to the economic costs involved. In this work, we present a low-cost laparoscopy simulator able to monitor and assist the trainee's surgical movements. The developed prototype consists of a set of inexpensive sensors, namely an accelerometer, a gyroscope, a magnetometer and a flex sensor, attached to specific laparoscopic instruments. Our approach allows repeated assisted training of an exercise, without time constraints or additional costs, since no human artificial model is needed. A case study of our simulator applied to instrument manipulation practice (hand-eye coordination) is also presented. © 2011 IEEE.
2011
Autores
Rodrigues, NF; Oliveira, N; Barbosa, LS;
Publicação
ON THE MOVE TO MEANINGFUL INTERNET SYSTEMS: OTM 2011 WORKSHOPS
Abstract
What sort of component coordination strategies emerge in a software integration process? How can such strategies be discovered and further analysed? How close are they to the coordination component of the envisaged architectural model which was supposed to guide the integration process? This paper introduces a framework in which such questions can be discussed and illustrates its use by describing part of a real case-study. The approach is based on a methodology which enables semi-automatic discovery of coordination patterns from source code, combining generalized slicing techniques and graph manipulation.
2011
Autores
Martins, A; Barbosa, LS; Rodrigues, NF;
Publicação
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Abstract
Over the last decade component-based software development arose as a promising paradigm to deal with the ever increasing complexity in software design, evolution and reuse. Shacc is a prototyping tool for component-based systems in which components are modelled coinductively as generalized Mealy machines. The prototype is built as a Haskell library endowed with a graphical user interface developed in Swing. © 2011 Springer-Verlag.
2011
Autores
Fernandes, H; Faria, J; Paredes, H; Barroso, J;
Publicação
ASSETS 11: PROCEEDINGS OF THE 13TH INTERNATIONAL ACM SIGACCESS CONFERENCE ON COMPUTERS AND ACCESSIBILITY
Abstract
The autonomy of blind people in their daily life depends on their knowledge of the surrounding world, and they are aided, by keen senses and assistive devices that help them to deduce their surroundings. Existing solutions require that users carry a wide range of devices and, mostly, do not include mechanisms to ensure the autonomy of users in the event of system failure. This paper presents the nav4b system that combines guidance and navigation with object's recognition, extending traditional aids (white cane and smartphone). A working prototype was installed on the UTAD campus to perform experiments with blind users.
2011
Autores
Pinho, A; Paredes, H; Zagalo, N;
Publicação
2011 IEEE 1st International Conference on Serious Games and Applications for Health, SeGAH 2011
Abstract
The need for contact, sharing and socializing is part of human nature, so that the community's role is vital to the survival of the species. With the development of Information and Communication Technologies and their influence on society and everyday life, led the search for new ways to build relationships and create communities among people, creating virtual communities; turn social networks emerge as new forms of association that respond to more complex understanding of human interaction in a way that the wider community; these to promote your main goal, more integrated into the games as a tool of socialization. The impact of current games at various levels, as the social and economic development, and its applicability in various fields, it becomes important to analyze the contribution of the community. It is intended in this article, a description of the factors that motivate this research to a later stage to develop the proposed objectives: to analyze the new social reality and develop a model that allows adapting the health games to social games in order to foster the creation / sustainability of communities based on social networks, aiming to raise awareness of health issues, increasing knowledge and sharing of experiences of members of communities. © 2011 IEEE.
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