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Publicações

Publicações por CSE

2019

Open and Interactive Learning Resources for Algorithmic Problem Solving

Autores
Ferreira, JF; Mendes, A;

Publicação
Formal Methods. FM 2019 International Workshops - Porto, Portugal, October 7-11, 2019, Revised Selected Papers, Part II

Abstract
Algorithmic problem solving is a way of approaching and solving problems by using the advances that have been made in the principles of correct-by-construction algorithm design. The approach has been taught at first-year undergraduate level since September 2003 and, since then, a substantial amount of learning materials have been developed. However, the existing materials are distributed in a conventional and static way (e.g. as a textbook and as several documents in PDF format available online), not leveraging the capabilities provided by modern collaborative and open-source platforms. In this paper, we propose the creation of an online, open-source repository of interactive learning materials on algorithmic problem solving. We show how the existing framework Mathigon can be used to support such a repository. By being open and hosted on a platform such as GitHub, the repository enables collaboration and anyone can create and submit new material. Furthermore, by making the material interactive, we hope to encourage engagement with and a better understanding of the materials. © Springer Nature Switzerland AG 2020.

2019

Preserving story choreographies across multiple platforms: An approach to platform-independent reuse of characters' behaviors for games, simulations, animations and interactive videos

Autores
Lacet, D; Penicheiro, F; Morgado, L; Coelho, A;

Publicação
ARTECH 2019: 9th International Conference on Digital and Interactive Arts, Braga, Portugal, October 23-25, 2019

Abstract
The main goal of the conference is to promote the interest in the current digital culture and its intersection with art and technology as an important research field, and also to create a common space for discussion and exchange of new experiences. It seeks to foster greater understanding about digital arts and culture across a wide spectrum of cultural, disciplinary, and professional practices. To this end, many scholars, teachers, researchers, artists, comput-er professionals, and others who are working within the broadly defined areas of digital arts, culture and education across the world, submitted their innovative work to the conference. © 2019 ACM.

2019

mySense: A comprehensive data management environment to improve precision agriculture practices

Autores
Morais, R; Silva, N; Mendes, J; Adao, T; Padua, L; Lopez Riquelme, J; Pavon Pulido, N; Sousa, JJ; Peres, E;

Publicação
COMPUTERS AND ELECTRONICS IN AGRICULTURE

Abstract
Over the last few years, an extensive set of technologies have been systematically included in precision agriculture (PA) and also in precision viticulture (PV) practices, as tools that allow efficient monitoring of nearly any parameter to achieve sustainable crop management practices and to increase both crop yield and quality. However, many technologies and standards are not yet included on those practices. Therefore, potential benefits that may result from putting together agronomic knowledge with electronics and computer technologies are still not fully accomplished. Both emergent and established paradigms, such as the Internet of Everything (IoE), Internet of Things (IoT), cloud and fog computing, together with increasingly cheaper computing technologies - with very low power requirements and a diversity of wireless technologies, available to exchange data with increased efficiency - and intelligent systems, have evolved to a level where it is virtually possible to expeditiously create and deploy any required monitoring solution. Pushed by all of these technological trends and recent developments, data integration has emerged as the layer between crops and knowledge needed to efficiently manage it. In this paper, the mySense environment is presented, aimed to systematize data acquisition procedures to address common PA/PV issues. mySense builds over a 4-layer technological structure: sensor and sensor nodes, crop field and sensor networks, cloud services and support to front-end applications. It makes available a set of free tools based on the Do-It-Yourself (DIY) concept and enables the use of Arduino (R) and Raspberry Pi (RN) low-cost platforms to quickly prototype a complete monitoring application. Field experiments provide compelling evidences that mySense environment represents an important step forward towards Smart Farming, by enabling the use of low-cost, fast deployment, integrated and transparent technologies to increase PA/PV monitoring applications adoption.

2019

Vegetation Modeling for Driving Environments

Autores
Campos, CJ; Pinto, HF; Miguel, J; Coelho, AF; Nobrega, R;

Publicação
2019 14TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI)

Abstract
Conducting scientific experiments in driving simulators requires the modeling of reliable and complete road environments. These environments must provide extensive landscapes with the artifacts and natural element that can be usually found in the real world. This paper presents a method to efficiently produce models of natural vegetation. The produced models are then applied to populate existing terrain definitions, allowing the fast preparation of extensive environments with realistic landscapes. The human supervisor can interact in this generation process, in order to obtain custom landscapes definitions. After the landscape generation process, the road network definition can be then generated, producing a complete driving environment, in an integrated modeling process. The proposed method allows modeling a wide range of drive environments, with the realism and quality required to the realization of virtual training or experimental work in many terrain based activities, such driving simulators.

2019

Procedural Modeling of Buildings Composed of Arbitrarily-Shaped Floor-Plans: Background, Progress, Contributions and Challenges of a Methodology Oriented to Cultural Heritage

Autores
Adao, T; Padua, L; Marques, P; Sousa, JJ; Peres, E; Magalhaes, L;

Publicação
COMPUTERS

Abstract
Virtual models' production is of high pertinence in research and business fields such as architecture, archeology, or video games, whose requirements might range between expeditious virtual building generation for extensively populating computer-based synthesized environments and hypothesis testing through digital reconstructions. There are some known approaches to achieve the production/reconstruction of virtual models, namely digital settlements and buildings. Manual modeling requires highly-skilled manpower and a considerable amount of time to achieve the desired digital contents, in a process composed by many stages that are typically repeated over time. Both image-based and range scanning approaches are more suitable for digital preservation of well-conserved structures. However, they usually require trained human resources to prepare field operations and manipulate expensive equipment (e.g., 3D scanners) and advanced software tools (e.g., photogrammetric applications). To tackle the issues presented by previous approaches, a class of cost-effective, efficient, and scarce-data-tolerant techniques/methods, known as procedural modeling, has been developed aiming at the semi- or fully-automatic production of virtual environments composed of hollow buildings exclusively represented by outer facades or traversable buildings with interiors, either for expeditious generation or reconstruction. Despite the many achievements of the existing procedural modeling approaches, the production of virtual buildings with both interiors and exteriors composed by non-rectangular shapes (convex or concave n-gons) at the floor-plan level is still seldomly addressed. Therefore, a methodology (and respective system) capable of semi-automatically producing ontology-based traversable buildings composed of arbitrarily-shaped floor-plans has been proposed and continuously developed, and is under analysis in this paper, along with its contributions towards the accomplishment of other virtual reality (VR) and augmented reality (AR) projects/works oriented to digital applications for cultural heritage. Recent roof production-related enhancements resorting to the well-established straight skeleton approach are also addressed, as well as forthcoming challenges. The aim is to consolidate this procedural modeling methodology as a valuable computer graphics work and discuss its future directions.

2019

Analyzing the Adequacy of Readability Indicators to a Non-English Language

Autores
Antunes, H; Lopes, CT;

Publicação
Experimental IR Meets Multilinguality, Multimodality, and Interaction - 10th International Conference of the CLEF Association, CLEF 2019, Lugano, Switzerland, September 9-12, 2019, Proceedings

Abstract
Readability is a linguistic feature that indicates how difficult it is to read a text. Traditional readability formulas were made for the English language. This study evaluates their adequacy to the Portuguese language. We applied the traditional formulas in 10 parallel corpora. We verified that the Portuguese language had higher grade scores (less readability) in the formulas that use the number of syllables per words or number of complex words per sentence. Formulas that use letters by words instead of syllables by words output similar grade scores. Considering this, we evaluated the correlation of the complex words in 65 Portuguese school books of 12 schooling years. We found out that the concept of complex word as a word with 4 or more syllables, instead of 3 or more syllables as originally used in traditional formulas applied to English texts, is more correlated with the grade of Portuguese school books. In the end, for each traditional readability formula, we adapted it to the Portuguese language performing a multiple linear regression in the same dataset of school books. © Springer Nature Switzerland AG 2019.

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