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Publicações

2025

A survey on cell nuclei instance segmentation and classification: Leveraging context and attention

Autores
Nunes, JD; Montezuma, D; Oliveira, D; Pereira, T; Cardoso, JS;

Publicação
MEDICAL IMAGE ANALYSIS

Abstract
Nuclear-derived morphological features and biomarkers provide relevant insights regarding the tumour microenvironment, while also allowing diagnosis and prognosis in specific cancer types. However, manually annotating nuclei from the gigapixel Haematoxylin and Eosin (H&E)-stained Whole Slide Images (WSIs) is a laborious and costly task, meaning automated algorithms for cell nuclei instance segmentation and classification could alleviate the workload of pathologists and clinical researchers and at the same time facilitate the automatic extraction of clinically interpretable features for artificial intelligence (AI) tools. But due to high intra- and inter-class variability of nuclei morphological and chromatic features, as well as H&Estains susceptibility to artefacts, state-of-the-art algorithms cannot correctly detect and classify instances with the necessary performance. In this work, we hypothesize context and attention inductive biases in artificial neural networks (ANNs) could increase the performance and generalization of algorithms for cell nuclei instance segmentation and classification. To understand the advantages, use-cases, and limitations of context and attention-based mechanisms in instance segmentation and classification, we start by reviewing works in computer vision and medical imaging. We then conduct a thorough survey on context and attention methods for cell nuclei instance segmentation and classification from H&E-stained microscopy imaging, while providing a comprehensive discussion of the challenges being tackled with context and attention. Besides, we illustrate some limitations of current approaches and present ideas for future research. As a case study, we extend both a general (Mask-RCNN) and a customized (HoVer-Net) instance segmentation and classification methods with context- and attention-based mechanisms and perform a comparative analysis on a multicentre dataset for colon nuclei identification and counting. Although pathologists rely on context at multiple levels while paying attention to specific Regions of Interest (RoIs) when analysing and annotating WSIs, our findings suggest translating that domain knowledge into algorithm design is no trivial task, but to fully exploit these mechanisms in ANNs, the scientific understanding of these methods should first be addressed.

2025

Towards adaptive and transparent tourism recommendations: A survey

Autores
Leal, F; Veloso, B; Malheiro, B; Burguillo, JC;

Publicação
EXPERT SYSTEMS

Abstract
Crowdsourced data streams are popular and extremely valuable in several domains, namely in tourism. Tourism crowdsourcing platforms rely on past tourist and business inputs to provide tailored recommendations to current users in real time. The continuous, open, dynamic and non-curated nature of the crowd-originated data demands specific stream mining techniques to support online profiling, recommendation, change detection and adaptation, explanation and evaluation. The sought techniques must, not only, continuously improve and adapt profiles and models; but must also be transparent, overcome biases, prioritize preferences, master huge data volumes and all in real time. This article surveys the state-of-art of adaptive and explainable stream recommendation, extends the taxonomy of explainable recommendations from the offline to the stream-based scenario, and identifies future research opportunities.

2025

Don't Forget This: Augmenting Results with Event-Aware Search

Autores
Sousa, H; Ward, AR; Alonso, O;

Publicação
PROCEEDINGS OF THE EIGHTEENTH ACM INTERNATIONAL CONFERENCE ON WEB SEARCH AND DATA MINING, WSDM 2025

Abstract
Events like Valentine's Day and Christmas can influence user intent when interacting with search engines. For example, a user searching for gift around Valentine's Day is likely to be looking for Valentine's-themed options, whereas the same query close to Christmas would more likely suggest an interest in Holiday-themed gifts. These shifts in user intent, driven by temporal factors, are often implicit but important to determine the relevance of search results. In this demo, we explore how incorporating temporal awareness can enhance search relevance in an e-commerce setting. We constructed a database of 2K events and, using historical purchase data, developed a temporal model that estimates each event's importance on a specific date. The most relevant events on the date the query was issued are then used to enrich search results with event-specific items. Our demo illustrates how this approach enables a search system to better adapt to temporal nuances, ultimately delivering more contextually relevant products.

2025

Evolution of an Adaptive Serious Games Framework Using the Design Science Research Methodology

Autores
Pistono, A; Santos, A; Baptista, R;

Publicação
World Journal of Information Systems

Abstract
Games with purposes beyond entertainment, the so-called serious games, have been useful tools in professional training, especially in engaging participants. However, their evaluation and, also, their adaptable characteristics to different scenarios, audiences and contexts remain challenges. This paper examines the application of serious games in professional training, their results and adaptable ways to achieve certain goals. Using the Design Science Research (DSR) methodology, a framework was built to develop and evaluate serious games to improve user experience, learning outcomes, knowledge transfer to work situations, and the application of the skills practised in the game in real professional settings. At this stage, the investigation presents a framework regarding the triangulation of data collected from a systematic literature review, focus groups and interviews. Following the DSR methodology, the next steps of this investigation, listed at the end of the paper, are the demonstration of the framework in serious game development and the evaluation and validation of this artefact.

2025

Evaluating Llama 3 for Text Simplification: A Study on Wikipedia Lead Sections

Autores
Rodrigues, JF; Cardoso, HL; Lopes, CT;

Publicação
COMPANION PROCEEDINGS OF THE ACM WEB CONFERENCE 2025, WWW COMPANION 2025

Abstract
Text simplification converts complex text into simpler language, improving readability and comprehension. This study evaluates the effectiveness of open-source large language models for text simplification across various categories. We created a dataset of 66,620 lead section pairs from English and Simple English Wikipedia, spanning nine categories, and tested Llama 3 for text simplification. We assessed its output for readability, simplicity, and meaning preservation. Results show improved readability, with simplification varying by category. Texts on Time were the most shortened, while Leisurerelated texts had the greatest reduction of words/characters and syllables per sentence. Meaning preservation was most effective for the Objects and Education categories.

2025

An Interactive Game for Improved Driving Behaviour Experience and Decision Support

Autores
Penelas, G; Pinto, T; Reis, A; Barbosa, L; Barroso, J;

Publicação
HCI INTERNATIONAL 2024 - LATE BREAKING PAPERS, HCII 2024, PT VIII

Abstract
This paper presents an interactive game designed to improve users' experience related to driving behaviour, as well as to provide decision support in this context. This paper explores machine learning (ML) methods to enhance the decision-making and automation in a gaming environment. It examines various ML strategies, including supervised, unsupervised, and Reinforcement Learning (RL), emphasizing RL's effectiveness in interactive environments and its combination with Deep Learning, culminating in Deep Reinforcement Learning (DRL) for intricate decision-making processes. By leveraging these concepts, a practical application considering a gaming scenario is presented, which replicates vehicle behaviour simulations from real-world driving scenarios. Ultimately, the objective of this research is to contribute to the ML and artificial intelligence (AI) fields by introducing methods that could transform the way player agents adapt and interact with the environment and other agents decisions, leading to more authentic and fluid gaming experiences. Additionally, by considering recreational and serious games as case studies, this work aims to demonstrate the versatility of these methods, providing a rich, dynamic environment for testing the adaptability and responsiveness, while can also offer a context for applying these advancements to simulate and solve real-world problems in the complex and dynamic domain of mobility.

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