2025
Autores
Nogueira, AR; Pinto, J; da Silva, JP; Nunes, GD; Curral, M; Sousa, RT;
Publicação
Progress in Artificial Intelligence - 24th EPIA Conference on Artificial Intelligence, EPIA 2025, Faro, Portugal, October 1-3, 2025, Proceedings, Part I
Abstract
Manual selection of real estate properties can pose considerable challenges for agents since it needs a careful balance of various factors to satisfy client requirements while also manoeuvring through the complexities of the market. Although automated valuation models are widely used to estimate property market values, they are not designed to support property recommendation tasks. To address this gap, filtering-based recommendation methods have been explored, including collaborative and content-based approaches. However, these methods face several limitations in the real estate domain. This paper proposes a recommendation methodology designed to identify houses that closely resemble a given property, allowing agents to select the best matches based on geographical and physical characteristics. To assess the performance of the proposed methodology, we employ a range of evaluation metrics that measure different aspects of the model’s effectiveness in ranking and recommending relevant items. The findings suggest that, while geographic features may slightly influence ranking behaviour, the model is capable of producing diverse and relevant recommendations consistently. © 2025 Elsevier B.V., All rights reserved.
2025
Autores
Silva, VF; Silva, ME; Ribeiro, P; Silva, F;
Publicação
DATA MINING AND KNOWLEDGE DISCOVERY
Abstract
Multivariate time series analysis is a vital but challenging task, with multidisciplinary applicability, tackling the characterization of multiple interconnected variables over time and their dependencies. Traditional methodologies often adapt univariate approaches or rely on assumptions specific to certain domains or problems, presenting limitations. A recent promising alternative is to map multivariate time series into high-level network structures such as multiplex networks, with past work relying on connecting successive time series components with interconnections between contemporary timestamps. In this work, we first define a novel cross-horizontal visibility mapping between lagged timestamps of different time series and then introduce the concept of multilayer horizontal visibility graphs. This allows describing cross-dimension dependencies via inter-layer edges, leveraging the entire structure of multilayer networks. To this end, a novel parameter-free topological measure is proposed and common measures are extended for the multilayer setting. Our approach is general and applicable to any kind of multivariate time series data. We provide an extensive experimental evaluation with both synthetic and real-world datasets. We first explore the proposed methodology and the data properties highlighted by each measure, showing that inter-layer edges based on cross-horizontal visibility preserve more information than previous mappings, while also complementing the information captured by commonly used intra-layer edges. We then illustrate the applicability and validity of our approach in multivariate time series mining tasks, showcasing its potential for enhanced data analysis and insights.
2025
Autores
Freitas, T; Silva, E; Yasmin, R; Shoker, A; Correia, ME; Martins, R; Esteves Veríssimo, PJ;
Publicação
101st IEEE Vehicular Technology Conference, VTC Spring 2025, Oslo, Norway, June 17-20, 2025
Abstract
2025
Autores
Silva, JA; Silva, MF; Oliveira, HP; Rocha, CD;
Publicação
APPLIED SCIENCES-BASEL
Abstract
Stroke often leads to severe motor impairment, especially in the upper limbs, greatly reducing a patient's ability to perform daily tasks. Effective rehabilitation is essential to restore function and improve quality of life. Traditional therapies, while useful, may lack engagement, leading to low motivation and poor adherence. Gamification-using game-like elements in non-game contexts-offers a promising way to make rehabilitation more engaging. The authors explore a gamified rehabilitation system designed in Unity 3D using a Kinect V2 camera. The game includes key features such as adjustable difficulty, real-time and predominantly positive feedback, user friendliness, and data tracking for progress. The evaluations were conducted with 18 healthy participants, most of whom had prior virtual reality experience. About 77% found the application highly motivating. While the gameplay was well received, the visual design was noted as lacking engagement. Importantly, all users agreed that the game offers a broad range of difficulty levels, making it accessible to various users. The results suggest that the system has strong potential to improve rehabilitation outcomes and encourage long-term use through enhanced motivation and interactivity.
2025
Autores
Van Zeller, M; Cesario, V;
Publicação
COMPANION PROCEEDINGS OF THE 2025 ACM DESIGNING INTERACTIVE SYSTEMS CONFERENCE, DIS 2025
Abstract
The Haka'a'Museum workshop in Madeira explores how augmented reality (AR) enhances marine conservation education. This one-day, hands-on experience engages participants in co-creating AR experiences that make complex environmental issues more accessible. Following a structured approach, participants explore museum exhibits, collaborate on AR concepts, implement content using no-code tools, and evaluate their experiences. Leveraging Madeira's unique marine ecosystem, the workshop addresses ocean pollution, climate change, and sustainability. Data from AR interactions will inform the best practices for museum education. Ultimately, the workshop fosters awareness and action for ocean sustainability, redefining how museums educate through immersive technology.
2025
Autores
Moreira, AC; da Costa, RA; de Sousa, MJN;
Publicação
JOURNAL OF HOSPITALITY & TOURISM RESEARCH
Abstract
As storytelling influences consumer attitudes and opinions, conditioning the tourist experience by appealing to the imagination, this paper reviews the literature covering the analysis of 66 papers that focus on the storytelling of the visitor/tourist as the main subject. The article is divided into four main themes: (a) storytelling as a tool to attract tourists; (b) the role of the storyteller; (c) the tourist as a storyteller; and (d) what makes a good story. The Hoshin Kanri Matrix was used to showcase each of the main themes. Although storytelling has been widely used to attract tourists, it is crucial that tourist-based storytelling can be a credible substitute for destination-based storytelling, as empathy, authenticity and the emotional attachment of tourists as storytellers play an important role as good stories, transforming and co-creating their experiences that emerge from the interaction of tourists, residents, and intermediaries.
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