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Publicações

2024

Unveiling Key Parameters: Time Windows and Travel Times in Capacitated Waste Collection

Autores
Silva, AS; Lima, J; Silva, AMT; Gomes, HT; Pereira, A;

Publicação
COMPUTATIONAL SCIENCE AND ITS APPLICATIONS-ICCSA 2024 WORKSHOPS, PT II

Abstract
Numerous studies in waste management propose solutions to the Waste Collection Problem, often focusing on constraints such as time windows and truck capacity. Travel times between points play a vital role in optimizing waste collection. However, the methods for determining them are frequently omitted. Another parameter that has a great influence on waste collection is the time window. Here, the impact of time windows and travel times on the capacitated waste collection problem with time windows solution was assessed for collecting three waste types. Surprisingly, travel times were found to have minimal influence on route optimization, while time windows significantly affected the algorithm's ability to identify the most efficient collection route. Addressing these considerations is crucial for practical application and improving the performance of waste collection algorithms in real-world contexts.

2024

WebTraceSense - A Framework for the Visualization of User Log Interactions

Autores
Paulino, D; Netto, AT; Brito, WA; Paredes, H;

Publicação

Abstract
The current surge in the deployment of web applications underscores the need to consider users' individual preferences in order to enhance their experience. In response to this, an innovative approach is emerging that focuses on the detailed analysis of interaction data captured by web browsers. This data, which includes metrics such as the number of mouse clicks, keystrokes, and navigation patterns, offers insights into user behaviour and preferences. By leveraging this information, developers can achieve a higher degree of personalization in web applications, particularly in the context of interactive elements such as online games. This paper presents the WebTraceSense project, which aims to pioneer this approach by developing a framework that encompasses a backend and frontend, advanced visualization modules, a DevOps cycle, and the integration of AI and statistical methods. The backend of this framework will be responsible for securely collecting, storing, and processing vast amounts of interaction data from various websites. The frontend will provide a user-friendly interface that allows developers to easily access and utilize the platform’s capabilities. One of the key components of this framework is the visualization modules, which will enable developers to monitor, analyse, and interpret user interactions in real-time, facilitating more informed decisions about user interface design and functionality. Furthermore, the WebTraceSense framework incorporates a DevOps cycle to ensure continuous integration and delivery, thereby promoting agile development practices and enhancing the overall efficiency of the development process. Moreover, the integration of AI methods and statistical techniques will be a cornerstone of this framework. By applying machine learning algorithms and statistical analysis, the platform will not only personalize user experiences based on historical interaction data but also infer new user behaviours and predict future preferences. In order to validate the proposed components, a case study was conducted which demonstrated the usefulness of the WebTraceSense framework in the creation of visualizations based on an existing dataset.

2024

The effect of exergame rehabilitation on the quality of life of cancer patients undergoing abdominal surgery: a randomized controlled trial

Autores
Alves, I; Moreira, AP; Sousa, T; Teles, P; Magalhaes, BM; Goncalves, F; Fernandes, CS;

Publicação
SUPPORTIVE CARE IN CANCER

Abstract
PurposeExergames, which combine digital games and physical exercise, have become increasingly popular for rehabilitation in the health domain. This study aimed to assess the effectiveness of exergame rehabilitation on the quality of life of cancer patients undergoing abdominal surgery.MethodsThis randomized controlled trial evaluated the effectiveness of exergame rehabilitation on the quality of life of cancer patients who had undergone abdominal surgery. Seventy postoperative patients were included, and data collection took place between January 2023 and May 2023. The patients were randomly assigned to either an exergame rehabilitation program (n = 35) or a traditional rehabilitation program (n = 35). The assessed outcome was the quality of life, and data collection occurred at three different time points: upon admission, 48 h postoperatively, and on the 7th day after surgery.ResultsQuality of life was evaluated using the WHOQOL-BREF Scale. At the third assessment, a statistically significant difference was observed between the two groups (p = 0.016), indicating that the intervention group had a higher quality of life than the control group.ConclusionsThe study showed a positive effect of exergames on the population under investigation. By the 7th day after surgery, the intervention group demonstrated an improvement in their quality of life compared to the control group.Clinical trial registrationCenter of Open Science OSF https://osf.io/286zb/, registered in July, 2023.

2024

The Digitalization of the Event Industry - Mobile and Internet Applications as a Tool to Improve Event Communication and Experiences: A Case Study of a French Event App Start-Up

Autores
Cardoso, A; Garcia, JE; Pereira, MS; Nasri, S;

Publicação
INFORMATION SYSTEMS AND TECHNOLOGIES, VOL 4, WORLDCIST 2023

Abstract
Following the lack of existing studies about the applications development and use in the event industry, this research aims to analyze the use of applications as a tool to improve event communication. The methodology used includes an exploratory method. This research methodology is based on a review of the literature, a semi-structured interview with the CEO of the company and a case study with participant observation of the French start-up Invent App which provides event applications. The study demonstrate that the event app use allows to ease the event organization, to improve the event communication but also the interactivity and the participant engagement. All of this, increasing the customer experience but also having a part in the customer digital experience improvement. Event applications could be thus considered as amarketing and event communication tool. The research has the limitation to its application within a single company in France. Furthermore, the point of viewadopted is the one of the event organizers and not the event participant one. This research helped to better understand the role that event applications can have in the event industry and particularly in the communication around an event. In addition, this made it possible to understand the perception of market requirements and the characteristics expected of an event application.

2024

LEARNING PHONOLOGY WITH DATA IN THE CLASSROOM: ENGAGING STUDENTS IN THE CREOLISTIC RESEARCH PROCESS

Autores
Trigo, L; Silva, C; de Almeida, VM;

Publicação
INTERNATIONAL JOURNAL OF HUMANITIES AND ARTS COMPUTING-A JOURNAL OF DIGITAL HUMANITIES

Abstract
Phonology is a linguistic discipline that is naturally computational. However, as many researchers are not familiar with the use of digital methods, most of the computation required is still performed by humans. This article presents a training experiment of master's students of the phonology seminar at the University of Porto, bringing the research process directly to the classroom. The experiment was designed to raise students' awareness of the potentialities of combining human and machine computation in phonology. The Centre for Digital Culture and Innovation (CODA) readily embraced this project to showcase the application of digital humanities as humanities in both research and training activities. During this experiment, students were trained to collect and process phonological data using various open-source and free web-based resources. By combining a strict protocol with some individual research freedom, the students were able to make valuable contributions towards Creolistic Studies, while enriching their individual skills. Finally, the interdisciplinary nature of the approach has demonstrated its potential within and beyond the humanities and social sciences fields (e.g., linguistics, archaeology, history, geography, ethnology, sociology, and genetics), by also introducing the students to basic concepts and practices of Open Science and FAIR principles, including Linked Open Data.

2024

Integrating AI in Supply Chain Management: Using a Socio-Technical Chart to Navigate Unknown Transformations

Autores
Soares, AL; Gomes, J; Zimmermann, R; Rhodes, D; Dorner, V;

Publicação
NAVIGATING UNPREDICTABILITY: COLLABORATIVE NETWORKS IN NON-LINEAR WORLDS, PRO-VE 2024, PT I

Abstract
For decades, the collaborative networks community has studied supply chains, focusing on trust, visibility, collaboration, and innovation, with emergent technologies being a key area of research. The rise of digital technologies has led to extensive studies on supply chain digital transformation. With the surge of AI-based technologies, there is an increasing body of research on AI's human and social impact on Supply Chain Management (SCM). However, while Socio-Technical Systems (STS) thinking has been applied to digital transformations, it has not yet addressed AI-induced changes in supply chains. This paper synthesises recent research on AI integration in SCM and the use of STS thinking in AI systems design. We propose a mapping approach for profiling AI-induced supply chain transformations for strategic design. We also present the Supply Chain Socio-Technical AI (SC-STAI) profiling tool in practice, demonstrating how it maps supply chain participants' current and desired states regarding AI integration.

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