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Publicações

2015

ImmersiveMe'15: 3rd ACM International Workshop on Immersive Media Experiences

Autores
Chambel, T; Viana, P; Bove, VM; Strover, S; Thomas, G;

Publicação
MM'15: PROCEEDINGS OF THE 2015 ACM MULTIMEDIA CONFERENCE

Abstract
This ACM International Workshop on Immersive Media Experiences is in its 3rd edition. Since 2013 in Barcelona, it has been a meeting point of researchers, students, media producers, service providers and industry players in the area of immersive media environments, applications and experiences. After the successful first edition at ACM Multimedia 2013 and the consolidation of the theme and the team at Orlando in 2014, ImmersiveMe' 15 aims at bringing to the stage new ideas and developments that keep this topic as appealing as in the previous editions. ImmersiveMe' 15 will now take place in Brisbane and, again, it will be a platform to present interesting and out-of-the-box new work that contributes to make the world more interactive, immersive and engaging.

2015

NVL: a coordination language for unmanned vehicle networks

Autores
Marques, ERB; Ribeiro, M; Pinto, J; Sousa, JB; Martins, F;

Publicação
30TH ANNUAL ACM SYMPOSIUM ON APPLIED COMPUTING, VOLS I AND II

Abstract
The coordinated use of multiple unmanned vehicles over a network can be employed for numerous real-world applications. However, multi-vehicle operations are often deployed through a patchwork of separate components that informally "glue" together during operation, as they are hard to program as a "whole". With this aim, we developed the Networked Vehicles' Language (NVL) for coordinated control of unmanned vehicle networks. A single NVL program expresses an on-the-fly selection of multiple vehicles and their allocation to cooperative tasks, subject to time, precedence, and concurrency constraints. We present the language through an example application involving unmanned underwater vehicles (UUVs) and unmanned aerial vehicles (UAVs), the core design and implementation traits, and results from simulation and field test experiments.

2015

LOCATION-BASED TOURISM IN-GAME CERTIFICATION

Autores
Baptista, R; Nobrega, R; Coelho, A; Vaz de Carvalho, CV;

Publicação
INTED2015: 9TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE

Abstract
Serious games are starting to attain a higher role as learning tools in several and diversified contexts such as education and training. Serious games provide a favorable learning environment where mistakes can occur without real life penalty and students get instant feedback from challenges. The rules, behavior simulation, and feedback from the player's actions of the studied games, provide a realistic context for learning where failure and repetition can be a positive contribution to achieve success. These challenges are designed in accordance with the intended learning objectives and will self-adapt and repeat according to the student difficulty level while providing instant feedback. There is decisively an acquisition of knowledge and experience through: (1) motivating and engaging environments, (2) approaches to problem solving and simulation of different situations, and also, (3) from contexts where players can develop professional skills. However, how do we certify acquired knowledge and competencies? Until now, most research has been focused on the evaluation of the game itself rather than on the learners' assessment. The analysis of the player is usually performed at the end of the game using traditional questionnaire forms. Instead of that, using our Correlation Matrix methodology [15], we provide a set of guidelines for game designers to build specific games for the certification of competences, and an in-game assessment in location-based cultural heritage applications. This assessment can be done with in-game mechanics and challenges providing a learning path to obtain the intended competences. These guidelines are established on a triad of components: Competencies/Mechanics/Play, following the approach of Casper Harteveld (Play/Meaning/Reality) [19]. This is needed for balancing the relationship between the game mechanics for serious games genres, the array of competences to certify, and the game elements. This paper presents a matrix of generic skills, based on the Education Competences [12] which serves as a reference to identify which competencies must be used to obtain the performance success of each situation. Based on the combination of identified competencies and the training game genres, this choice allows the identification of the most appropriate and necessary mechanics and challenges by comparison with a correlation matrix between competencies and game genre analysis with 120 serious games. Currently this methodology is being applied in the context of tourism guide's applications with the key objective of identifying ability patterns correlated in acquiring different skills (multiplex). In the tourism guide's context these skills could be planning and organizing the city exploration through challenges and targets to achieve, and successful assess heritage knowledge by quizzes or photos taken. As a result, existing game mechanics are identified and new ones are created and implemented in a Location-Based Gaming (LBG) platform to support more learning and to better interact with the heritage sites. As a case study the guidelines will be applied to a tourism mobile route application, about Porto heritage, to provide an improved design so that it may also be capable of in-game certification of tourism guides.

2015

A Comparative Study of Platforms for Research Data Management: Interoperability, Metadata Capabilities and Integration Potential

Autores
Amorim, RC; Castro, JA; da Silva, JR; Ribeiro, C;

Publicação
NEW CONTRIBUTIONS IN INFORMATION SYSTEMS AND TECHNOLOGIES, VOL 1, PT 1

Abstract
Research data management is acknowledged as an important concern for institutions and several platforms to support data deposits have emerged. In this paper we start by overviewing the current practices in the data management workflow and identifying the stakeholders in this process. We then compare four recently proposed data repository platforms-DSpace, CKAN, Zenodo and Figshare-considering their architecture, support for metadata, API completeness, as well as their search mechanisms and community acceptance. To evaluate these features, we take into consideration the identified stakeholders' requirements. In the end, we argue that, depending on local requirements, different data repositories can meet some of the stakeholders requirements. Nevertheless, there is still room for improvements, mainly regarding the compatibility with the description of data from different research domains, to further improve data reuse.

2015

Reducing Misses to External Memory Accesses in Task-Level Pipelining

Autores
Azarian, A; Cardoso, JMP;

Publicação
2015 IEEE INTERNATIONAL SYMPOSIUM ON CIRCUITS AND SYSTEMS (ISCAS)

Abstract
Recently, researchers have shown an increased interest in using task-level pipelining to accelerate the overall execution of applications mainly consisting of producer-consumer tasks. This paper proposes optimization techniques for enhancing our approach to pipeline the execution of producer-consumer tasks in FPGA-based multicore architectures with reductions in the number of accesses to external memory. Our approach is able to speedup the overall execution of successive, data-dependent tasks, by using multiple cores and specific customization features provided by FPGAs. We evaluate the impact in the performance of task-level pipelining when using different hash functions and optimization schemes in the inter stage buffer (ISB). The optimizations proposed in this paper were evaluated with FPGA implementations. The experimental results show the efficiency of a simple scheme to reduce external memory accesses and the suitability of the hash function being used. Furthermore, the results reveal noticeable performance improvements for the set of benchmarks being used.

2015

Sectors and Routes in Solid Waste Collection

Autores
Rodrigues, AM; Ferreira, JS;

Publicação
OPERATIONAL RESEARCH: IO 2013 - XVI CONGRESS OF APDIO

Abstract
Collecting and transporting solid waste is a constant problem for municipalities and populations in general. Waste management should take into account the preservation of the environment and the reduction of costs. The goal with this paper is to address a real-life solid waste problem. The case reveals some general and specific characteristics which are not rare, but are not widely addressed in the literature. Furthermore, new methods and models to deal with sectorization and routing are introduced, which can be extended to other applications. Sectorization and routing are tackled following a two-phase approach. In the first phase, a new method is described for sectorization based on electromagnetism and Coulomb's Law. The second phase addresses the routing problems in each sector. The paper addresses not only territorial division, but also the frequency with which waste is collected, which is a critical issue in these types of applications. Special characteristics related to the number and type of deposition points were also a motivation for this work. A new model for a Mixed Capacitated Arc Routing Problem with Limited Multi-Landfills is proposed and tested in real instances. The computational results achieved confirm the effectiveness of the entire approach.

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