2025
Autores
Almeida, F; Okon, E;
Publicação
African Journal of Economic and Management Studies
Abstract
2025
Autores
Nunes, JD; Montezuma, D; Oliveira, D; Pereira, T; Zlobec, I; Pinto, IM; Cardoso, JS;
Publicação
SENSORS
Abstract
Due to the high variability in Hematoxylin and Eosin (H&E)-stained Whole Slide Images (WSIs), hidden stratification, and batch effects, generalizing beyond the training distribution is one of the main challenges in Deep Learning (DL) for Computational Pathology (CPath). But although DL depends on large volumes of diverse and annotated data, it is common to have a significant number of annotated samples from one or multiple source distributions, and another partially annotated or unlabeled dataset representing a target distribution for which we want to generalize, the so-called Domain Adaptation (DA). In this work, we focus on the task of generalizing from a single source distribution to a target domain. As it is still not clear which domain adaptation strategy is best suited for CPath, we evaluate three different DA strategies, namely FixMatch, CycleGAN, and a self-supervised feature extractor, and show that DA is still a challenge in CPath.
2025
Autores
Oliveira, R; Pedras, S; Veiga, C; Moreira, L; Santarem, D; Guedes, D; Paredes, H; Silva, I;
Publicação
INFORMATICS FOR HEALTH & SOCIAL CARE
Abstract
This study presents the development and assessment of a mobile application - the WalkingPAD app - aimed at promoting adherence to physical exercise among patients with Peripheral Arterial Disease (PAD). The assessment of adherence, acceptability, and usability was performed using mixed methods. Thirty-eight patients participated in the study with a mean age of 63.4 years (SD = 6.8). Thirty patients used the application for three months, responded to a semi-structured interview, and completed a task test and the System Usability Scale (SUS, ranging from 0 to 100). The application's adherence rate was 73%. When patients were asked about their reasons for using the app, the main themes that emerged were motivation, self-monitoring, and support in fulfilling a commitment. The average SUS score was 82.82 (SD = 18.4), indicating high usability. An upcoming version of the WalkingPAD app is expected to redesign both tasks - opening the app and looking up the walking history - which were rated as the most difficult tasks to accomplish. The new version of the WalkingPAD app will incorporate participants' comments and suggestions to enhance usability for this population.
2025
Autores
Cao, Z; Pinto, AS; Bernardes, G;
Publicação
International Conference on Computer Supported Education, CSEDU - Proceedings
Abstract
Sound design plays an important role in serious games, influencing user experience and learning outcomes. However, deriving general principles and best practices remains challenging, as most literature relies on case-based studies in different application domains. Through a systematic review of the literature, 21 studies were analyzed to address two key questions: 1) what types of serious games and application domains incorporate sound design? and 2) what sound design strategies are implemented to enhance user experience and learning outcomes? The findings show that serious games have mainly focused on education, healthcare, and training, using sound to enhance motivation (50%), cognition (32%), and knowledge acquisition (18%). Furthermore, sound design strategies fulfill distinct roles: sound effects enhance feedback and engagement, background music influences motivation and cognitive processing, ambient sounds support navigation and emotional regulation, and dialogue facilitates knowledge acquisition. The findings highlight the need for further research to establish standardized sound design principles to optimize user experience and learning outcomes in serious games. Copyright © 2025 by SCITEPRESS - Science and Technology Publications, Lda.
2025
Autores
Faria, N; Pereira, J;
Publicação
Proc. ACM Manag. Data
Abstract
2025
Autores
Alvarez M.; Brancalião L.; Carneiro J.; Costa P.; Coelho J.; Gonçalves J.;
Publicação
Lecture Notes in Electrical Engineering
Abstract
One of the industry’s most common applications of lasers is engraving, which is generally performed on flat surfaces. However, there are many situations where the object to be engraved has an unevenly curved geometry. In those cases, the light power density will be different along the surface for a fixed head, leading to a poor engraving result. This work deals with this problem by designing a robotic application capable of detecting variations on the object surface and automatically creating a trajectory to engrave on it correctly. This was made possible through a robotic manipulator, a time-of-flight distance sensor, and a data processing algorithm over the measured data. Obtained results were acquired using a custom-made test rig and validated by delivering consistent engraving results on irregular surface shapes.
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