2023
Autores
Abreu, N; Souza, R; Pinto, A; Matos, A; Pires, M;
Publicação
DATA
Abstract
BIM (building information modelling) has gained wider acceptance in the AEC (architecture, engineering, and construction) industry. Conversion from 3D point cloud data to vector BIM data remains a challenging and labour-intensive process, but particularly relevant during various stages of a project lifecycle. While the challenges associated with processing very large 3D point cloud datasets are widely known, there is a pressing need for intelligent geometric feature extraction and reconstruction algorithms for automated point cloud processing. Compared to outdoor scene reconstruction, indoor scenes are challenging since they usually contain high amounts of clutter. This dataset comprises the indoor point cloud obtained by scanning four different rooms (including a hallway): two office workspaces, a workshop, and a laboratory including a water tank. The scanned space is located at the Electrical and Computer Engineering department of the Faculty of Engineering of the University of Porto. The dataset is fully labelled, containing major structural elements like walls, floor, ceiling, windows, and doors, as well as furniture, movable objects, clutter, and scanning noise. The dataset also contains an as-built BIM that can be used as a reference, making it suitable for being used in Scan-to-BIM and Scan-vs-BIM applications. For demonstration purposes, a Scan-vs-BIM change detection application is described, detailing each of the main data processing steps. Dataset: https://doi.org/10.5281/zenodo.7948116 Dataset License: Creative Commons Attribution 4.0 International License (CC BY 4.0).
2023
Autores
Nunes, R; Pereira, R; Nogueira, P; Barroso, J; Rocha, T; Reis, A;
Publicação
HCI INTERNATIONAL 2023 LATE BREAKING PAPERS, HCII 2023,PT IV
Abstract
This research focuses on developing a wearable device that aims to enhance problem-solving and communication abilities within the context of Industry 4.0. The wearable is being developed in the Continental Advanced Antenna, and it allows operators to notify material shortages on the manufacturing line and helps minimize workflow disturbance. The wearable gives a list of missing materials using context-aware computing, allowing operators to identify and prioritize the missing item quickly. We used the Quick and Dirty usability testing approach to ensure the device's usability and efficacy, allowing quick feedback and iterative modifications throughout the development process. Experienced consultants of project participated initial tests on the device and found that it has the potential to improve efficiency and communication in an industrial setting. However, further testing involving end users is necessary to optimize the device for the unique demands of the production environment. This paper offers valuable insights into the lessons learned from the project and proposes potential future research directions.
2023
Autores
Metrôlho, J; Reinaldo, F; Oliveira, A; Dionísio, R; Fidalgo, F; Santos, O; Candeias, A; Serpa, R; Rodrigues, P; Rebelo, J;
Publicação
PROCEEDINGS OF THE 5TH INTERNATIONAL CONFERENCE ON PRODUCTION ECONOMICS AND PROJECT EVALUATION, ICOPEV 2022
Abstract
Efficient use of resources is a critical factor in almond crops. Technological solutions can significantly contribute to this purpose. The VeraTech project aims to explore the integration of sensors and cloud-based technologies in almond crops for efficient use of resources and reduction of environmental impact. It also makes available a set of relevant and impactful performance indicators in agricultural activity, which promote productivity gains supported by efficient use of resources. The proposed solution includes a sensor network in the almond crops, the transmission of data and its integration in the cloud, making this data available to be consumed, processed, and presented in the monitoring and alerts dashboard. In the current state of the development, several data are collected by sensors, transmitted over LoRaWAN, integrated using AWS IoT Core, and monitored and analysed through a cloud business analytics service. This project is implemented on a farm located in the Beira-Baixa region of Portugal and involves a partnership between Vera Cruz (owner of the farm), Veratech, and the Polytechnic Institute of Castelo Branco.
2023
Autores
Forero, J; Mendes, M; Bernardes, G;
Publicação
ACM International Conference Proceeding Series
Abstract
This study explores the development of intelligent affective virtual environments generated by bimodal emotion recognition techniques and multimodal feedback. A semantic and acoustic analysis predicts emotions conveyed by spoken language, fostering an expressive and transparent control structure. Textual contents and emotional predictions are mapped to virtual environments in real locations as audiovisual feedback. To demonstrate the application of this system, we developed a case study titled "En train d'oublier,"focusing on a train cemetery in Uyuni, Bolivia. The train cemetery holds historical significance as a site where abandoned trains symbolize the passage of time and the interaction between human activities and nature's reclamation. The space is transformed into an immersive and emotionally poetic experience through oral language and affective virtual environments that activate memories, as the system utilizes the transcribed text to synthesize images and modifies the musical output based on the predicted emotional states. The proposed bimodal emotion recognition techniques achieve 94% and 89% accuracy. The audiovisual mapping strategy allows for considering divergence in predictions generating an intended tension between the graphical and the musical representation. Using video and web art techniques, we experimented with the environments generated to create diverses poetic proposals. © 2023 ACM.
2023
Autores
De Araujo Pistono, AMA; Santos, AMP; Baptista, RJV;
Publicação
Iberian Conference on Information Systems and Technologies, CISTI
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. © 2023 ITMA.
2023
Autores
Bonfim, CJdL; Morgado, L; Pedrosa, DCC;
Publicação
Novos Olhares
Abstract
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