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Publicações

Publicações por CRIIS

2025

Mixed Reality-Based Robotics Education-Supervisor Perspective on Thesis Works

Autores
Orsolits, H; Valente, A; Lackner, M;

Publicação
APPLIED SCIENCES-BASEL

Abstract
This paper examines a series of bachelor's and master's thesis projects from the supervisor's perspective, focusing on how Augmented Reality (AR) and Mixed Reality (MR) can enhance industrial robotics engineering education. While industrial robotics systems continue to evolve and the need for skilled robotics engineers grows, teaching methods have not changed. Mostly, higher education in robotics engineering still relies on funding industrial robots or otherwise on traditional 2D tools that do not effectively represent the complex spatial interactions involved in robotics. This study presents a comparative analysis of seven thesis projects integrating MR technologies to address these challenges. All projects were supervised by the lead author and showcase different approaches and learning outcomes, building on insights from previous work. This comparison outlines the benefits and challenges of using MR for robotics engineering education. Additionally, it shares key takeaways from a supervisory standpoint as an evolutionary process, offering practical insights for fellow educators/supervisors guiding MR-based robotics education projects.

2025

Next-generation smart homes: CO2 monitoring with Matter protocol to support indoor air quality

Autores
Mota, A; Serôdio, C; Briga Sá, A; Valente, A;

Publicação
INTERNET OF THINGS

Abstract
Humans spend most of their time indoors, where air quality and comfort are crucial to health and well-being. Elevated CO2 levels in buildings can reduce cognitive function, discomfort, and health issues. Indoor CO2 monitoring has emerged as a key focus in the literature, particularly in residential buildings, as it can play a vital role in helping to maintain adequate ventilation rates. The growing smart home market demands seamless integration and control, which are essential for implementing IAQ sensing devices. However, interoperability barriers between platforms and devices continue to hinder smart home adoption. To address these challenges, Matter protocol is starting to appear in the market. In this work, a wireless CO2 sensor is developed based on ESP32-C6 and SCD40 and integrated into a created Matter-enabled ecosystem formed with the Home Assistant open-source platform. The utilized hardware and software enable the usage of two different wireless communication technologies, WiFi and Thread, enhancing compatibility. The study highlights the rapid and seamless onboarding of the developed CO2 monitoring device into smart home ecosystems using the Matter protocol. As a result, once the device is successfully added to the ecosystem, the measurements can be accessed and analyzed through a mobile application, forming an IoT environment.

2025

Riding with Intelligence: Advanced Rider Assistance Systems Proposal

Autores
Silva, J; Ullah, Z; Reis, A; Pires, E; Pendao, C; Filipe, V;

Publicação
DISTRIBUTED COMPUTING AND ARTIFICIAL INTELLIGENCE, SPECIAL SESSIONS I, 21ST INTERNATIONAL CONFERENCE

Abstract
Road safety is a global issue, with road-related accidents being one of the biggest leading causes of death. Motorcyclists are especially susceptible to injuries and death when there is an accident, due to the inherent characteristics of motorcycles. Accident prevention is paramount. To improve motorcycle safety, this paper discusses and proposes a preliminary architecture of a system composed of various sensors, to assist and warn the rider of potentially dangerous situations such as front and back collision warnings, pedestrian collision warnings, and road monitoring.

2025

Assessing the Impacts of Selective Logging on the Forest Understory in the Amazon Using Airborne LiDAR

Autores
Ferreira, L; Bias, ED; Barros, QS; Pádua, L; Matricardi, EAT; Sousa, JJ;

Publicação
FORESTS

Abstract
Reduced-impact logging (RIL) has been recognized as a promising strategy for biodiversity conservation and carbon sequestration within sustainable forest management (SFM) areas. However, monitoring the forest understory-a critical area for assessing logging impacts-remains challenging due to limitations in conventional methods such as field inventories and global navigation satellite system (GNSS) surveys, which are time-consuming, costly, and often lack accuracy in complex environments. Additionally, aerial and satellite imagery frequently underestimate the full extent of disturbances as the forest canopy obscures understory impacts. This study examines the effectiveness of the relative density model (RDM), derived from airborne LiDAR data, for mapping and monitoring understory disturbances. A field-based validation of LiDAR-derived RDM was conducted across 25 sites, totaling 5504.5 hectares within the Jamari National Forest, Rond & ocirc;nia, Brazil. The results indicate that the RDM accurately delineates disturbances caused by logging infrastructure, with over 90% agreement with GNSS field data. However, the model showed the greatest discrepancy for skid trails, which, despite their lower accuracy in modeling, accounted for the largest proportion of the total impacted area among infrastructure. The findings include the mapping of 35.1 km of primary roads, 117.4 km of secondary roads, 595.6 km of skid trails, and 323 log landings, with skid trails comprising the largest proportion of area occupied by logging infrastructure. It is recommended that airborne LiDAR assessments be conducted up to two years post-logging, as impacts become less detectable over time. This study highlights LiDAR data as a reliable alternative to traditional monitoring approaches, with the ability to detect understory impacts more comprehensively for monitoring selective logging in SFM areas of the Amazon, providing a valuable tool for both conservation and climate mitigation efforts.

2025

Post-stroke upper limb rehabilitation: clinical practices, compensatory movements, assessment, and trends

Autores
Rocha, CD; Carneiro, I; Torres, M; Oliveira, HP; Pires, EJS; Silva, MF;

Publicação
PROGRESS IN BIOMEDICAL ENGINEERING

Abstract
Stroke, a vascular disorder affecting the nervous system, is the third-leading cause of death and disability combined worldwide. One in every four people aged 25 and older will face the consequences of this condition, which typically causes loss of limb function, among other disabilities. The proposed review analyzes the mechanisms of stroke and their influence on the disease outcome, highlighting the critical role of rehabilitation in promoting recovery of the upper limb (UL) and enhancing the quality of life of stroke survivors. Common outcome measures and the specific targeted UL features are described, along with emerging supplementary therapies found in the literature. Stroke survivors often develop compensatory strategies to cope with limitations in UL function, which must be detected and corrected during rehabilitation to facilitate long-term recovery. Recent research on the automated detection of compensatory movements has explored pressure, wearable, marker-based motion capture systems, and vision sensors. Although current approaches have certain limitations, they establish a strong foundation for future innovations in post-stroke UL rehabilitation, promoting a more effective recovery.

2025

Developing a Serious Video Game to Engage the Upper Limb Post-Stroke Rehabilitation

Autores
Silva, JA; Silva, MF; Oliveira, HP; Rocha, CD;

Publicação
Applied Sciences

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.

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