2022
Autores
Campos, JC; Ribeiro, AN;
Publicação
SENSE, FEEL, DESIGN, INTERACT 2021
Abstract
This paper arises from experience by the authors in teaching software engineering courses. It discusses the need for adequate coverage of Human-Computer Interaction topics in these courses and the challenges faced when addressing them. Three courses, at both licentiate and master's levels, are used as triggers for the discussion. The paper argues that the lack of relevant Human-Computer Interaction concepts creates challenges when teaching and learning requirements analysis, design, and implementation of software systems. The approaches adopted to address these challenges are described.
2022
Autores
Lorgat, MG; Paredes, H; Rocha, T;
Publicação
19TH INTERNATIONAL WEB FOR ALL CONFERENCE
Abstract
Over the last years, accessibility has been gaining more recognition, hence there is a market demand for professionals skilled in accessibility. Therefore, there is a trend towards incorporating accessibility in computer science curricula. Many approaches were presented in order to teach accessibility in the academy, however many failed in the department of motivation and engagement. Moreover, gamification is a strong contender when it comes to engaging, motivating and improving the students' performance using game design elements in non-game context, and it has not been much explored to teach accessibility in the academy. Consequently, this paper proposes to teach accessibility in the academy through a gamification-based approach. The paper starts with a presentation of the proposed approach and finally concludes the paper along with future research direction.
2022
Autores
Goncalves, R; Ferreira, I; Godina, R; Pinto, P; Pinto, A;
Publicação
BLOCKCHAIN AND APPLICATIONS
Abstract
Pulp and Paper Companies collaborate to monitor and monetize waste and create value from their by-products. This process of Industrial Symbiosis requires the creation and maintenance of trusted and transparent relationships between all entities participating in these networks, which is a constant challenge. In this context, a blockchain-based system can help in establishing and maintaining these networks, serving as a ground truth between companies operating at a national or a global scale. This paper proposes a scalable and modular blockchain architecture design using smart contracts to enhance the industrial symbiosis process of the Pulp, Paper, and Cardboard Production Sector companies in Portugal. This design comprehends all entities participating in the network. The implementation of this design assumes the use of a permissioned ledger built using Hyperledger Fabric to provide the required trust and transparency between all entities.
2022
Autores
Oliveira, L; Castro, M; Ramos, R; Santos, J; Silva, J; Dias, L;
Publicação
2022 17TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI)
Abstract
The complexity of the number of stakeholders, information systems used, and port operations evoke new challenges to port security when it comes to the total knowledge and control of the overall operations of transport and parking of containerized freight, namely hazmat ones. The rising interest and the port authorities' awareness of the relevance of security concerns involved in this complex ecosystem has led to the search for new technological solutions that allow, in an integrated manner, the smart and automatic control of operations of transport and hazardous freight parking in all the areas of its jurisdiction, without third-party dependencies. Despite its importance and criticality, port authorities tend to have limited real-time knowledge of the location of hazmat containers, whether moving within the port (entering and leaving), or in its parking, having a direct impact on the port security. This article presents a Digital Twin platform for 3D and real-time georeferenced visualization of container parks and the location of hazardous containerized freight. This tool combines different modules that further allow to visualize information associated to a container, its movement, as well as its surrounding area, including a realistic and dynamic 3D representation of what is the area encircling the port.
2022
Autores
Padua, L; Chiroque-Solano, PM; Marques, P; Sousa, JJ; Peres, E;
Publicação
DRONES
Abstract
Remote-sensing processes based on unmanned aerial vehicles (UAV) have opened up new possibilities to both map and extract individual plant parameters. This is mainly due to the high spatial data resolution and acquisition flexibility of UAVs. Among the possible plant-related metrics is the leaf area index (LAI), which has already been successfully estimated in agronomy and forestry studies using the traditional normalized difference vegetation index from multispectral data or using hyperspectral data. However, the LAI has not been estimated in chestnut trees, and few studies have explored the use of multiple vegetation indices to improve LAI estimation from aerial imagery acquired by UAVs. This study uses multispectral UAV-based data from a chestnut grove to estimate the LAI for each tree by combining vegetation indices computed from different segments of the electromagnetic spectrum with geometrical parameters. Machine-learning techniques were evaluated to predict LAI with robust algorithms that consider dimensionality reduction, avoiding over-fitting, and reduce bias and excess variability. The best achieved coefficient of determination (R-2) value of 85%, which shows that the biophysical and geometrical parameters can explain the LAI variability. This result proves that LAI estimation is improved when using multiple variables instead of a single vegetation index. Furthermore, another significant contribution is a simple, reliable, and precise model that relies on only two variables to estimate the LAI in individual chestnut trees.
2022
Autores
Silva, R; Carvalho, D; Martins, P; Rocha, T;
Publicação
Proceedings of the 10th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion, DSAI 2022, Lisbon, Portugal, 31 August 2022 - 2 September 2022
Abstract
The evolution of virtual reality (VR) technologies has been notorious, both for leisure activities and for activities related to education. The efficiency of this technology in education leads us to point out several benefits and strengths, for students with specific educational needs (SEN), especially for those with autism spectrum disorders (ASD). In this sense, the growing number of students with ASD requires us to innovate so that we can rehabilitate this group of students, giving them a better quality of life. We can improve their skills: social, behavioural, emotional, cognitive; and even their daily tasks. VR offers a panoply of tools, such as interactive three-dimensional simulations of scenarios that can be used with students with ASD. In this literature review several studies were identified, where they differ in the type of applications developed and the technology used by the students. Although optimism prevails, we need more studies on the use of this technology in educational settings. Thus, this article presents a systematic review of the state of the art on VR perspectives and case studies applied to students with ASD. Case studies are presented where VR technology has been successfully applied and with results that demonstrate the effectiveness of the technology in students with ASD. We are aware that much has to be done still to make the potential of VR an effective reality in the educational context and to allow a better quality of life for students with autism spectrum disorders. Also, we believe that in the next years teachers will be ever more capable of creating specific VR experiences. However, it is essential to have a solid theoretical basis to support the correct use of VR regarding students with ASD. This is our goal with this contribution. © 2022 ACM.
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