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Publicações

Publicações por CSE

2022

Interactive VPL-based global illumination on the GPU using fuzzy clustering

Autores
Colom, A; Marques, R; Santos, LP;

Publicação
COMPUTERS & GRAPHICS-UK

Abstract
Physically-based synthesis of high quality imagery, including global illumination light transport phenomena, results in a significant workload, which makes interactive rendering a very challenging task. We propose a VPL-based ray tracing approach that runs entirely in the GPU and achieves interactive frame rates while handling global illumination light transport phenomena. This approach is based on clustering both shading points and VPLs and computing visibility only among clusters' representatives. A new massively parallel K-means clustering algorithm, enables efficient execution in the GPU. Rendering artifacts, that could result from the piecewise constant approximation of the VPLs/shading points visibility function introduced by the clustering, are smoothed away by resorting to an innovative approach based on fuzzy clustering and weighted interpolation of the visibility function. The effectiveness of the proposed approach is experimentally verified for a collection of scenes, with frame rates larger than 3 fps and up to 25 fps being demonstrated.(c) 2022 The Author(s). Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).

2022

Augmented Reality for Human-Robot Collaboration and Cooperation in Industrial Applications: A Systematic Literature Review

Autores
Costa, GD; Petry, MR; Moreira, AP;

Publicação
SENSORS

Abstract
With the continuously growing usage of collaborative robots in industry, the need for achieving a seamless human-robot interaction has also increased, considering that it is a key factor towards reaching a more flexible, effective, and efficient production line. As a prominent and prospective tool to support the human operator to understand and interact with robots, Augmented Reality (AR) has been employed in numerous human-robot collaborative and cooperative industrial applications. Therefore, this systematic literature review critically appraises 32 papers' published between 2016 and 2021 to identify the main employed AR technologies, outline the current state of the art of augmented reality for human-robot collaboration and cooperation, and point out future developments for this research field. Results suggest that this is still an expanding research field, especially with the advent of recent advancements regarding head-mounted displays (HMDs). Moreover, projector-based and HMDs developed approaches are showing promising positive influences over operator-related aspects such as performance, task awareness, and safety feeling, even though HMDs need further maturation in ergonomic aspects. Further research should focus on large-scale assessment of the proposed solutions in industrial environments, involving the solution's target audience, and on establishing standards and guidelines for developing AR assistance systems.

2022

The Dangers of Gamification

Autores
Queirós, R; Pinto, M;

Publicação
Advanced Research in Technologies, Information, Innovation and Sustainability - Second International Conference, ARTIIS 2022, Santiago de Compostela, Spain, September 12-15, 2022, Revised Selected Papers, Part I

Abstract

2022

The Dangers of Gamification

Autores
Queiros, R; Pinto, M;

Publicação
ADVANCED RESEARCH IN TECHNOLOGIES, INFORMATION, INNOVATION AND SUSTAINABILITY, ARTIIS 2022, PT I

Abstract
In the last decade, gamification has been a widely used mechanism to influence behavioral habits in users so that they are more positively involved in learning and business processes. There are many articles or applications that materialize this adoption by showing success stories. However, few are those who mention the dangers of its use. This article shares the main precautions to be taken when creating a gamified strategy, promoting the use of gamification design and evaluation frameworks, in order to create a balanced approach that meets the profiles of its users.

2022

GAFRHE

Autores
Peixoto de Queiros, RA;

Publicação
Exploring the Convergence of Computer and Medical Science Through Cloud Healthcare - Advances in Medical Technologies and Clinical Practice

Abstract
Gamification has been growing at a meteoric rate. Such growth is because this is a valid mechanism to add desirable behaviors in an organizational process or even in an educational process. In fact, these are the two major contexts where gamification has been applied. In organizations, gamification is applied in various business contexts from recruitment, through onboarding, training, talent retention, customer service, sales, and marketing. In education, gamification is used essentially in contexts of promoting student involvement in existing training offers. This chapter presents a gamification design framework called GAFRHE aimed to be used in all domains, but with extensive facets for the healthcare domain. Unlike other frameworks, it is a concrete framework that not only presents the basic concepts that must be followed by the gamified strategy, but also presents a system architecture that must be instantiated, and a set of components already coded and that can be used. The framework is mostly based on existing standards promoting reusability and interoperability.

2022

ScraPE - An Automated Tool for Programming Exercises Scraping

Autores
Queirós, R;

Publicação
11th Symposium on Languages, Applications and Technologies, SLATE 2022, July 14-15, 2022, Universidade da Beira Interior, Covilhã, Portugal.

Abstract
Learning programming boils down to the practice of solving exercises. However, although there are good and diversified exercises, these are held in proprietary systems hindering their interoperability. This article presents a simple scraping tool, called ScraPE, which through a navigation, interaction and data extraction script, materialized in a domain-specific language, allows extracting the data necessary from Web pages – typically online judges – to compose programming exercises in a standard language. The tool is validated by extracting exercises from a specific online judge. This tool is part of a larger project where the main objective is to provide programming exercises through a simple GraphQL API. © Ricardo Queirós.

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