2021
Autores
Soares, F; Madureira, A; Pages, A; Barbosa, A; Coelho, A; Cassola, F; Ribeiro, F; Viana, J; Andrade, J; Dorokhova, M; Morais, N; Wyrsch, N; Sorensen, T;
Publicação
ENERGIES
Abstract
Energy efficiency in buildings can be enhanced by several actions: encouraging users to comprehend and then adopt more energy-efficient behaviors; aiding building managers in maximizing energy savings; and using automation to optimize energy consumption, generation, and storage of controllable and flexible devices without compromising comfort levels and indoor air-quality parameters. This paper proposes an integrated Information and communications technology (ICT) based platform addressing all these factors. The gamification platform is embedded in the ICT platform along with an interactive energy management system, which aids interested stakeholders in optimizing "when and at which rate" energy should be buffered and consumed, with several advantages, such as reducing peak load, maximizing local renewable energy consumption, and delivering more efficient use of the resources available in individual buildings or blocks of buildings. This system also interacts with an automation manager and a users' behavior predictor application. The work was developed in the Horizon 2020 FEEdBACk (Fostering Energy Efficiency and BehAvioral Change through ICT) project.
2021
Autores
Feitosa, D; Cruz, L; Abreu, R; Fernandes, JP; Couto, M; Saraiva, J;
Publicação
Software Sustainability
Abstract
Software patterns are well known to both researchers and practitioners. They emerge from the need to tackle problems that become ever more common in development activities. Thus, it is not surprising that patterns have also been explored as a means to address issues related to energy consumption. In this chapter, we discuss patterns at code and design level and address energy efficiency not only as the main concern of patterns but also as a side effect of patterns that were not originally intended to deal with this problem. We first elaborate on state-of-the-art energy-oriented and general-purpose patterns. Next, we present cases of how patterns appear naturally as part of decisions made in industrial projects. By looking at the two levels of abstraction, we identify recurrent issues and solutions. In addition, we illustrate how patterns take part in a network of interconnected components and address energetic concerns. The reporting and cases discussed in this chapter emphasize the importance of being aware of energy-efficient strategies to make informed decisions, especially when developing sustainable software systems.
2021
Autores
Silva, PF; Bispo, J; Cardanha Paulino, NM;
Publicação
CoRR
Abstract
2021
Autores
Karimova, Y; Ribeiro, C; David, G;
Publicação
Int. J. Metadata Semant. Ontologies
Abstract
Researchers have to ensure that their projects comply with Research Data Management (RDM) requirements. Consequently, the main funding agencies require Data Management Plans (DMPs) for grant applications. So, institutions are investing in RDM tools and implementing RDM workflows in order to support their researchers. In this context, we propose a collaborative DMP-building method that involves researchers, data stewards and other parties if required. This method was applied as part of an RDM workflow in research groups across several scientific domains. We describe it as a systematic approach and illustrate it through a set of case studies. We also address the DMP monitoring process during the life cycle of projects. The feedback from the researchers highlighted the advantages of creating DMPs and their growing need. So, there is motivation to improve the DMP support process according to the machine-actionable DMPs concept and to the best practices in each scientific community. © 2021 Inderscience Enterprises Ltd.. All rights reserved.
2021
Autores
Soares, I; Sousa, RB; Petry, M; Moreira, AP;
Publicação
MULTIMODAL TECHNOLOGIES AND INTERACTION
Abstract
Augmented and virtual reality have been experiencing rapid growth in recent years, but there is still no deep knowledge regarding their capabilities and in what fields they could be explored. In that sense, this paper presents a study on the accuracy and repeatability of Microsoft's HoloLens 2 (augmented reality device) and HTC Vive (virtual reality device) using an OptiTrack system as ground truth. For the HoloLens 2, the method used was hand tracking, whereas, in HTC Vive, the object tracked was the system's hand controller. A series of tests in different scenarios and situations were performed to explore what could influence the measures. The HTC Vive obtained results in the millimeter range, while the HoloLens 2 revealed not very accurate measurements (around 2 cm). Although the difference can seem to be considerable, the fact that HoloLens 2 was tracking the user's hand and not the system's controller made a huge impact. The results are considered a significant step for the ongoing project of developing a human-robot interface by demonstrating an industrial robot using extended reality, which shows great potential to succeed based on our data.
2021
Autores
Araújo, R; Pinto, A; Pinto, P;
Publicação
ICT Systems Security and Privacy Protection - 36th IFIP TC 11 International Conference, SEC 2021, Oslo, Norway, June 22-24, 2021, Proceedings
Abstract
Vulnerability scanning tools can help secure the computer networks of organisations. Triggered by the release of the Tsunami vulnerability scanner by Google, the authors analysed and compared the commonly used, free-to-use vulnerability scanners. The performance, accuracy and precision of these scanners are quite disparate and vary accordingly to the target systems. The computational, memory and network resources required be these scanners also differ. We present a recent and detailed comparison of such tools that are available for use by organisations with lower resources such as small and medium-sized enterprises. © 2021, IFIP International Federation for Information Processing.
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