2021
Autores
Bassan, FR; Rosolem, JB; Floridia, C; Aires, BN; Peres, R; Aprea, JF; Nascimento, CAM; Fruett, F;
Publicação
Sensors
Abstract
2021
Autores
Pasquali, A; Campos, R; Ribeiro, A; Santana, BS; Jorge, A; Jatowt, A;
Publicação
Advances in Information Retrieval - 43rd European Conference on IR Research, ECIR 2021, Virtual Event, March 28 - April 1, 2021, Proceedings, Part I
Abstract
The rise of social media and the explosion of digital news in the web sphere have created new challenges to extract knowledge and make sense of published information. Automated timeline generation appears in this context as a promising answer to help users dealing with this information overload problem. Formally, Timeline Summarization (TLS) can be defined as a subtask of Multi-Document Summarization (MDS) conceived to highlight the most important information during the development of a story over time by summarizing long-lasting events in a timely ordered fashion. As opposed to traditional MDS, TLS has a limited number of publicly available datasets. In this paper, we propose TLS-Covid19 dataset, a novel corpus for the Portuguese and English languages. Our aim is to provide a new, larger and multi-lingual TLS annotated dataset that could foster timeline summarization evaluation research and, at the same time, enable the study of news coverage about the COVID-19 pandemic. TLS-Covid19 consists of 178 curated topics related to the COVID-19 outbreak, with associated news articles covering almost the entire year of 2020 and their respective reference timelines as gold-standard. As a final outcome, we conduct an experimental study on the proposed dataset over two extreme baseline methods. All the resources are publicly available at https://github.com/LIAAD/tls-covid19. © 2021, Springer Nature Switzerland AG.
2021
Autores
Magalhaes, M; Melo, M; Bessa, M; Coelho, AF;
Publicação
IEEE ACCESS
Abstract
This paper aims to explore the impact of sense of presence and cybersickness on the users' expectancy and perceived similarity between virtual and the corresponding real environments. Two virtual reality setups were tested (non-immersive and immersive) to achieve further conclusions. This research encompassed a quantitative analysis using data collection based on questionnaires, applied to a sample of 45 participants. A virtual experience was conducted (to explore users' cybersickness and sense of presence), followed by a visit to the actual real sites (to determine the degree of perceived similarity between the virtual and the corresponding real environment and if their expectations were fulfilled). Our results show a positive correlation between the global sense of presence and perceived similarity and users' expectancy for the non-immersive VR setup. A positive correlation was also found between the global cybersickness on both perceived similarity and users' expectancy for the immersive VR setup. Implications of such results for virtual tourism are discussed.
2021
Autores
Guerrero, LG; Graham, C; George, J; Renaud, C; George, G; Hussain, B; Salgado, HM; Pessoa, LM; Hinojosa, A; Fernandez, J; Porcel, MAG;
Publicação
2021 JOINT EUROPEAN CONFERENCE ON NETWORKS AND COMMUNICATIONS & 6G SUMMIT (EUCNC/6G SUMMIT)
Abstract
In this paper we present the latest results on the design, fabrication and test of stand-alone photonic devices devoted to ultra-high bandwidth wireless access networks operating near the Terahertz (THz) band. We review the sub-THz photonics-based technology devices developed as part of the TERAPOD project, comprising the monolithically integrated Silicon Nitride photonic integrated circuit for phase distribution, the 1x4 array of integrated Uni-Travelling Carrier Photo-Diodes (UTC-PDs) and the radiative design of the high-frequency four element linear patch antenna array based on Benzocyclobutene (BCB) layers. We also report the suitability to assemble all those components in a robust small-form factor hybrid package.
2021
Autores
Zorawski M.; Brito T.; Castro J.; Castro J.P.; Castro M.; Lima J.;
Publicação
Communications in Computer and Information Science
Abstract
Pastoral activities bring several benefits to the ecosystem and rural communities. These activities are already carried out daily with goats, cows and sheep in Portugal. Still, they could be better applied to take advantage of their benefits. Most of these pastoral ecosystem services are not remunerated, indicating a lack of making these activities more attractive to bring returns to shepherds, breeders and landowners. The monitoring of these activities provides data to value these services, besides being able to indicate directly to the shepherds’ routes to drive their flocks and the respective return. There are devices in the market that perform this monitoring, but they are not adaptable to the circumstances and challenges required in the Northeast of Portugal. This work addresses a system to perform animals tracking, and the development of a test platform, through long-range technologies for transmission using LoRaWAN architecture. The results demonstrated the use of LoRaWAN in tracking services, allowing to conclude about the viability of the proposed methodology and the direction for future works.
2021
Autores
Ribeiro, JP; Carvalhais, M; Cardoso, P;
Publicação
ADVANCES IN DESIGN, MUSIC AND ARTS, EIMAD 2020
Abstract
This research examines temporal continuities in videogames-the passing of time regardless of player action-and players' understanding of it, taking into account videogame and media theory. It presents a chronology of schools of thought and an analysis of the application of the theory to two case studies, to determine the motives behind players' actions over time. Subjects played two videogames of different genres, and an analysis of mixed nature revealed a lack of consensus about who is in control of the passing of time in the narrative of videogames. Results demonstrate the ambiguity in the awareness of the passing of time, showing that: (1) players distinguish narrative time and story time; (2) time can be studied through dynamic problems presented to players; (3) narrative cycles inform scene segmentation. The study corroborates previous hypotheses about the resolving of conflicts bringing an end to the narrative, thus also to the temporal continuity. Data shows evidence of the possibility of analysing time in videogames through some of the theories and frameworks tested.
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