2026
Autores
Saarela, M; Pölönen, J; Linna, AK; Wahlfors, L; Correia, A; Kärkkäinen, T;
Publicação
Scientometrics
Abstract
2026
Autores
Ferreira, N; Pinto, F; Valente, A; Augusto, D; Reis, M; Soares, S;
Publicação
MACHINE LEARNING AND KNOWLEDGE EXTRACTION
Abstract
Old-vine vineyards often contain dozens of grapevine varieties intermingled and irregularly distributed, making plant-level varietal identification slow and expensive when based on ampelography or molecular approaches. This paper proposes a field-oriented computer-vision pipeline for Vitis vinifera variety identification using images with a natural background from the historic Vinha Maria Teresa parcel (Quinta do Crasto, Portugal). A single-class YOLO11 detector is trained to localize the vine leaf and generate standardized crops, and a YOLO11 classifier is then fine-tuned on leaf regions of interest (ROIs) for eight selected varieties in the Douro UNESCO region. We annotated 2015 vineyard images for classification and supplemented detection training with 2648 additional leaf images; detectors (YOLO11n/s/m) were benchmarked under four augmentation regimes and evaluated on a fixed 48-image subset, including runtime on CPU and GPU. The best detector reached mAP@50-95 of 0.918 on the benchmark, while YOLO11n achieved similar to 27 FPS on CPU for fast cropping. On a 303-image test set, the best classifier (YOLO11s with mixed augmentations) achieved 94.06% Top-1 accuracy, 93.92% macro-F1, and 100% Top-5 accuracy with remaining errors concentrated among morphologically similar varieties. To assess deployment-oriented performance, classifiers trained under three input settings (manual crops, detector-generated crops, and full images) were evaluated on a held-out 48-image benchmark subset; removing the detection step reduced Top-1 accuracy from 75.00% to 68.75%, while the gap between manual and automatic crops was only 2.44 pp on successfully detected images with detection failures (14.6%) representing the primary operational bottleneck. Repeated retraining of the best manual-crop YOLO11s configuration across multiple random seeds showed stable performance with low variability in Top-1 accuracy and macro-F1. Under identical training conditions, ResNet50 and EfficientNet-B0 provided competitive baselines, but YOLO11s remained the strongest overall model on the held-out field benchmark. These results indicate that lightweight leaf detection plus crop-based classification can support scalable varietal identification in old vineyards under realistic acquisition conditions.
2026
Autores
Silva, MF; Tokhi, MO; Ferreira, MIA; Malheiro, B; Guedes, P; Ferreira, P; Costa, MT;
Publicação
Lecture Notes in Networks and Systems
Abstract
2026
Autores
Ettore Barbagallo; Guillaume Gadek; Géraud Faye; Nina Khairova; Chirag Arora; Dilhan Thilakarathne; Karen Joisten; Sónia Teixeira; Juan M. Durán; Manuel Barrantes;
Publicação
Handbook of Human-AI Collaboration
Abstract
2026
Autores
António Correia; Hesam Mohseni; Pieta-Anniina Sikström; Tommi Kärkkäinen;
Publicação
2026 International Conference on Artificial Intelligence, Computer, Data Sciences and Applications (ACDSA)
Abstract
2026
Autores
Andrez, B; Homem, PM; Pinto, MM;
Publicação
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST
Abstract
To fulfil their mission, museums strive to ensure a balance between the inclusive fruition of collections and preservation. In this sense, as part of their non-formal educational functions, some try to develop multimedia resources to explore content, engage, and promote knowledge. This paper is based on a gamified mobile application developed for a museum in Portugal, targeting young people between 8 and 12 years old, focusing on the evaluation phase of the experience’s impact. To this end, the Method for Assessing eXperience (MAX) was adopted. MAX is presented, and introduced changes are shared, in order to simplify its application. Using MAX’s simplified version, four sessions were established with a target group of 44 young museum visitors. Results show an overall satisfaction towards the gamified mobile application. It is possible to understand that 68% of the 44 young people considered the application very useful and 57% expressed the desire to use it again in the near future. Regarding emotions during the experience, a mere 2% reported confusion, while an overwhelming 98% showcased positive reactions. This study concludes that the application may have contributed positively to raising awareness for the preservation of cultural heritage and this assessment has enabled the overall improvement of the prototype. It is believed that the provided fun involvement might help to develop further knowledge regarding museum practices, supporting and enhancing info-communicational flows. © 2025 Elsevier B.V., All rights reserved.
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