Cookies
O website necessita de alguns cookies e outros recursos semelhantes para funcionar. Caso o permita, o INESC TEC irá utilizar cookies para recolher dados sobre as suas visitas, contribuindo, assim, para estatísticas agregadas que permitem melhorar o nosso serviço. Ver mais
Aceitar Rejeitar
  • Menu
Publicações

2020

Image Analysis and Recognition - 17th International Conference, ICIAR 2020, Póvoa de Varzim, Portugal, June 24-26, 2020, Proceedings, Part II

Autores
Campilho, A; Karray, F; Wang, Z;

Publicação
ICIAR (2)

Abstract

2020

Comparison of Embedded Linux Development Tools for the WiiPiiDo Distribution Development

Autores
Duarte, D; Silva, S; Rodrigues, JM; Soares, SP; Valente, A;

Publicação
Intelligent Computing - Proceedings of the 2020 Computing Conference, Volume 1, SAI 2020, London, UK, 16-17 July 2020.

Abstract
The increasing interest in connecting small sensors to the internet has led to the development of operating systems able to support all network, graphical and server functionalities over diverse embedded hardware. Globaltronic, a company based in Portugal, has developed an embedded computer called WiiPiiDo, powered by an ARM SoC (System on a Chip), which is highly specialized for IoT applications. It features NB-IoT - LTE Cat NB1 (Narrow Band IoT) to ensure robust connection to the Internet even in harsh conditions, and allows rapid development of complete IoT solutions for end-users. The development of a Linux image that exposes all the potential of the hardware platform is a must and will provide extra value to it. To create such an operating system, we examined the Yocto Project, which is a Linux building environment that is gaining a growing community of users, particularly enterprises. Nevertheless, Yocto is not the only choice for the embedded platform developer community. In fact, Armbian, a Debian/Ubuntu based distribution, appears as an popular alternative for embedded development in ARM boards. In this paper we show the steps we took from testing the first boot on the WiiPiiDo board until the development of the supporting operating system, finalizing with performance tests. We present a comparison of the two build systems that were used and report the results from the performance tests. © 2020, Springer Nature Switzerland AG.

2020

Assessment of wizards for eliciting users' accessibility preferences

Autores
Paulino, D; Pinheiro, P; Rocha, J; Martins, P; Rocha, T; Barroso, J; Paredes, H;

Publicação
DSAI 2020: 9th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion, Virtual Event, Portugal, December 2-4, 2020.

Abstract
Tailoring of the user experience to each individuals needs and preferences can lead to more accessible solutions. Adaptation has a key role on matching the systems characteristics with the user needs. This can be achieved with personalization (system-driven adaptation) or customization (user-driven adaptation). Personalization have good results on matching the user needs but raises concerns about privacy and how the information is retrieved. Customizations require that the user manually choose the preferences configuration. This article proposed two versions of a web wizard to elicit the accessibility preferences. One version was based on a quiz and the other one presented small interactive activities. The activities version was proposed to help reduce the burden of configuration by implicitly eliciting the user preferences through interactive small activities. The preliminary results with healthy participants suggest that both versions obtained a positive evaluation. However, there was no major difference between each wizard. The causes of these findings are discussed.

2020

A Virtual Reality Serious Game for Hand Rehabilitation Therapy

Autores
Pereira, MF; Prahm, C; Kolbenschlag, J; Oliveira, E; Rodrigues, NF;

Publicação
2020 IEEE 8th International Conference on Serious Games and Applications for Health, SeGAH 2020

Abstract
The human hand is the body part most frequently injured in occupational accidents, accounting for one out of five emergency cases and often requiring surgery with subsequently long periods of rehabilitation. This paper proposes a Virtual Reality game to improve conventional physiotherapy in hand rehabilitation, focusing on resolving recurring limitations reported in most technological solutions to the problem, namely the limited diversity support of movements and exercises, complicated calibrations and exclusion of patients with open wounds or other disfigurements of the hand. The system was assessed by seven able-bodied participants using a semistructured interview targeting three evaluation categories: hardware usability, software usability and suggestions for improvement. A System Usability Score (SUS) of 84.3 and participants' disposition to play the game confirm the potential of both the conceptual and technological approaches taken for the improvement of hand rehabilitation therapy. © 2020 IEEE.

2020

Flexibility Hub’s dynamic equivalent model: improving the representation of the distribution grid for system planning

Autores
Fulgêncio, N; Silva, B; Villar, J; Moreira, C; Marques, M; Marinho, N; Filipe, NL; Moreira, J; Louro, M; Simões, T;

Publicação
IET Conference Publications

Abstract
In an evolving European power system, with increasing shares of renewable energy sources – a high percentage of which connected to the distribution network – an accurate, reliable and up-to-date representation of the distribution network becomes a key tool for transmission and distribution system operators’ coordination. The Flexibility Hub, under development by INESC TEC and EDP, and in the scope of the European Union-funded project EU-SysFlex, offers a service that delivers an enhanced dynamic equivalent model of the distribution network to the transmission system operator. It is a useful tool for planning purposes to enable a better understanding of how the distribution network will behave under large voltage and frequency disturbances at the transmission level. This study describes the overall concept and the methodology, provides an overview of the data management model adopted to interface the involved agents and depicts some relevant scenarios under consideration for testing.

2020

Adoption of a Serious Game in the Developing of Emotional Intelligence Skills

Autores
Almeida, F;

Publicação
EUROPEAN JOURNAL OF INVESTIGATION IN HEALTH PSYCHOLOGY AND EDUCATION

Abstract
Emotional intelligence is intrinsically associated with the ability to understand, manage, and express feelings and deal with other people's emotions. This competence is essential for the formation, development, and maintenance of personal and professional relationships. Furthermore, emotional intelligence can be extensively worked out and developed over time, which allows each individual to become a better professional. Nevertheless, the perception that higher education students have about the importance of emotional intelligence remains residual and there are few contexts that allow them to develop emotional intelligence skills. In this sense, this study proposes the use of a serious game to assess and develop emotional intelligence skills in the context of an entrepreneurship discipline attended by multidisciplinary students from the courses of management and computer engineering. The performance of students is measured and discussed considering a mixed methods approach. The findings indicate the existence of a correlation between the player's emotional intelligence skills and his performance in the game, and this occurrence is common to students regardless of their course, gender, age, and number of years of professional experience. The study also explores the importance of emotional intelligence considering the distinct profile of students.

  • 1259
  • 4143