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Publicações

2018

Correction to: A clinical risk matrix for obstructive sleep apnea using Bayesian network approaches

Autores
Ferreira-Santos, D; Rodrigues, PP;

Publicação
International Journal of Data Science and Analytics

Abstract

2018

Energy Harvesting to Increase the Autonomy of Moored Oceanographic Monitoring Stations

Autores
Faria, CL; Goncalves, LM; Martins, MS; Lima, R;

Publicação
2018 OCEANS - MTS/IEEE KOBE TECHNO-OCEANS (OTO)

Abstract
device to increase energy autonomy of moored oceanographic monitoring stations. Oscillations and currents through the sea or river are used to produce energy when the whole system is submerged to a depth between 3 to 10 meters. In order to have an inexpensive system, a buoy containing a Linear Electromagnetic Generator (LEG), is fabricated in a 3D printer, using PLA (polylactic acid) filament. Inside of the buoy, one cylinder shaped LEG (98mm length and 25mm of diameter) produces a maximum output power of 20 mW with a 4 Hz movement. To increase power output in larger systems, more LEGs can be added.

2018

Trends in Cyber-Physical Multi-Agent Systems. The PAAMS Collection - 15th International Conference, PAAMS 2017

Autores
De la Prieta, F; Vale, Z; Antunes, L; Pinto, T; Campbell, AT; Julián, V; Neves, AJ; Moreno, MN;

Publicação
Advances in Intelligent Systems and Computing

Abstract

2018

Design Science Research: an Emerging Methodology for Service Design

Autores
Jorge Teixeira; Lia Patrício; Tuure Tuunanen;

Publicação

Abstract

2018

Towards Player Adaptivity in Mobile Exergames

Autores
Jacob, J; Lopes, A; Nobrega, R; Rodrigues, R; Coelho, A;

Publicação
ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY, ACE 2017

Abstract
Exergames require obtaining or computing information regarding the players’ physical activity and context. Additionally, ensuring that the players are assigned challenges that are adequate to their physical ability, safe and adapted for the current context (both physical and spatial) is also important, as it can improve both the gaming experience and the outcomes of the exercise. However, the impact adaptivity has in the specific case of virtual reality exergames still has not been researched in depth. In this paper, we present a virtual reality exergame and an experimental design aiming to compare the players’ experience when playing both adaptive and regular versions of the game. © Springer International Publishing AG, part of Springer Nature 2018.

2018

Online bagging for recommender systems

Autores
Vinagre, J; Jorge, AM; Gama, J;

Publicação
EXPERT SYSTEMS

Abstract
Ensemble methods have been successfully used in the past to improve recommender systems; however, they have never been studied with incremental recommendation algorithms. Many online recommender systems deal with continuous, potentially fast, and unbounded flows of databig data streamsand often need to be responsive to fresh user feedback, adjusting recommendations accordingly. This is clear in tasks such as social network feeds, news recommender systems, automatic playlist completion, and other similar applications. Batch ensemble approaches are not suitable to perform continuous learning, given the complexity of retraining new models on demand. In this paper, we adapt a general purpose online bagging algorithm for top-N recommendation tasks and propose two novel online bagging methods specifically tailored for recommender systems. We evaluate the three approaches, using an incremental matrix factorization algorithm for top-N recommendation with positive-only user feedback data as the base model. Our results show that online bagging is able to improve accuracy up to 55% over the baseline, with manageable computational overhead.

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