2017
Autores
Raza, M; Faria, JP; Amaro, L; Henriques, PC;
Publicação
Proceedings of the 2017 International Conference on Software and System Process, Paris, France, ICSSP 2017, July 5-7, 2017
Abstract
ProcessPAIR is a novel tool for helping software developers analyzing their personal performance. Based on a performance model calibrated from the anonymized performance data of many developers and the performance data submitted by an individual developer, it automatically identifies and ranks potential performance problems and their root causes for that developer. In this work we present WebProcessPAIR, which extends ProcessPAIR with the ability to recommend improvement actions to address the root causes identified, based on a crowdsourcing approach. A case study illustrates WebProcessPAIR usage. © 2017 Association for Computing Machinery.
2017
Autores
Bedkowski, J; Majek, K; Pelka, M; Maslowski, A; Coelho, A; Goncalves, R; Baptista, R; Sanchez, JM;
Publicação
Search and Rescue Robotics - From Theory to Practice
Abstract
2017
Autores
Cunha, A; Kindler, E;
Publicação
Journal of Object Technology
Abstract
2017
Autores
Ferreira, B; Coelho, A; Lopes, M; Matos, A; Goncalves, C; Kandasamy, S; Campos, R; Barbosa, J;
Publicação
OCEANS 2017 - ABERDEEN
Abstract
FLEXUS unmanned surface vehicle was designed in the context of the Internet of Moving Things. This small catamaran weights less than 15kg and is less than 1m long, making it a very convenient vehicle with reduced logistics needs for operations in real outdoor environments. The present paper describes the resulting system both in terms of design and performances. Based on the requirements for this project, the subsystems composing the vehicle are described. Results obtained from experiments conducted in outdoor conditions have successfully validated this design and are presented in this paper.
2017
Autores
Bessa, M; Coelho, H; Melo, M; Pinto, M;
Publicação
2017 24 ENCONTRO PORTUGUES DE COMPUTACAO GRAFICA E INTERACAO (EPCGI)
Abstract
Virtual Reality offers the possibility of creating the most diverse types of videogames, being possible to have different types of videogames such as calm, eventful or even terrifying. The present study aimed to verify whether different types of videogames have impact on player's emotional responses as wecc as on the self-reported sense of presence. In addition, two distinct display interfaces were considered: conventional computer display and head-mounted display. To carry out this study, an experimental study was designed based on three videogames with distinct natures (exploration, puzzle and horror), where the participants had to fulfill certain tasks within a predetermined period. The data analysis revealed that there no significant emotional changes between the different videogames used. The results also revealed that the use of head-mounted displays increases the sense of presence in scenarios where the field of view is wide.
2017
Autores
Rocha, LF; Tavares, P; Malaca, P; Costa, C; Silva, J; Veiga, G;
Publicação
ISARC 2017 - Proceedings of the 34th International Symposium on Automation and Robotics in Construction
Abstract
In this paper, we present a comparison between the older DSTV file format and the newer version of the IFC standard, dedicating special attention of its impact in the robotization of welding and cutting processes in the steel structure fabrication industry. In the last decade, we have seen in this industry a significant increase in the request for automation. These new requirements are imposed by a market focused on the productivity enhancement through automation. Because of this paradigm change, the information structure and workflow provided by the DSTV format needed to be revised, namely the one related with the plan and management of steel fabrication processes. Therefore, with this work we enhance the importance of the increased digitalization of information that the newer version of the IFC standard provide, by showing how this information can be used to develop advanced robotic cells. More in detail, we will focus on the automatic generation of robot welding and cutting trajectories, and in the automatic part assembly planning during components fabrications. Besides these advantages, as this information is normally described having as base a perfect CAD model of the metallic structure, the resultant robot trajectories will have some dimensional error when fitted with the real physical component. Hence, we also present some automatic approaches based on a laser scanner and simple heuristics to overcome this limitations.
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