2018
Autores
Almeida, JB; Cunha, A; Macedo, N; Pacheco, H; Proença, J;
Publicação
PROCEEDINGS OF THE ACM ON PROGRAMMING LANGUAGES
Abstract
Our department has long been an advocate of the functional-first school of programming and has been teaching Haskell as a first language in introductory programming course units for 20 years. Although the functional style is largely beneficial, it needs to be taught in an enthusiastic and captivating way to fight the unusually high computer science drop-out rates and appeal to a heterogeneous population of students. This paper reports our experience of restructuring, over the last 5 years, an introductory laboratory course unit that trains hands-on functional programming concepts and good software development practices. We have been using game programming to keep students motivated, and following a methodology that hinges on test-driven development and continuous bidirectional feedback. We summarise successes and missteps, and how we have learned from our experience to arrive at a model for comprehensive and interactive functional game programming assignments and a general functionally-powered automated assessment platform, that together provide a more engaging learning experience for students. In our experience, we have been able to teach increasingly more advanced functional programming concepts while improving student engagement.
2018
Autores
Neves, PP; Morgado, L; Zagalo, N;
Publicação
JOURNAL OF SCIENCE AND TECHNOLOGY OF THE ARTS
Abstract
This paper presents a novel descriptive model for agency in videogames as communication. Literature pertaining to interactive works including videogames has identified the need to overcome dyadic perspectives of communication in such works. Research specifically to do with agency has called for agency to no longer be confused with freedom of action, for an integrated perspective of the player and the system, and for that relationship to be viewed as a conversation. The transactional model in this paper achieves this by proposing a nested hierarchy of levels of communication that operate as an implicit contract, negotiated between the system and the player, where the object of the transaction is bio-costs, effected through the signalling of the attainability of understandings. The paper describes research antecedents, a research agenda, the basis for the model, the model itself, examples of how the model can be used to describe videogame designs, and future research.
2018
Autores
Rebelo, A; Oliveira, T; Correia, ME; Cardoso, JS;
Publicação
CIARP
Abstract
Currently the breakthroughs in most computer vision problems have been achieved by applying deep learning methods. The traditional methodologies that used to successfully discriminate the data features appear to be overwhelmed by the capabilities of learning of the deep network architectures. Nevertheless, many recent works choose to integrate the old handcrafted features into the deep convolutional networks to increase even more their impressive performance. In fingerprint recognition, the minutiae are specific points used to identify individuals and their extraction is a crucial module in a fingerprint recognition system. This can only be emphasized by the fact that the US Federal Bureau of Investigation (FBI) sets as a threshold for a positive identification a number of 8 common minutiae. Deep neural networks have been used to learn possible representations of fingerprint minutiae but, however surprisingly, in this paper it is shown that for now the best choice for an automatic minutiae extraction system is still the traditional road map. A comparison study was conducted with state-of-the-art methods and the best results were achieved by handcraft features.
2018
Autores
Rosado, L; Silva, PT; Faria, J; Oliveira, J; Vasconcelos, MJM; Elias, D; da Costa, JMC; Cardoso, JS;
Publicação
BIOMEDICAL ENGINEERING SYSTEMS AND TECHNOLOGIES (BIOSTEC 2017)
Abstract
Microscopic examination is the reference diagnostic method for several neglected tropical diseases. However, its quality and availability in rural endemic areas is often limited by the lack of trained personnel and adequate equipment. These drawbacks are closely related with the increasing interest in the development of computer-aided diagnosis systems, particularly distributed solutions that provide access to complex diagnosis in rural areas. In this work we present our most recent advances towards the development of a fully automated 3D-printed smartphone microscope with a motorized stage, termed mu SmartScope. The developed prototype allows autonomous acquisition of a pre-defined number of images at 1000x magnification, by using a motorized automated stage fully powered and controlled by a smartphone, without the need of manual focus. In order to validate the prototype as a reliable alternative to conventional microscopy, we evaluated the mu SmartScope performance in terms of: resolution; field of view; illumination; motorized stage performance (mechanical movement precision/resolution and power consumption); and automated focus. These results showed similar performances when compared with conventional microscopy, plus the advantage of being low-cost and easy to use, even for non-experts in microscopy. To extract these results, smears infected with blood parasites responsible for the most relevant neglected tropical diseases were used. The acquired images showed that it was possible to detect those agents through images acquired via the mu SmartScope, which clearly illustrate the huge potential of this device, specially in developing countries with limited access to healthcare services.
2018
Autores
Piardi, L; Lima, J; Costa, P;
Publicação
ICINCO 2018 - Proceedings of the 15th International Conference on Informatics in Control, Automation and Robotics
Abstract
The localization systems are becoming more and more required in the actual flexible manufacturing systems based on mobile robots. There are several approaches to localize a mobile robot such as laser scanners reflective beacons, image mapping, lightning based systems, Ultra-wideband time-of-flight trilateration, odometry and fusion sensor data algorithms. During the development phase of a localization methodology, it is necessary to evaluate the proposed system: it is used a ground truth system. Ground truth systems are precise (usually based on reflective beacons) but expensive. This paper presents a low-cost ground truth system based on a standard low-cost laser scanner that, coupled with the presented algorithm, allows to localize the robot in the field and thus evaluate other localization systems. Results of the precision of the developed system are presented and validates the approach. Copyright
2018
Autores
Longras, A; Pereira, T; Carneiro, P; Pinto, P;
Publicação
2018 9TH INTERNATIONAL CONFERENCE ON INTELLIGENT SYSTEMS (IS)
Abstract
The security standard ISO/IEC 27001 provides orientations to support organizations to set adequate best practices in information security management, specifying requirements that enable the appropriate selection and implementation of security controls. This standard assists organizations to protect their information assets, achieve their adequate levels of security and thus help them to succeed their business goals. Currently, an increasing number of Portuguese organizations seek to comply ISO/IEC 27001:2013 standard and obtain the respective certification. This paper presents the result of a research conducted in order to detail the main difficulties and limitations evidenced by Portuguese organizations while meeting the ISO/IEC 27001:2013 standard. Moreover, this paper provides discussion on the results obtained, to better understand the progress and status quo of this standard implementation. From the research conducted it can be seen that organizations are becoming heavily concerned with information security issues, mainly due it to the recent cybersecurity incidents occurred. Additionally, certification is recognized as an important instrument to give confidence and demonstrate to all organizational' customers, suppliers and stakeholders that information security components are verified and organized within the organization.
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