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Publicações

2016

A proof of concept of an augmented reality system for nuss surgery

Autores
Ferreira, A; Morais, P; Queirós, S; Veloso, F; Rodrigues, NF; Correira Pinto, J; Vilaça, JL;

Publicação
Computational Vision and Medical Image Processing V - Proceedings of 5th Eccomas Thematic Conference on Computational Vision and Medical Image Processing, VipIMAGE 2015

Abstract
Pectus Excavatum (PE) is the most common congenital chest wall deformity, affecting 1 in 400 live births. This deformity is commonly corrected using the minimally invasive Nuss procedure, where a bar is positioned under the sternum. Although recent procedure advances based on patientspecific prosthesis were proposed, correct bar placement is still challenging. In this work, we propose a novel augmented reality system to guide the surgeon during PE bar placement. This system combines a 3D sensor with a projector to superimpose the thoracic ribs cage on the chest wall of the patient, thus indicating the optimal insertion and bar placement points. This system was validated in three different scenarios: 1) simulated chest surface models; 2) 3D printed phantom; and 3) 3D commercial thoracic phantom. An error of 3.93 ± 3.44 mm, and 3.08 ± 1.57 mm were obtained in the first and second experiments, respectively. In the final experiment, visual assessment of the result proved that a high similarity was obtained between the projected model and the real ribs cage position. Overall, the proposed system showed high feasibility with low error, proving that 3D projection of the ribs on the patient’s chest wall may facilitate PE bar insertion and ultimately provide useful information to guide Nuss procedure. © 2016 Taylor & Francis Group, London.

2016

Probabilistic NetKAT

Autores
Foster, N; Kozen, D; Mamouras, K; Reitblatt, M; Silva, A;

Publicação
Programming Languages and Systems - 25th European Symposium on Programming, ESOP 2016, Held as Part of the European Joint Conferences on Theory and Practice of Software, ETAPS 2016, Eindhoven, The Netherlands, April 2-8, 2016, Proceedings

Abstract

2016

Reconfigurable FPGA-Based FFT Processor for Cognitive Radio Applications

Autores
Ferreira, ML; Barahimi, A; Ferreira, JC;

Publicação
ARC

Abstract
Cognitive Radios (CR) are viewed as a solution for spectrum utilization and management in next generation wireless networks. In order to adapt themselves to the actual communications environment, CR devices require highly flexible baseband processing engines. One of the most relevant operations involved in radio baseband processing is the FFT. This work presents a reconfigurable FFT processor supporting FFT sizes and throughputs required by the most used wireless communication standards. By employing Dynamic Partial Reconfiguration (DPR), the implemented design can adapt the FFT size at run-time and specialize its operation to the immediate communication demands. This translates to hardware savings, enhanced resource usage efficiency and possible power savings. The results obtained for reconfiguration times suggest that DPR techniques are a viable option for designing flexible and adaptable baseband processing components for CR devices.

2016

Building a Robotic Cyber-Physical Production Component

Autores
Leitao, P; Barbosa, J;

Publicação
SERVICE ORIENTATION IN HOLONIC AND MULTI-AGENT MANUFACTURING

Abstract
Cyber-physical systems are a network of integrated computational decisional components and physical elements. The integration of computational decisional components with the heterogeneous physical automation systems and devices is not transparent and constitutes a critical challenge for the success of this approach. The objective of the paper is to describe an approach to establish standard interfaces based on the use of the ISO 9506 Manufacturing Message Specification international standard. The proposed approach is exemplified by the construction of a robotic cyber-physical production component that is plug-in in a cyber-physical system for a small-scale production system based on Fischertechnik systems.

2016

5th Symposium on Languages, Applications and Technologies, SLATE 2016, Maribor, Slovenia, June 20-21, 2016

Autores
Mernik, M; Leal, JP; Oliveira, HG;

Publicação
SLATE

Abstract

2016

HARRY POTTER AND THE CURSED CHILD: AN EXPERIENCE IN GAMIFICATION IN HIGHER EDUCATION

Autores
Martins, H; de Sousa, JF; Pacheco, E; Schuller, P; Carrapatoso, B;

Publicação
ICERI2016: 9TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION

Abstract
Considering the many significant challenges faced by higher education in contemporary society, gamification and game-based approaches to Education have been gaining protagonism in research as well as in practice. Application of games can encourage-or require-students to apply deeper levels of knowledge and skills, focusing their knowledge acquisition in more than simple memorization and repetition in tests, allowing them to use their new-found knowledge, skills and abilities in problem solving-even if simulated and fairly accessible ones. Unlike traditional assessments, which typically require students to recall or demonstrate basic levels of skills, games and simulations can present students with more authentic environments to demonstrate strategic and critical thinking, which is highly compatible with the "competency model". Through games, learning can also be made more of a social and collaborative activity, which are important 21st century skills. Hence, a model was developed for applying gamification in a course of Human Resources Management of a Masters in Engineering. This model was based on a state of the art research of gamification in higher education, as well as some guidelines and main features of a gamification framework. This paper presents the game system, platform and strategies implemented by the teaching team, comparing the original project with the one actually implemented. Teacher and student reflections on this experience are presented, and guidelines for future practice are brought out, including the biggest blunders and the best features of the game-based approach used in this experience, their causes and consequences. We believe this work can contribute to further game-based approaches in higher education, stimulating reflection and insight for other researchers and practitioners.

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