2014
Autores
Vallim, RMM; Andrade, JA; de Mello, RF; de Carvalho, ACPLF; Gama, J;
Publicação
INTELLIGENT DATA ANALYSIS
Abstract
The ability to detect changes in the data distribution is an important issue in Data Stream mining. Detecting changes in data distribution allows the adaptation of a previously learned model to accommodate the most recent data and, therefore, improve its prediction capability. This paper proposes a framework for non-supervised automatic change detection in Data Streams called M-DBScan. This framework is composed of a density-based clustering step followed by a novelty detection procedure based on entropy level measures. This work uses two different types of entropy measures, where one considers the spatial distribution of data while the other models temporal relations between observations in the stream. The performance of the method is assessed in a set of experiments comparing M-DBScan with a proximity-based approach. Experimental results provide important insight on how to design change detection mechanisms for streams.
2014
Autores
Carvalho, Fausto de; Orvalho, Verónica; Morgado, Leonel;
Publicação
Saber & Fazer Telecomunicações
Abstract
Este artigo apresenta resultados de dois projetos enquadrados no Plano de Inovação 2013-2014: Move4Health,
com o Instituto de Telecomunicações e Online-Gym, com o INESC TEC. Ainda que em cenários e abordagens
distintas, ambos exploram o recurso a deteção de movimento (motion capture) em tempo real e sem recurso
a marcadores (realtime markerless mocap), para explorar a oportunidade de introdução de novas aplicações
e serviços de eHealth e well being particularmente vocacionados para o segmento senior e para o envelhecimento
ativo.
2014
Autores
Paredes, H; Fonseca, B; Barroso, J;
Publicação
HCI (6)
Abstract
Touchscreens allow interaction with icons and buttons for executing applications or selecting information. This can be used for non-verbal communication, enabling the deaf to communicate without the need for sign language translation and with a richer context than just using text. This paper explores the development process of iconographic driven applications for nonverbal communication following a user centered design approach. MyCarMobile, a mobile application intended to facilitate the communication of the deaf with roadside assistance services, is introduced as a case study. The application follows the iconographic driven interaction model allowing users to describe an occurrence, through the interaction with icons and buttons in a touchscreen device. Based on the implementation of the case study application and previous work a set of guidelines for implementing iconographic driven applications is proposed. © 2014 Springer International Publishing.
2014
Autores
Abreu, R; Cunha, J; Fernandes, JP; Martins, P; Perez, A; Saraiva, J;
Publicação
2014 IEEE INTERNATIONAL CONFERENCE ON SOFTWARE MAINTENANCE AND EVOLUTION (ICSME)
Abstract
This paper presents a tool, dubbed FaultySheet Detective, for aiding in spreadsheet fault localization, which combines the detection of bad smells with a generic spectrum-based fault localization algorithm.
2014
Autores
Fernandes, Carlos; Sousa, António; Lopes, Rui; Morgado, Leonel;
Publicação
INForum 2014
Abstract
2014
Autores
Escudeiro, P; Escudeiro, N; Reis, R; Barbosa, FM; Bidarra, J; Baltazar, AB; Rodrigues, P; Lopes, J; Norberto, M;
Publicação
ACM International Conference Proceeding Series
Abstract
The quantity of educational digital content available for the hearing impaired community is very scarce. However, due to extraordinary progress of the new technologies, remarkable opportunities to bring a better quality of life to the public in general arose. Making these opportunities available to those who endure handicap and disabilities is a core concern in today's society and a must to promote equity and inclusion. The target community addressed by our work, the hearing impaired community, has its own language, known as Sign language. The work presented in this paper consists in the development of a game to make the process of learning sign language enjoyable and interactive. In order to do this, a game was created in which the player controls a character and interacts with various objects and non-player characters with the aim of collecting several gestures from the Portuguese Sign Language. These gestures can then be represented by the character. This allows the user to visualize and learn or train the various existing gestures. To raise the interactivity and to make the game more interesting and motivating, several checkpoints were placed along the level. This will provide the players a chance to test the knowledge they have acquired so far on the checkpoints by using Kinect. A High Scores system was also created as well as a history to ensure that the game is a continuous motivating process as well as a learning process. Copyright 2014 ACM.
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