Cookies
O website necessita de alguns cookies e outros recursos semelhantes para funcionar. Caso o permita, o INESC TEC irá utilizar cookies para recolher dados sobre as suas visitas, contribuindo, assim, para estatísticas agregadas que permitem melhorar o nosso serviço. Ver mais
Aceitar Rejeitar
  • Menu
Publicações

2026

Video-based epileptic seizure classification: A novel multi-stage approach integrating vision and motion transformer deep learning models

Autores
Aslani, R; Karácsony, T; Fearns, N; Caldeiras, C; Vollmar, C; Rego, R; Rémi, J; Noachtar, S; Cunha, JPS;

Publicação
BIOMEDICAL SIGNAL PROCESSING AND CONTROL

Abstract
Automated seizure quantification and classification are needed for semiology-based epileptic seizure diagnosis support. To the best of our knowledge, the 5-class (Hypermotor, Automotor, Complex Motor, Psychogenic Non-Epileptic Seizures, and Generalized Tonic-Clonic Seizures) seizure video dataset (198 seizures from 74 patients) studied in this paper is the largest 5-class dataset ever curated, composed of monocular RGB videos from two university hospital epilepsy monitoring units. 2D skeletons were estimated using ViTPose, a vision transformer deep learning (DL) architecture, and lifted to 3D space using MotionBERT, a multimodal motion transformer architecture. The movements were quantified based on the estimated 3D skeleton sequences. Two approaches were evaluated for seizure classification: (1) classical machine learning methods (Random Forest (RF) and XGBoost) applied to quantified movement parameters, and (2) 2D skeleton-based DL using MotionBERT action, an action recognition DL model, to which we perform transfer-learning. The best model achieved a promising, above literature, 5-fold cross-validated macro average F1-score of 0.84 +/- 0.09 (RF) for 5-class classification. The binary case (Automotor vs Hypermotor) resulted in 0.80 +/- 0.18 (MotionBERT action), and adding a 3rd class (Complex motor) lowered to 0.65 +/- 0.14 (RF). This novel multi-stage classification ensures that the included movement features are traceable, allowing interpretable AI exploration of this novel approach supporting future clinical diagnosis.

2026

Overview of the CLEF 2025 JOKER Lab: Humour in Machine

Autores
Ermakova, L; Campos, R; Bosser, AG; Miller, T;

Publicação
EXPERIMENTAL IR MEETS MULTILINGUALITY, MULTIMODALITY, AND INTERACTION, CLEF 2025

Abstract
Humour poses a unique challenge for artificial intelligence, as it often relies on non-literal language, cultural references, and linguistic creativity. The JOKER Lab, now in its fourth year, aims to advance computational humour research through shared tasks on curated, multilingual datasets, with applications in education, computer-mediated communication and translation, and conversational AI. This paper provides an overview of the JOKER Lab held at CLEF 2025, detailing the setup and results of its three main tasks: (1) humour-aware information retrieval, which involves searching a document collection for humorous texts relevant to user queries in either English or Portuguese; (2) pun translation, focussed on humour-preserving translation of paronomastic jokes from English into French; and (3) onomastic wordplay translation, a task addressing the translation of name-based wordplay from English into French. The 2025 edition builds upon previous iterations by expanding datasets and emphasising nuanced, manual evaluation methods. The Task 1 results show a marked improvement this year, apparently due to participants' judicious combination of retrieval and filtering techniques. Tasks 2 and 3 remain challenging, not only in terms of system performance but also in terms of defining meaningful and reliable evaluation metrics.

2026

Machine Learning-Based Cost Estimation Approach for Furniture Manufacturing

Autores
Pereira, T; Oliveira, EE; Amaral, A; Pereira, MG;

Publicação
ADVANCES IN PRODUCTION MANAGEMENT SYSTEMS. CYBER-PHYSICAL-HUMAN PRODUCTION SYSTEMS: HUMAN-AI COLLABORATION AND BEYOND, APMS 2025, PT I

Abstract
This project was developed to improve the cost estimation process of new products within the Product Development Department of a furniture manufacturer. This work involved developing a methodology using Machine Learning (ML) models trained on products' existing data to predict the cost of new innovative ones based on similarities and given data. The ML models used were Linear Regression (LR), Light Gradient-Boosting Machine (LGBM), Random Forest (RF), and Support Vector Machine (SVM). The proposed methodology considers the estimation of the total cost of producing a product, which encompasses both material and operational costs. Throughout this project, several analyses were developed to identify and evaluate different independent variables that could explain the behaviour of these two cost components. The suitability of the different variables was studied by applying several ML models, and a set of functions that return an estimate of the cost as a function of these predictor variables was obtained. The proposed approach, which incorporates ML models into more complex variables to predict, resulted in a 19.29% reduction in estimation error.

2026

Enhancing logistics through a vehicle routing problem with deliveries, pickups, and backhauls

Autores
Santos, MJ; Jorge, D; Bonomi, V; Ramos, T; Póvoa, A;

Publicação
INTERNATIONAL TRANSACTIONS IN OPERATIONAL RESEARCH

Abstract
Today, logistics activities are driven by the pressing need to simultaneously increase efficiency, reduce costs, and promote sustainability. In our research, we tackle this challenge by adapting a general vehicle routing problem with deliveries and pickups to accommodate different types of customers. Customers requiring both delivery and pickup services are mandatory, while those needing only a pickup service (backhaul customers) are optional and are only visited if profitable. A mixed-integer linear programming model is formulated to minimize fuel consumption. This model can address various scenarios, such as allowing mandatory customers to be served with combined or separate delivery or pickup visits, and visiting optional customers either during or only after mandatory customer visits. An adaptive large neighborhood search is developed to solve instances adapted from the literature as well as to solve a real-case study of a beverage distributor. The results show the effectiveness of our approach, demonstrating the potential to utilize the available capacity on vehicles returning to the depot to create profitable and environmentally friendly routes, and so enhancing efficient, cost-effective, and sustainable logistics activities.

2026

Software Testing Education and Industry Needs - Report from the ENACTEST EU Project

Autores
Saadatmand, M; Khan, A; Marín, B; Paiva, CR; Asch, NV; Moran, G; Cammaerts, F; Snoeck, M; Mendes, A;

Publicação
Lecture Notes in Computer Science

Abstract
The evolving landscape of software development demands that software testers continuously adapt to new tools, practices, and acquire new skills. This study investigates software testing competency needs in industry, identifies knowledge gaps in current testing education, and highlights competencies and gaps not addressed in academic literature. This is done by conducting two focus group sessions and interviews with professionals across diverse domains, including railway industry, healthcare, and software consulting and performing a curated small-scale scoping review. The study instrument, co-designed by members of the ENACTEST project consortium, was developed collaboratively and refined through multiple iterations to ensure comprehensive coverage of industry needs and educational gaps. In particular, by performing a thematic qualitative analysis, we report our findings and observations regarding: professional training methods, challenges in offering training in industry, different ways of evaluating the quality of training, identified knowledge gaps with respect to academic education and industry needs, future needs and trends in testing education, and knowledge transfer methods within companies. Finally, the scoping review results confirm knowledge gaps in areas such as AI testing, security testing and soft skills. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.

2026

NonVisual Pong: Enhancing Digital Accessibility Through Audio and Haptic Gaming for the Visually Impaired

Autores
Rocha, TDJVD; Nunes, RR; Barroso, JMP;

Publicação
Lecture Notes in Networks and Systems

Abstract
The video game industry has grown to become one of the largest in the market, surpassing even the film industry over a decade ago (Statista in Video game industry revenue worldwide 2000–2020). However, the development of games designed with visually impaired players in mind is still almost non-existent when compared to the sheer number of games released yearly. NonVisual Pong is our approach to addressing this challenge, providing blind players with a way to engage in competitive fun through gaming. We took the original Pong game from 1972 and fully adapted it to be played using only a controller—no visual display required. Following the development process, we tested our implementation with experts, discovering that, overall, our game was easy to pick up, required no overly complex setup, and successfully delivered the intended experience. Players enjoyed a balanced challenge and immersion, facilitated by audio cues and the controller’s vibrations. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.

  • 3
  • 4312