2011
Autores
Dos Reis, IP; Reis, LP;
Publicação
Proceedings of the 6th Iberian Conference on Information Systems and Technologies, CISTI 2011
Abstract
The aim of this paper is to describe the research, planning and development stages for the project entitled "Generic Interface for Developing Abstract Strategy Games". The project consists in the development of a generic platform capable of creating any kind of abstract strategy game, and is essentially divided in three phases: research on related topics, design and specification and lastly the development of a working prototype. Through the analysis of similarities between game mechanics this project intends to define abstract games in a generic fashion, as well as enabling users to easily define their own games, ultimately allowing for the creation of a working prototype. The prototype is a software tool that allows users to create several distinct abstract games through a series of options, which define the games' rules. This project opens up the possibility to easily create and test games, without the need to program them. It represents a step forward in abstract game creation and can be a catalyst to Artificial Intelligence research, by allowing rapid testing of perfect information game puzzles ideal for Artificial Intelligence search algorithms. © 2011 AISTI.
2011
Autores
Bonsangue, MarcelloM.; Milius, Stefan; Silva, Alexandra;
Publicação
CoRR
Abstract
2011
Autores
Fontoura, MJ; Moura, RMM; Dias, AG;
Publicação
Comunicacoes Geologicas
Abstract
The main goal of this study is to assess the current environmental state of the Matosinhos Controlled Dump (CD) and its surroundings. Until the end of last century the Matosinhos CD was an open area where all the wastes produced in Matosinhos were deposited. The CD lies in a granitic crystalline geological context with fissure controlled type permeability, which is not common (Mota et al., 2004) in the Portuguese context. With our set of 2D resistivity profiles was possible to detect the presence of two resistivity anomalies indicative of contamination in the Matosinhos CD surrounding, with particular emphasis in the downstream area (unsealed part). The upstream anomaly, with resistivity values lower than 30 O.m, is vertically limited by a more resistive material, a few meters from the northern boundary of the CD. The other one, more extensive, is located in the southern part of the CD, with resistivity values lower than 7 O.m. It was possible to detect that both contamination anomalies were decreasing with the increasing distance of the CD. Comparing the conductivity measurements in water samples collected from upstream piezometers with the values of downstream piezometer the presence of a strong influence of contamination downstream of the CD was found and thus confirmed and correlated with the electrical resistivity data. © 2011 LNEG - Laboratório Nacional de Geologia e Energia, IP.
2011
Autores
Freitas, CF; Martins, H; Barroso, J; Ramos, C;
Publicação
WORKSHOP PROCEEDINGS OF THE 7TH INTERNATIONAL CONFERENCE ON INTELLIGENT ENVIRONMENTS
Abstract
In this article we will discuss that the Intelligent or Smart Meeting Rooms (SMR) spaces will have to understand what is going in the meetings and even what participants are discussing. In this way we believe it is possible to supply intelligent feedback. In order to fill this gap we came to propose an extensible Meeting Task Ontology (MTO) that is able to represent in detail what knowledge is present in Meetings for group decision-making. We also propose an extension to this ontology, the IGMTO ontology, that specifically focuses on the knowledge present in the Idea Generation (IG) Process. We believe that the Idea Generation process modeled with these two ontologies, who provide a link between the ideas and problems of a meeting to a domain ontology, it will be possible to give awareness of meeting contents to a SMR space.
2011
Autores
Rodrigues, PP; Gama, J; Araújo, J; Lopes, LMB;
Publicação
Proceedings of the 2011 ACM Symposium on Applied Computing (SAC), TaiChung, Taiwan, March 21 - 24, 2011
Abstract
In ubiquitous streaming data sources, such as sensor networks, clustering nodes by the data they produce is an important problem that gives insights on the phenomenon being monitored by such networks. However, if these techniques require data to be gathered centrally, communication and storage requirements are often unbounded. The goal of this paper is to assess the feasibility of computing local clustering at each node, using only neighbors' centroids, as an approximation of the global clustering computed by a centralized process. A local algorithm is proposed to perform clustering of sensors based on the moving average of each node's data over time: the moving average of each node is approximated using memory-less fading average; clustering is based on the furthest point algorithm applied to the centroids computed by the node's direct neighbors. The algorithm was evaluated on a state-of-the-art sensor network simulator, measuring the agreement between local and global clustering. Experimental work on synthetic data with spherical Gaussian clusters is consistently analyzed for different network size, number of clusters and cluster overlapping. Results show a high level of agreement between each node's clustering definitions and the global clustering definition, with special emphasis on separability agreement. Overall, local approaches are able to keep a good approximation of the global clustering, improving privacy among nodes, and decreasing communication and computation load in the network. Hence, the basic requirements for distributed clustering of streaming data sensors recommend that clustering on these settings should be performed locally. © 2011 ACM.
2011
Autores
Dores, AR; Carvalho, IP; Barbosa, F; Almeida, I; Guerreiro, S; Leitao, M; de Sousa, L; Castro Caldas, A;
Publicação
SERIOUS GAMES DEVELOPMENT AND APPLICATIONS
Abstract
Serious Games are in increasing use for serious purposes, such as health. Particularly in the field of cognitive rehabilitation, they can offer new solutions that are fun, user-friendly and goal-directed. In this study, a prototype rehabilitation platform is presented, aimed at intervening in executive functioning and other related cognitive functions in patients with Acquired Brain Injury. It was tested in three studies investigating patients' satisfaction and performance in a virtual environment using 2D computer-screen or 3D projection-screen approaches, and patients' satisfaction with the virtual reality (VR) program regarding its usability and role in motivation to participate in the rehabilitation process. Contributing to the final version of the program, results in our pilot-studies are promising, supporting the usability of the VR program and showing its relevance in subjects' motivation to participate in the rehabilitation process.
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