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Publications

Publications by Luís Paulo Reis

2010

IBT: A real-time tempo and beat tracking system

Authors
Oliveira, JL; Gouyon, F; Martins, LG; Reis, LP;

Publication
Proceedings of the 11th International Society for Music Information Retrieval Conference, ISMIR 2010

Abstract
This paper describes a tempo induction and beat tracking system based on the efficient strategy (initially introduced in the BeatRoot system [Dixon S., "Automatic extraction of tempo and beat from expressive performances." Journal of New Music Research, 30(1):39-58, 2001]) of competing agents processing musical input sequentially and considering parallel hypotheses regarding tempo and beats. In this paper, we propose to extend this strategy to the causal processing of continuous input data. The main reasons for this are threefold: providing more robustness to potentially noisy input data, permitting the parallel consideration of a number of low-level frame-based features as input, and opening the way to real-time uses of the system (as e.g. for a mobile robotic platform). The system is implemented in C++, permitting faster than real-time processing of audio data. It is integrated in the MARSYAS framework, and is therefore available under GPL for users and/or researchers. Detailed evaluation of the causal and non-causal versions of the system on common benchmark datasets show performances reaching those of state-of-the-art beat trackers. We propose a series of lines for future work based on careful analysis of the results. © 2010 International Society for Music Information Retrieval.

2007

A computational study on emotions and temperament in multi-agent systems

Authors
Barteneva, D; Lau, N; Reis, LP;

Publication
AISB'07: Artificial and Ambient Intelligence

Abstract
Recent advances in neurosciences and psychology have provided evidence that affective phenomena pervade intelligence at many levels, being inseparable from the cognition-action loop. Perception, attention, memory, learning, decisionmaking, adaptation, communication and social interaction are some of the aspects influenced by them. This work draws its inspirations from neurobiology, psychophysics and sociology to approach the problem of building autonomous robots capable of interacting with each other and building strategies based on temperamental decision mechanism. Modelling emotions is a relatively recent focus in artificial intelligence and cognitive modelling. Such models can ideally inform our understanding of human behavior. We may see the development of computational models of emotion as a core research focus that will facilitate advances in the large array of computational systems that model, interpret or influence human behavior. We propose a model based on a scalable, flexible and modular approach to emotion which allows runtime evaluation between emotional quality and performance. The results achieved showed that the strategies based on temperamental decision mechanism strongly influence the system performance and there are evident dependency between emotional state of the agents and their temperamental type, as well as the dependency between the team performance and the temperamental configuration of the team members, and this enable us to conclude that the modular approach to emotional programming based on temperamental theory is the good choice to develop computational mind models for emotional behavioral Multi-Agent systems.

2011

Natural user interfaces in serious games for rehabilitation

Authors
Rego, PA; Moreira, PM; Reis, LP;

Publication
Proceedings of the 6th Iberian Conference on Information Systems and Technologies, CISTI 2011

Abstract
This paper addresses research development regarding the adoption of natural user interfaces (NUI) in the Serious Games for Rehabilitation area of application. From previous studies, we identified as a research opportunity the potential benefits of the adoption of more natural interaction modalities. This paper describes the main problems and how serious games and NUI can benefit the process of rehabilitation. We describe our recent work on this subject, including the design of a game prototype using alternative (in respect to the conventional WIMP) interaction. We conducted a playability study in order to make it possible to evaluate and measure the benefits of the newer forms of interaction. From the results study, we concluded that the introduction of the natural interaction modalities has increased the attractiveness and intuitiveness of the prototyped Serious Game. Lastly, we report some conclusions and identify research opportunities and open problems in this area. © 2011 AISTI.

2011

Generic interface for developing abstract strategy games

Authors
Dos Reis, IP; Reis, LP;

Publication
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.

2006

FC Portugal: Development and evaluation of a new RoboCup rescue team

Authors
Reis, LP; Lau, N; Reinaldo, F; Cordeiro, N; Certo, J;

Publication
IFAC Proceedings Volumes (IFAC-PapersOnline)

Abstract
FC Portugal Rescue team is the result of a cooperation project between the Universities of Aveiro and Porto in Portugal. Following previous collaborations of these two Portuguese Universities in RoboCup simulation league and associated competitions, this project intends to fully adapt the coordination methodologies developed by FC Portugal simulated soccer team to the search and rescue scenario. After FC Portugal's first successful participation in RoboCup rescue simulation league (Osaka, 2005), the team aimed at introducing new high-level strategic analysis tools in the Rescue league and developed FCPx tool. This tool enables an easy comparison of different teams' strategies, and the use of learning methodologies for high-level strategic decisions in rescue. The tool also enabled us to evaluate our coordination methodologies, analyzing the results achieved in several rescue parameters, and conclude that they are very promising for the search and rescue domain. FC Portugal Rescue team results are very promising achieving first place in RoboCup European Championship 2006 (Dutch Open) held in Eindhoven.

2010

Knowledge representation in soccer domain: An ontology development

Authors
Abreu, P; Faria, M; Reis, LP; Gargarnta, J;

Publication
Proceedings of the 5th Iberian Conference on Information Systems and Technologies, CISTI 2010

Abstract
In soccer, in order to evaluate teams' performance, a complex set of variables must be analyzed (aside from the final game result). However, in some cases, the concepts used by the analysts are different when compared to the ones used by the coach or the players. The main goal of this research project is the development of an ontology capable of standardizing the concepts related to a soccer game. Using Protégé (as development tool) and OWL (as language), low- and high-level concepts were created and validated by 60 soccer experts. From the 40 tested concepts, 33 were completely validated, which constitutes excellent indicators about their understanding and correction. In the future, the ontology developed in this project will be used as a base for a real-time analysis system capable of executing soccer player behavior analysis.

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