Cookies Policy
The website need some cookies and similar means to function. If you permit us, we will use those means to collect data on your visits for aggregated statistics to improve our service. Find out More
Accept Reject
  • Menu
Publications

Publications by Hugo Paredes

2014

Online-Gym: A 3D Virtual Gymnasium Using Kinect Interaction

Authors
Cassola, F; Morgado, L; de Carvalho, F; Paredes, H; Fonseca, B; Martins, P;

Publication
Procedia Technology

Abstract

2014

Online-Gym: multiuser virtual gymnasium using RINIONS and multiple Kinect devices

Authors
Cassola, F; Paredes, H; Fonseca, B; Martins, P; Ala, S; Cardoso, F; de Carvalho, F; Morgado, L;

Publication
2014 6TH INTERNATIONAL CONFERENCE ON GAMES AND VIRTUAL WORLDS FOR SERIOUS APPLICATIONS (VS-GAMES)

Abstract
To enhance older citizen's practice of physical exercise, we present the architecture, development, and pilot testing of a multiuser online gymnasium based on Kinect motion capture and OpenSimulator, which aims to enable socialization and supervision of exercise practice without travel requirements. The prototype was tested simultaneously with 4 elders at different locations, providing data on the feasibility of the approach and informing subsequent development and research.

2016

Obstacle detection and avoidance module for the blind

Authors
Costa, P; Fernandes, H; Barroso, J; Paredes, H; Hadjileontiadis, LJ;

Publication
2016 WORLD AUTOMATION CONGRESS (WAC)

Abstract
Assistive technology enables people to achieve independence when performing daily tasks and it enhances their overall quality of life. Visual information is the basis for most navigational tasks, so visually impaired individuals are at disadvantage due to the lack of sufficient information about their surrounding environment. With recent advances in inclusive technology it is possible to extend the support given to people with visual disabilities in terms of their mobility. In this context we present and describe a wearable system (Blavigator project), whose global objective is to assist visually impaired people in their navigation on indoor and outdoor environments. This paper is focused mainly on the Computer Vision module of the Blavigator prototype. We propose an object collision detection algorithm based on stereo vision. The proposed algorithm uses Peano-Hilbert Ensemble Empirical Mode Decomposition (PHEEMD) for disparity image processing and a two layer disparity image segmentation to detect nearby objects. Using the adaptive ensemble empirical mode decomposition (EEMD) image analysis real time is not achieved, with PH-EEMD results on a fast implementation suitable for real time applications.

2014

Preface

Authors
Cota M.P.; Barroso J.; Ferreira S.B.L.; Fonseca B.; Mikropoulos T.; Paredes H.;

Publication
Procedia Computer Science

Abstract

2013

RFID mesh network as an infrastructure for location based services for the blind

Authors
Fernandes, H; Faria, J; Martins, P; Paredes, H; Barroso, J;

Publication
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Abstract
People with visual impairments face serious challenges while moving from one place to another. This is a difficult challenge that involves obstacle avoidance, staying on street walks, finding doors, knowing the current location and keeping on track through the desired course, until the destination is reached. While assistive technology has contributed to the improvement of the quality of life of people with disabilities, people with visual impairment still face enormous limitations in terms of their mobility. There is still an enormous lack of availability of information that can be used to assist them, as well as a lack of sufficient precision in terms of the estimation of the user's location. This paper proposes an infrastructure to assist the estimation of the user's location with high precision using Radio Frequency Identification, providing seamless availability of location based services for the blind, whether indoor or outdoor. © 2013 Springer-Verlag.

2016

SIMPROGRAMMING: THE DEVELOPMENT OF AN INTEGRATED TEACHING APPROACH FOR COMPUTER PROGRAMMING IN HIGHER EDUCATION

Authors
Pedrosa, D; Cravino, J; Morgado, L; Barreira, C; Nunes, RR; Martins, P; Paredes, H;

Publication
INTED2016: 10TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE

Abstract
Computer programming courses in higher education tend to have high rates of academic failure and students struggle, particularly so in the transition from entry-level programming to advanced programming. Some of the reasons given in the literature relate to the type of teaching approach and the strategies used by students and their attitudes towards computer programming. The literature also mentions that educational approaches are not always appropriate to the needs of students and to the development of skills required in the job market. We developed a teaching approach to try to address some of these issues and support students learning computer programming in the transition from entry-level to advanced computer programming: the SimProgramming approach. This approach was introduced at the University of Tros-os-Montes e Alto Douro (Portugal), within the scope of the course " Programming Methodologies III", part of the second curricular year of the programmes of studies in Informatics Engineering and in Information & Communication Technologies. We present in detail the origins of the SimProgramming approach, starting from the first trials that introduced, in two iterations, learning activities based on problem-based learning, and up to the third iteration where the current SimProgramming approach was implemented. We describe the reasoning, design and implementation of these three iterations, to show how the approach evolved. The SimProgramming approach is based in four conceptual foundations: business-like learning environment, self-regulated learning, co-regulated learning and formative assessment. For each of these conceptual foundations, we explain the teaching strategies adopted. In SimProgramming, the learning activity process develops in four phases, and students have specific tasks in each phase. We analyse interview data regarding student perceptions about the SimProgramming approach, and registration grids data on team work dynamics and final assessment of the assignment, noting the impact of SimProgramming in student grades. The application of SimProgramming revealed promising evidences in the overall results of student learning in the activities proposed in this approach. The average grades improved, and did the number of students regularly submitting their tasks on schedule. The perceptions of students regarding the SimProgramming approach are very positive: they recommend using it in the following years, and provided some suggestions to improve the approach. We conclude with reflections and recommendations for subsequent development of the SimProgramming approach in its application to the teaching of computer programming and potential for using it in other educational contexts.

  • 7
  • 31