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Publications

Publications by CSE

2020

Educação e transformação digital: o habitar do ensinar e do aprender, epistemologias reticulares e ecossistemas de inovação

Authors
Schlemmer, E; Morgado, LC; Moreira, JAM;

Publication
INTERFACES DA EDUCAÇÃO

Abstract
As transformações digitais têm provocado alterações na Educação, mas ainda não disseminadas. A compreensão da natureza, limites e potencialidades dessas transformações, exige um repensar das epistemologias e das teorias de aprendizagem.  Propomos um quadro de interpretação dessas alterações, que encara o ensinar e o aprender enquanto percursos que se coengendram num habitar e co-habitar cada vez mais atópico, em contextos híbridos e multimodais. Por meio desse quadro, é possível compreender a transformação digital na Educação enquanto deslocamento disruptivo num espaço-tempo de interações ecossistêmicas de inovação. Este quadro de interpretação nasce do cruzamento das contribuições de Di Felice sobre os movimentos epistemológico do processo de digitalização que nos leva a uma nova condição habitativa, pós-urbana e atópica, originando  epistemologias reticulares; e da perspectiva dos ecossistemas educacionais como sistemas vivos e cognitivos de Capra, Latour e Di Felice, onde se conectam diferentes ecologias, para além das humanas.

2020

Usage of Mobile Technologies for Diseases Inference: A Literature Review

Authors
Khanal, SR; Reis, A; Paulino, D; Bhandari, D; Paredes, H; Barroso, J;

Publication
DSAI 2020: 9th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion, Virtual Event, Portugal, December 2-4, 2020.

Abstract
The fields of artificial intelligence, knowledge inference, data science, etc. have been deeply studied over time and many theoretical approaches have been developed, including its application to health and diseases inference. The creation of prototype and consumer systems has been restrained by the technology limitations on data acquisition and processing, which has been greatly overcome with the new sensors and mobile devices technologies. So, in this work we go through a literature review of the current state of the art on record to the usage of mobile technologies for diseases inference. The review methodology is based on the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) framework. The criteria were based on journal articles, prior to 2008, and using the defined keywords. A total of 14 selected articles were analyzed. A general conclusion was attained regarding the current state of maturity of the field, leading to fully functional consumer and professional market products.

2020

Individual Grapevine Analysis in a Multi-Temporal Context Using UAV-Based Multi-Sensor Imagery

Authors
Padua, L; Adao, T; Sousa, A; Peres, E; Sousa, JJ;

Publication
REMOTE SENSING

Abstract
The use of unmanned aerial vehicles (UAVs) for remote sensing applications in precision viticulture significantly increased in the last years. UAVs' capability to acquire high spatiotemporal resolution and georeferenced imagery from different sensors make them a powerful tool for a better understanding of vineyard spatial and multitemporal heterogeneity, allowing the estimation of parameters directly impacting plants' health status. In this way, the decision support process in precision viticulture can be greatly improved. However, despite the proliferation of these innovative technologies in viticulture, most of the published studies rely only on data from a single sensor in order to achieve a specific goal and/or in a single/small period of the vineyard development. In order to address these limitations and fully exploit the advantages offered by the use of UAVs, this study explores the multi-temporal analysis of vineyard plots at a grapevine scale using different imagery sensors. Individual grapevine detection enables the estimation of biophysical and geometrical parameters, as well as missing grapevine plants. A validation procedure was carried out in six vineyard plots focusing on the detected number of grapevines and missing grapevines. A high overall agreement was obtained concerning the number of grapevines present in each row (99.8%), as well as in the individual grapevine identification (mean overall accuracy of 97.5%). Aerial surveys were conducted in two vineyard plots at different growth stages, being acquired for RGB, multispectral and thermal imagery. Moreover, the extracted individual grapevine parameters enabled us to assess the vineyard variability in a given epoch and to monitor its multi-temporal evolution. This type of analysis is critical for precision viticulture, constituting as a tool to significantly support the decision-making process.

2020

Finding the Gaps about Uses of Immersive Learning Environments: A Survey of Surveys

Authors
Beck, D; Morgado, L; O'Shea, P;

Publication
JOURNAL OF UNIVERSAL COMPUTER SCIENCE

Abstract
Advancing the field of research in Immersive Learning Environments requires avoiding the pitfalls of previous educational technologies. Studies must consider the actual use of these environments and the context where it occurs, not simply the technocentric perspectives on these environments. This paper provides an overview and analysis of surveys on this topic, in order to map the field and find out which information on actual uses of Immersive Learning Environments are reported, and hence which gaps need to be covered towards a robust, encompassing knowledge on their relationship with learning. Collected accounts of use were clustered via thematic analysis and contrasted with research areas in learning and technology, highlighting the gaps in the field and serving as a blueprint for research agendas on uses of immersive learning environments.

2020

Minimizing total earliness and tardiness in a nowait flow shop

Authors
Schaller, J; Valente, JMS;

Publication
INTERNATIONAL JOURNAL OF PRODUCTION ECONOMICS

Abstract
This paper considers the problem of scheduling jobs in a no-wait flow shop with the objective of minimizing total earliness and tardiness. An exact branch-and-bound algorithm is developed for the problem. Several dispatching heuristics used previously for other environments and two new heuristics were tested under a variety of conditions. It was found that one of the new heuristics consistently performed well compared to the others. An insertion search improvement procedure with speed up methods based on the structure of the problem was proposed and was found to deliver much improved solutions in a reasonable amount of time.

2020

Gamifying the Museological Experience

Authors
Coelho, A; Zeller, Mv; Cardoso, P; Santos, L; Vaz, R; Raimundo, J;

Publication
XCR

Abstract
Museums continue to exert fascination in their visitors. However, the new generation of visitors expects museological experiences that promote their active participation. It is in this context that games and the gamification of such experiences capitalize on experiential learning by experimenting and enacting with in-game embedded artefact surrogates and know-how. In this article, we present four distinct projects that aim to enhance the visitors' experience in museums and green spaces, and also their effectiveness in informal learning. In the first project, gamification is used in combination with Augmented Reality to provide a more engaging experience in a boat museum. The drive of this experience is the metaphor of the stickers album collection to unleash the relevant information of the key-artefacts of the museum collection. The second and third projects focus on the use of pervasive games, more specifically location-based games, to enhance the visitors' experience and informal learning in a natural park and a botanical garden, respectively. The second project presents the concept of a mobile app for outdoor nature experiences. The drive for the experience in the third project is the narrative that intertwines specific locations in the botanic garden and a story inspired by the same place. Finally, in the fourth project, we focus on the potential of technology to provide accessibility in museums for people with special needs or disability, focusing more specifically on blind visitors. Copyright © 2020 for this paper by its authors.

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