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Publications

Publications by CSE

2019

Logic, Algebra, and Geometry at the Foundation of Computer Science

Authors
Hoare, T; Mendes, A; Ferreira, JF;

Publication
Formal Methods Teaching - Third International Workshop and Tutorial, FMTea 2019, Held as Part of the Third World Congress on Formal Methods, FM 2019, Porto, Portugal, October 7, 2019, Proceedings

Abstract
This paper shows by examples how the Theory of Programming can be taught to first-year CS undergraduates. The only prerequisite is their High School acquaintance with algebra, geometry, and propositional calculus. The main purpose of teaching the subject is to support practical programming assignments and projects throughout the degree course. The aims would be to increase the student’s enjoyment of programming, reduce the workload, and increase the prospect of success. © 2019, Springer Nature Switzerland AG.

2019

Word Association: Engagement of Teenagers in a Co-design Process

Authors
Cesario, V; Coelho, A; Nisi, V;

Publication
HUMAN-COMPUTER INTERACTION - INTERACT 2019, PT IV

Abstract
This submission describes the analysis of an evaluation of 155 teenagers (15-19 years old) who took part in a co-design session centred around how mobile technology might enhance their own experiences in a natural history museum. At the end, participants were required to make a word association to evaluate the session. An analysis of how teen participants responded to the design session was conducted using thematic analysis to show the different categories of adjectives used by participants in their evaluations. The goal for the evaluation was mainly to pilot the design session process and if teens enjoyed participating in it. We believe this is of interest to designers and cultural heritage professionals.

2019

Designing of a mobile app for the development of pervasive games

Authors
Coelho, A; Cardoso, P; Camilo, M; Sousa, A;

Publication
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)

Abstract
We face a technology growth period that promotes STEM (Science, Technology, Engineering and Mathematics) as basic set of competences in diversified professional backgrounds. However, the process of teaching this areas is complex and abstract. We propose using game-based learning (GBL) for increased engagement and efficacy. More specifically, we use pervasive games as the drive of the learning process, promoting challenges in the context of the learner. To develop pervasive games, we require mobile devices (for location-based games) and a set of functionalities regarding location, time, and context of the user. In this article, we present the design of a mobile app to implement pervasive games. The perks of the mobile devices will be used to get unique and engaging challenges, to stimulate learning. Therefore, the learning process will become more enjoyable, and it will accomplish the goal of learning "anytime anywhere". This work sets upon previous work developed in the H2020 BEACONING project and the mobile app presented will allow other developers to create pervasive games for distinct areas of learning in a more engaging and effective way.

2019

Phenolic composition of vine leaves infusions produced from different Portuguese and Spanish Vitis vinifera L. varieties

Authors
Jordao, AM; Sousa, J; Correia, AC; Valdes, ME; Nunes, FM; Cosme, F;

Publication
41ST WORLD CONGRESS OF VINE AND WINE

Abstract
The main object of the present study was to analyze the phenolic composition of vine leaves infusions prepared from 8 different Portuguese (Fernao Pires, Touriga Franca, Tinta Roriz, Encruzado, Touriga Nacional, Rufete, Baga, and Siria) and Spanish (Pardina, Cayetana, Garnacha, Ciguente, Eva, Tempranillo, Macabeo and Verdelho) Vitis vinifera L. varieties. In general, a wide range of phenolic content were obtained from the vine leaves infusions according to the vine variety used. Thus, for total phenolic content the values ranged from 18 to 37 mg/L for the infusions produced from Portuguese varieties, while for Spanish varieties the values ranged from 14 to 37 mg/L. Vine leaves infusions obtained from Touriga Franca and Pardina varieties showed the highest total phenolic content. As a consequence of phenolic composition, chromatic characteristics (L*, a* and b*) of vine leaves infusions were also analyzed. Finally, it was also detected different individual phenolic compounds, such as, coutaric acid, trans-caftaric acid, quercetin-3-O-glucoside, rutin and 3 different anthocyanins from the different vine leaves infusions. All of the results obtained in this work show that vine leaves infusion may be an interesting alternative source of phenolic compounds for human diet.

2019

Knowledge Analysis Automatic Evaluation in Virtual Reality Immersive Experiences

Authors
Vieira, J; Nobrega, R; Pereira, V; Coelho, A; Jacinto, A; Morais, C;

Publication
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)

Abstract
Museums and exhibitions usually attempt to evaluate visitors' obtained knowledge through the use of traditional evaluation methods such as questionnaires. These are intrusive and may not provide correct results, especially due to the fact that visitors are usually not interested in being evaluated and may consider such questionnaires as intelligence tests. This paper proposes methods of design and creation of automatic evaluation techniques that make use of Virtual Reality (VR) in order to evaluate users' obtained knowledge after playing through a VR museum game experience. This Analysis System is non-intrusive (its methodology does not impact users' immersion and engagement), valid (can draw conclusions regarding users' obtained knowledge), and replicable (designed techniques can be used in a variety of experiences). Results indicate that the designed assessment techniques can be used to automatically evaluate the knowledge obtained by users throughout the experience, as well as some considerations to keep in mind when designing game experiences with these techniques.

2019

A survey on blockchain technologies and research

Authors
Tavares, B; Correia, FF; Restivo, A;

Publication
JOURNAL OF INFORMATION ASSURANCE AND SECURITY

Abstract
The explosion of blockchain projects in last couple of years shows the general interest in the blockchain technology. Looking towards the current state of the art regarding this technology it becomes clear that the main driver of innovation is the private sector. We believe that understanding main applications of the technology, academic contributions, and private solutions can reveal where the interest in the technology exists and where it can be missing. In particular, this work can help identify open source projects that can provide a framework with next-generation features as; lightning network, directed acyclic graph, mobile compatibility, or compute protocols. New applications of the blockchain technology are still being discovered regularly and in this study several blockchain development frameworks were found. However, in the academic world there are few references to operational, testing, and deployment framework related with the technology. With the expected growth of the technology, integration with preexisting solutions, legacy systems replacement, or new implementations, the need for testing, deploying, exploration, and maintenance is expected to intensify for the technology.

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