2025
Authors
Fernandes, C; Fonseca, MJ; Garcia, JE;
Publication
Smart Innovation, Systems and Technologies
Abstract
The aim of this study was to conduct a qualitative analysis research that will support the internal and external analysis, as well as the strategic options to be developed for a Marketing Plan for the Polytechnic Institute of Viana do Castelo. The methodology used was through exploratory interviews using a script based on nine key dimensions for creating a marketing plan. The script was applied through face-to-face interviews with the president of the Polytechnic Institute of Viana do Castelo. We obtained six interviews that could be analyzed in the nine dimensions. It was possible to understand that the elements suggest some changes in the different dimensions of the script. One of the points with the most observations for improvement was communication, mostly internal. However, all the improvements and growth that the institute has achieved over the years were acknowledged. It was also possible to realize that the six people interviewed have the same perspective and make similar observations on the different questions asked. With the interviews, it will be possible to outline the best structure and path for the strategic marketing plan. © The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2025.
2025
Authors
Silva, I; Silva, ME; Pereira, I;
Publication
Springer Proceedings in Mathematics and Statistics
Abstract
The presence of missing data poses a common challenge for time series analysis in general since the most usual requirement is that the data is equally spaced in time and therefore imputation methods are required. For time series of counts, the usual imputation methods which usually produce real valued observations, are not adequate. This work employs Bayesian principles for handling missing data within time series of counts, based on first-order integer-valued autoregressive (INAR) models, namely Approximate Bayesian Computation (ABC) and Gibbs sampler with Data Augmentation (GDA) algorithms. The methodologies are illustrated with synthetic and real data and the results indicate that the estimates are consistent and present less bias when the percentage of missing observations decreases, as expected. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.
2025
Authors
Monteiro, L; Simoes, AC; Baptista, AJ; Rebelo, R;
Publication
HUMAN-CENTRED TECHNOLOGY MANAGEMENT FOR A SUSTAINABLE FUTURE, VOL 2, IAMOT
Abstract
The footwear industry, a sub-sector of textile industrial sector, faces increased pressures towards higher levels of sustainability and circularity along all the value chain. Along the last decades, shoe products have become more complex products, integrating a greater number of components, materials diversity and often long supply-chains related to cost reduction and production or sourcing delocalization strategies. Full value-chain digitalization, as a cornerstone of Industry 4.0 paradigm, plays a key role for leveraging more sustainable and circular products, namely by traceability operationalization and forthcoming instruments such as Digital Product Passport. This research studied, via a state-of-art framing of the challenges followed by qualitative approach, how Industry 4.0 technologies can support the development of new services that contribute to sustainable and circular practices in footwear companies. An interview-based survey was conducted to 6 footwear companies, to map the adoption level of Industry 4.0 technologies and cross-linking to circular services business models.
2025
Authors
Tinoco, V; Silva, MF; dos Santos, FN; Morais, R;
Publication
SENSORS
Abstract
Agriculture needs to produce more with fewer resources to satisfy the world's demands. Labor shortages, especially during harvest seasons, emphasize the need for agricultural automation. However, the high cost of commercially available robotic manipulators, ranging from EUR 3000 to EUR 500,000, is a significant barrier. This research addresses the challenges posed by low-cost manipulators, such as inaccuracy, limited sensor feedback, and dynamic uncertainties. Three control strategies for a low-cost agricultural SCARA manipulator were developed and benchmarked: a Sliding Mode Controller (SMC), a Reinforcement Learning (RL) Controller, and a novel Proportional-Integral (PI) controller with a self-tuning feedforward element (PIFF). The results show the best response time was obtained using the SMC, but with joint movement jitter. The RL controller showed sudden breaks and overshot upon reaching the setpoint. Finally, the PIFF controller showed the smoothest reference tracking but was more susceptible to changes in system dynamics.
2025
Authors
Penelas, G; Barbosa, L; Reis, A; Barroso, J; Pinto, T;
Publication
ALGORITHMS
Abstract
In the field of gaming artificial intelligence, selecting the appropriate machine learning approach is essential for improving decision-making and automation. This paper examines the effectiveness of deep reinforcement learning (DRL) within interactive gaming environments, focusing on complex decision-making tasks. Utilizing the Unity engine, we conducted experiments to evaluate DRL methodologies in simulating realistic and adaptive agent behavior. A vehicle driving game is implemented, in which the goal is to reach a certain target within a small number of steps, while respecting the boundaries of the roads. Our study compares Proximal Policy Optimization (PPO) and Soft Actor-Critic (SAC) in terms of learning efficiency, decision-making accuracy, and adaptability. The results demonstrate that PPO successfully learns to reach the target, achieving higher and more stable cumulative rewards. Conversely, SAC struggles to reach the target, displaying significant variability and lower performance. These findings highlight the effectiveness of PPO in this context and indicate the need for further development, adaptation, and tuning of SAC. This research contributes to developing innovative approaches in how ML can improve how player agents adapt and react to their environments, thereby enhancing realism and dynamics in gaming experiences. Additionally, this work emphasizes the utility of using games to evolve such models, preparing them for real-world applications, namely in the field of vehicles' autonomous driving and optimal route calculation.
2025
Authors
Santos, R; Pedrosa, J; Mendonça, AM; Campilho, A;
Publication
COMPUTER VISION AND IMAGE UNDERSTANDING
Abstract
The increase in complexity of deep learning models demands explanations that can be obtained with methods like Grad-CAM. This method computes an importance map for the last convolutional layer relative to a specific class, which is then upsampled to match the size of the input. However, this final step assumes that there is a spatial correspondence between the last feature map and the input, which may not be the case. We hypothesize that, for models with large receptive fields, the feature spatial organization is not kept during the forward pass, which may render the explanations devoid of meaning. To test this hypothesis, common architectures were applied to a medical scenario on the public VinDr-CXR dataset, to a subset of ImageNet and to datasets derived from MNIST. The results show a significant dispersion of the spatial information, which goes against the assumption of Grad-CAM, and that explainability maps are affected by this dispersion. Furthermore, we discuss several other caveats regarding Grad-CAM, such as feature map rectification, empty maps and the impact of global average pooling or flatten layers. Altogether, this work addresses some key limitations of Grad-CAM which may go unnoticed for common users, taking one step further in the pursuit for more reliable explainability methods.
The access to the final selection minute is only available to applicants.
Please check the confirmation e-mail of your application to obtain the access code.