2025
Autores
Pinto, JR; Cardoso, S;
Publicação
Encyclopedia of Cryptography, Security and Privacy, Third Edition
Abstract
[No abstract available]
2025
Autores
Reis, A; Barroso, JMP; Rocha, TDJVD;
Publicação
Proceedings of the 18th ACM International Conference on PErvasive Technologies Related to Assistive Environments
Abstract
This paper presents ElderMind, a mobile application designed to promote cognitive stimulation and engagement among older adults. Developed using a User-Centered Design (UCD) approach, the application incorporates gamified elements to enhance usability. ElderMind features three cognitive games - memory, puzzle, and maze-solving - each with adjustable difficulty levels, ensuring accessibility for diverse user needs. Key functionalities include performance tracking, customizable font sizes, and multilingual support, making it a versatile tool for aging populations. Accessibility and usability assessments were conducted to refine the application iteratively, addressing issues such as visual contrast and touch target sizes. Preliminary usability testing with participants aged 50-64 demonstrated ease of use, with most tasks rated as "not difficult at all."Feedback highlighted the application's simplicity and accessibility while identifying areas for improvement, such as interface aesthetics and game variety. ElderMind represents a preliminary solution toward inclusive digital solutions for cognitive health and user engagement. © 2025 Elsevier B.V., All rights reserved.
2025
Autores
Pratas, J; Marques dos Santos, JP; Brito, PQ;
Publicação
Smart Innovation, Systems and Technologies
Abstract
This paper explores the main challenges and barriers to VR/AR adoption and categorizes common activities performed with these technologies, explaining each specific factor affecting them. After reviewing literature on metaverse retailing, channel strategies, VR/AR technologies, and user experiences, a conceptual framework was developed. Data from the “Voice of the Consumer: Digital Survey” (2020–2024) in over 20 countries was analyzed, using Pearson’s correlation, factor analysis, and multiple linear regressions. The results point that key challenges for VR/AR adoption include security, privacy, content, price, headset-free experiences, digital fatigue, and poor experiences. Gaming is the most common VR/AR activity, while metaverse retailing activities like shopping and virtual try-ons have fewer users. Practical considerations drive metaverse retailing, unlike gaming, which is mainly hedonic. Privacy concerns, safety risks, poor experiences, and lack of knowledge surprisingly increase VR/AR usage for metaverse retailing, indicating informed consumers or threshold characterization of these variables. Additional insights were found for tourism, hospitality, and gaming activities. Theoretical implications, insights, and potential actions for retailers and tech companies are discussed, along with limitations and suggestions for further research. © The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2025.
2025
Autores
Moço, H; Sousa, C; Ferreira, R; Pinto, P; Pereira, C; Diogo, R;
Publicação
INNOVATIVE INTELLIGENT INDUSTRIAL PRODUCTION AND LOGISTICS, IN4PL 2024, PT II
Abstract
Since supply chains have become complex and tracking a product's journey, from raw materials to the end of it's life has become more difficult. Consumers are demanding greater transparency about the materials origins and environmental impact of the products they buy. These new requirements, togeher with European Commission Green Deal strategy, lead to the concept of digital product passport (DPP). DPP could be seen as an instrument to boost circularity, however the DPP architecture and governance model still undefined and unclear. Data Governance in the context of the DPP acts as the backbone for ensuring accurate and reliable data within these passports or data models, leading to flawless traceability. This article approaches the DPPs and it's governance challenges, explaining how they function as digital repositories for a product's life cycle information and the concept of Data Governance. By understanding how these two concepts work together, we will explore a short use case within the footwear industry to show how DPP governance architecture might work in a distributed environment.
2025
Autores
Oliveira Coelho, BF; Cardoso, JS;
Publicação
Neurocomputing
Abstract
In order to facilitate the adoption of deep learning in areas where decisions are of critical importance, understanding the model's internal workings is paramount. Nevertheless, since most models are considered black boxes, this task is usually not trivial, especially when the user does not have access to the network's intermediate outputs. In this paper, we propose IBISA, a model-agnostic attribution method that reaches state-of-the-art performance by optimizing sampling masks using the Information Bottleneck Principle. Our method improves on the previously known RISE and IBA techniques by placing the bottleneck right after the image input without complex formulations to estimate the mutual information. The method also requires only twenty forward passes and ten backward passes through the network, which is significantly faster than RISE, which needs at least 4000 forward passes. We evaluated IBISA using a VGG-16 and a ResNET-50 model, showing that our method produces explanations comparable or superior to IBA, RISE, and Grad-CAM but much more efficiently. © 2025 The Authors
2025
Autores
Sharma, P; Thapa, K; Dhakal, P; Upadhaya, MD; Thapa, D; Adhikari, S; Khanal, SR; Filipe, V;
Publicação
Communications in Computer and Information Science
Abstract
Artificial intelligence is gaining attraction in more ways than ever before. The popularity of language models and AI-based businesses has soared since ChatGPT was made available to the public via the OpenAI web platform. It gains popularity in a very short period because of its real-world problem-solving capability. Considering the widespread use of ChatGPT and the people relying on it, this study determined how reliable ChatGPT can be used for learning in the medical domain. The capability of ChatGPT was evaluated using the questions of Harvard University gross anatomy and the United States Medical Licensing Examination (USMLE). The outcome of the ChatGPT was analyzed using a 2-way ANOVA and post-hoc analysis. Both tests showed systematic covariation between format and prompt. Furthermore, the physician adjudicators independently rated the outcome’s accuracy, concordance, and insight into the answers given by ChatGPT. As a result of the analysis, ChatGPT-generated answers were more context-oriented and represented a better model for deductive reasoning than regular Google search results. Furthermore, ChatGPT obtained 58.8% on logical questions and 60% on ethical questions. This means that the ChatGPT is approaching the passing range for logical questions and has crossed the threshold for ethical questions. These results indicate that ChatGPT and other language-learning models can be invaluable tools for e-learners. © 2025 Elsevier B.V., All rights reserved.
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