2023
Autores
Teixeira, AC; Carneiro, G; Filipe, V; Cunha, A; Sousa, JJ;
Publicação
IGARSS 2023 - 2023 IEEE INTERNATIONAL GEOSCIENCE AND REMOTE SENSING SYMPOSIUM
Abstract
Public lighting plays a very important role for society's safety and quality of life. The identification of faults in public lighting is essential for the maintenance and prevention of safety. Traditionally, this task depends on human action, through checking during the day, representing expenditure and waste of energy. Automatic detection with deep learning is an innovative solution that can be explored for locating and identifying of this kind of problem. In this study, we present a first approach, composed of several steps, intending to obtain the segmentation of public lighting, using Seville (Spain) as case study. A dataset called NLight was created from a nighttime image taken by the JL1-3B satellite, and four U-Net and FPN architectures were trained with different backbones to segment part of the NLight. The U-Net with InceptionResNetv2 proved to be the model with the best performance, obtained 761 of 815, correct locations (93.4%). This model was used to predict the segmentation of the remaining dataset. This study provides the location of lamps so that we can identify patterns and possible lighting failures in the future.
2023
Autores
da Silva, DQ; Rodrigues, TF; Sousa, AJ; dos Santos, FN; Filipe, V;
Publicação
PROGRESS IN ARTIFICIAL INTELLIGENCE, EPIA 2023, PT II
Abstract
Selective thinning is a crucial operation to reduce forest ignitable material, to control the eucalyptus species and maximise its profitability. The selection and removal of less vigorous stems allows the remaining stems to grow healthier and without competition for water, sunlight and nutrients. This operation is traditionally performed by a human operator and is time-intensive. This work simplifies selective thinning by removing the stem selection part from the human operator's side using a computer vision algorithm. For this, two distinct datasets of eucalyptus stems (with and without foliage) were built and manually annotated, and three Deep Learning object detectors (YOLOv5, YOLOv7 and YOLOv8) were tested on real context images to perform instance segmentation. YOLOv8 was the best at this task, achieving an Average Precision of 74% and 66% on non-leafy and leafy test datasets, respectively. A computer vision algorithm for automatic stem selection was developed based on the YOLOv8 segmentation output. The algorithm managed to get a Precision above 97% and a 81% Recall. The findings of this work can have a positive impact in future developments for automatising selective thinning in forested contexts.
2023
Autores
Domingues, JM; Filipe, V; Luz, F; Carita, A;
Publicação
Proceedings of the International Conferences on Interfaces and Human Computer Interaction 2023, IHCI 2023; Computer Graphics, Visualization, Computer Vision and Image Processing 2023, CGVCVIP 2023; and Game and Entertainment Technologies 2023, GET 2023
Abstract
The challenge is a fundamental aspect of almost every gameplay, and immersion is one of the most widely recognized concepts in the video game industry. Since this is currently a work in progress, this study aims to preliminary research how player's perceived level of challenge affects narrative immersion during gameplay in the role-playing game (RPG) genre. This study will outline the procedures that will be undertaken, including the utilization of the Challenge Originating from Recent Gameplay Interaction Scale (CORGIS) instrument and a questionnaire to measure player immersion. These instruments will enable the assessment of the impact of the perceived challenge on narrative immersion in each use case. © 2023 Proceedings of the International Conferences on Interfaces and Human Computer Interaction 2023, IHCI 2023; Computer Graphics, Visualization, Computer Vision and Image Processing 2023, CGVCVIP 2023; and Game and Entertainment Technologies 2023, GET 2023. All rights reserved.
2023
Autores
Limonova, Viktoriya; Santos, Arnaldo; São Mamede, Henrique; Filipe, Vítor;
Publicação
RE@D – Revista de Educação a Distância e eLearning
Abstract
A significant concern that is widely discussed in the field of Higher Education is declining student participation. In several institutions, attendance is optional, allowing students to attend lectures at their convenience. This study proposes the integration of Artificial Intelligence and Gamification to improve student engagement and attendance rates. The initiative combines advanced technological strategies with conventional educational methodologies to enhance the lecture experience. The initiative is significant as formal lectures often witness dwindling student interest and frequent absenteeism, undermining the educational process and student's future career prospects. This combination has the potential to revolutionise Higher Education by providing a more interactive and engaging learning experience. While gamification has positively impacted learning in various contexts, integration with Artificial Intelligence is a game-changer, paving the way for a modernised educational experience. This innovative exploration of the AI-gamification blend sets the stage for future research and the implementation of updated academic strategies, ultimately addressing student engagement and attendance. This position paper presents the bases and foundations for understanding the problem of student attendance and engagement and the role of AI and gamification in Higher Education in alleviating it.;Uma inquietação relevante e extensamente discutida no domínio do Ensino Superior é a diminuição da participação dos estudantes. Em diversas instituições, a assiduidade é facultativa, permitindo aos estudantes a frequência às aulas segundo a sua disponibilidade. Este estudo propõe a integração da Inteligência Artificial e da Gamification como meios para melhorar o envolvimento e as taxas de assiduidade dos estudantes. A iniciativa em causa articula estratégias tecnologicamente avançadas com metodologias educativas convencionais no intuito de enriquecer a experiência de ensino. Tal iniciativa assume importância dada à constante diminuição do interesse dos estudantes e a assiduidade irregular nas aulas formais, fatores que afetam negativamente o processo de ensino e as perspetivas de carreira dos estudantes. Esta combinação ostenta o potencial de revolucionar o Ensino Superior, proporcionando uma experiência de aprendizagem mais interativa e envolvente. Embora a Gamification já tenha impactado positivamente o processo de aprendizagem em diversos contextos, a sua integração com a Inteligência Artificial surge como um elemento transformador, abrindo caminho para uma experiência educacional modernizada. Esta investigação inovadora que combina a IA e Gamification prepara as bases para investigações futuras e a implementação de estratégias académicas aprimoradas, concentrando-se principalmente no envolvimento e na assiduidade dos estudantes. Este artigo de posicionamento apresenta as bases e os fundamentos necessários para a compreensão do problema da frequência e envolvimento dos estudantes no Ensino Superior, assim como o papel da IA e da Gamification na sua mitigação.
2023
Autores
Cosme, J; Pinto, T; Ribeiro, A; Filipe, V; Amorim, EV; Pinto, R;
Publicação
International Conference on Web Information Systems and Technologies, WEBIST - Proceedings
Abstract
The Digital Model concept of factory floor equipment allows simulation, visualization and processing, and the ability to communicate between the various workstations. The Digital Twin is the concept used for the digital representation of equipment on the factory floor, capable of collecting a set of data about the equipment and production, using physical sensors installed in the equipment. Within the scope of data visualization and processing, there is a need to manage information about parameters/conditions that the assembly line equipments must present to start a production order, or in a shift handover. This study proposes a paperless checklist to manage equipment information and monitor production ramp-up. The proposed solution is validated in a real-world industrial scenario, by comparing its suitability against the current paper-based approach to log information. Results show that the paperless checklist presents advantages over the current approach since it enables multi-access viewing and logging while maintaining a digital history of log changes for further analysis. Copyright © 2023 by SCITEPRESS - Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
2023
Autores
Cosme, J; Ribeiro, A; Filipe, V; Amorim, EV; Pinto, R;
Publicação
Web Information Systems and Technologies - 19th International Conference, WEBIST 2023, Rome, Italy, November 15-17, 2023, Revised Selected Papers
Abstract
The Digital Twin concept involves the transition to digital representations of factory floor equipment, the computerized simulation of processes and the visualization of data in real time. This type of digital transformations can be considered radical, encountering barriers in its implementation either due to resistance to change by the different elements that make up the industry or due to the disruption it can cause in the production process. The start of production on an assembly line is usually preceded by a checking procedure of parameters/conditions of the equipment present on the assembly line, using a sheet of paper containing the list of items to check and validate. In this article we describe the adoption of a paperless checklist to verify the configuration of assembly line equipment at production bootstrapping. A training program to coach the employees for a successful digital transition is also presented and discussed. Both the digital checklist and the training program are validated in a real-world industrial scenario. The results highlight the advantages of the digital approach given to the checklist with a multi-access viewing and maintenance of data for later analysis, with the training plan demonstrating effectiveness in breaking down barriers and resistance to the adoption of a new working method. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.
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