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.
2024
Autores
Alves, A; Pereira, J; Khanal, S; Morais, AJ; Filipe, V;
Publicação
OPTIMIZATION, LEARNING ALGORITHMS AND APPLICATIONS, PT II, OL2A 2023
Abstract
Modern agriculture faces important challenges for feeding a fast-growing planet's population in a sustainable way. One of the most important challenges faced by agriculture is the increasing destruction caused by pests to important crops. It is very important to control and manage pests in order to reduce the losses they cause. However, pest detection and monitoring are very resources consuming tasks. The recent development of computer vision-based technology has made it possible to automatize pest detection efficiently. In Mediterranean olive groves, the olive fly (Bactrocera oleae Rossi) is considered the key-pest of the crop. This paper presents olive fly detection using the lightweight YOLO-based model for versions 7 and 8, respectively, YOLOv7-tiny and YOLOv8n. The proposed object detection models were trained, validated, and tested using two different image datasets collected in various locations of Portugal and Greece. The images are constituted by sticky yellow trap photos and by McPhail trap photos with olive fly exemplars. The performance of the models was evaluated using precision, recall, and mAP.95. The YOLOV7-tiny model best performance is 88.3% of precision, 85% of Recall, 90% of mAP.50, and 53% of mAP.95. The YOLOV8n model best performance is 85% of precision, 85% of Recall, 90% mAP.50, and 55% of mAP.50 YOLO8n model achieved worst results than YOLOv7-tiny for a dataset without negative images (images without olive fly exemplars). Aiming at installing an experimental prototype in the olive grove, the YOLOv8n model was implemented in a Ubuntu Server 23.04 Raspberry PI 3 microcomputer.
2024
Autores
Sarmento, J; dos Santos, FN; Aguiar, AS; Filipe, V; Valente, A;
Publicação
JOURNAL OF INTELLIGENT & ROBOTIC SYSTEMS
Abstract
Human-robot collaboration (HRC) is becoming increasingly important in advanced production systems, such as those used in industries and agriculture. This type of collaboration can contribute to productivity increase by reducing physical strain on humans, which can lead to reduced injuries and improved morale. One crucial aspect of HRC is the ability of the robot to follow a specific human operator safely. To address this challenge, a novel methodology is proposed that employs monocular vision and ultra-wideband (UWB) transceivers to determine the relative position of a human target with respect to the robot. UWB transceivers are capable of tracking humans with UWB transceivers but exhibit a significant angular error. To reduce this error, monocular cameras with Deep Learning object detection are used to detect humans. The reduction in angular error is achieved through sensor fusion, combining the outputs of both sensors using a histogram-based filter. This filter projects and intersects the measurements from both sources onto a 2D grid. By combining UWB and monocular vision, a remarkable 66.67% reduction in angular error compared to UWB localization alone is achieved. This approach demonstrates an average processing time of 0.0183s and an average localization error of 0.14 meters when tracking a person walking at an average speed of 0.21 m/s. This novel algorithm holds promise for enabling efficient and safe human-robot collaboration, providing a valuable contribution to the field of robotics.
2024
Autores
Limonova, V; dos Santos, AMP; Sao Mamede, JHP; Filipe, VMD;
Publicação
GOOD PRACTICES AND NEW PERSPECTIVES IN INFORMATION SYSTEMS AND TECHNOLOGIES, VOL 4, WORLDCIST 2024
Abstract
The decline in student attendance and engagement in Higher Education (HE) is a pressing concern for educational institutions worldwide. Traditional lecture-style teaching is no longer effective, and students often become disinterested and miss classes, impeding their academic progress. While Gamification has improved learning outcomes, the integration of Artificial Intelligence (AI) has the potential to revolutionise the educational experience. The combination of AI and Gamification offers numerous research opportunities and paves the way for updated academic approaches to increase student engagement and attendance. Extensive research has been conducted to uncover the correlation between student attendance and engagement in HE. Studies consistently reveal that regular attendance leads to better academic performance. On the other hand, absenteeism can lead to disengagement and poor academic performance, stunting a student's growth and success. This position paper proposes integrating Gamification and AI to improve attendance and engagement. The approach involves incorporating game-like elements into the learning process to make it more interactive and rewarding. AI-powered tools can track student progress and provide personalised feedback, motivating students to stay engaged. This approach fosters a more engaging and fruitful educational journey, leading to better learning outcomes. This position paper will inspire further research in AI-Gamification integration, leading to innovative teaching methods that enhance student engagement and attendance in HE.
2024
Autores
de Azambuja, RX; Morais, AJ; Filipe, V;
Publicação
Human-Centric Intelligent Systems
Abstract
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.
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