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Publicações

Publicações por CSE

2018

Automatic generation of disassembly sequences and exploded views from solidworks symbolic geometric relationships

Autores
Costa, CM; Veiga, G; Sousa, A; Rocha, LF; Oliveira, EC; Cardoso, HL; Thomas, U;

Publicação
2018 IEEE International Conference on Autonomous Robot Systems and Competitions, ICARSC 2018, Torres Vedras, Portugal, April 25-27, 2018

Abstract
Planning the optimal assembly and disassembly sequence plays a critical role when optimizing the production, maintenance and recycling of products. For tackling this problem, a recursive branch-and-bound algorithm was developed for finding the optimal disassembly plan. It takes into consideration the traveling distance of a robotic end effector along with a cost penalty when it needs to be changed. The precedences and part decoupling directions are automatically computed in the proposed geometric reasoning engine by analyzing the spatial relationships present in SolidWorks assemblies. For accelerating the optimization process, a best-first search algorithm was implemented for quickly finding an initial disassembly sequence solution that is used as an upper bound for pruning most of the non-optimal tree branches. For speeding up the search further, a caching technique was developed for reusing feasible disassembly operations computed on previous search steps, reducing the computational time by more than 18%. As a final stage, our SolidWorks add-in generates an exploded view animation for allowing intuitive analysis of the best solution found. For testing our approach, the disassembly of two starter motors and a single cylinder engine was performed for assessing the capabilities and time requirements of our algorithms. © 2018 IEEE.

2018

Asura: A Game-Based Assessment Environment for Mooshak (Short Paper)

Autores
Paiva, JC; Leal, JP;

Publicação
7th Symposium on Languages, Applications and Technologies, SLATE 2018, June 21-22, 2018, Guimaraes, Portugal

Abstract
Learning to program is hard. Students need to remain motivated to keep practicing and to overcome their difficulties. Several approaches have been proposed to foster students’ motivation. As most people enjoy playing games of some kind and play on a regular basis, the use of games is one of the most widely spread approaches. However, taking full advantage of games to teach specific concepts of programming requires much effort. This paper presents Asura, a game-based assessment environment built on top of Mooshak that challenges students to code Software Agents (SAs) to play a game, allowing them to test the SAs against each others’ SAs and watch a movie of the test. Once the challenge development stage ends, teachers are able to organize game-like tournaments among SAs. One of the key features of Asura is that it provides a means to reduce the required effort of building game-based challenges up to that of creating traditional programming exercises. © José Carlos Paiva and José Paulo Leal.

2018

HealthTalks - A Mobile App to Improve Health Communication and Personal Information Management

Autores
Monteiro, JM; Lopes, CT;

Publicação
CHIIR'18: PROCEEDINGS OF THE 2018 CONFERENCE ON HUMAN INFORMATION INTERACTION & RETRIEVAL

Abstract
A patient's health literacy has a direct impact on their health, but more than a third of the USA population has "basic" or "below basic" levels of health literacy. An individual's wellbeing is also affected by the communication with their physician, as the use of technical terminology may hinder the patient's understanding. A patient's ability to, later on, recall or retrieve helpful information could reduce these comprehension problems and this can be improved by a good management of personal health information. To help overcome some of these problems, we created HealthTalks, a mobile app that empowers the patients, easing their daily health tasks and self-care ability. It does so by recording the audio of a medical appointment, transcribing its dialogue, giving more information about medical concepts employed, and allowing information associated with medical appointments to be easily managed by the patient. Usability tests were conducted with elderly people, ranging from the icons used to the general user experience. Results were very positive, with users accomplishing most tasks successfully and often with the least amount of clicks. We also evaluated the speech recognition software used, Google Cloud Speech API, reaching an error rate of 12 percent in medical texts.

2018

Risk-Taking Propensity and Entrepreneurship: The Role of Power Distance

Autores
Antoncic, JA; Antoncic, B; Gantar, M; Hisrich, RD; Marks, LJ; Bachkirov, AA; Li, ZY; Polzin, P; Borges, JL; Coelho, A; Kakkonen, ML;

Publicação
JOURNAL OF ENTERPRISING CULTURE

Abstract
The personal characteristics of entrepreneurs can be importantly related to entrepreneurial startup intentions and behaviors. A country-moderated hypothesis including the relationship between an individual's risk-taking propensity and entrepreneurship (behaviors or intentions of the person) was conceptually developed and empirically tested in this study. The data collection was performed through a structured questionnaire. Multinominal logistic regression was used for analyzing data obtained from 1,414 students in six countries. The crucial contribution of this research is the clarification of the character of risk-taking propensity in entrepreneurship and the indication that the risk-taking propensity-entrepreneurship relationship can be moderated contingent on power distance.

2018

Using Online Artificial Vision Services to Assist the Blind - an Assessment of Microsoft Cognitive Services and Google Cloud Vision

Autores
Reis, A; Paulino, D; Filipe, V; Barroso, J;

Publicação
Trends and Advances in Information Systems and Technologies - Volume 2 [WorldCIST'18, Naples, Italy, March 27-29, 2018]

Abstract
The visually impaired must face several well-known difficulties on their daily life. The use of technology in assistive systems can greatly improve their lives by helping with navigation and orientation, for which several approaches and technologies have been proposed. Lately, it has been introduced powerful online image processing services, based on machine learning and deep learning, promising truly cognitive assessment capacities. Google and Microsoft are two of these main players. In this work we built a device to be used by the blind in order to test the usage of the Google and Microsoft services to assist the blind. The online services were tested by researchers in a laboratory environment and by blind users on a large meeting room, familiar to them. This work reports on our findings regarding the online services effectiveness, the user interface and system latency. © Springer International Publishing AG, part of Springer Nature 2018.

2018

Co-designing Gaming Experiences for Museums with Teenagers

Autores
Cesário, V; Coelho, A; Nisi, V;

Publicação
Interactivity, Game Creation, Design, Learning, and Innovation - 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24-26, 2018, Proceedings

Abstract
Museums promote cultural experiences through exhibits and the stories behind them. Nevertheless, museums are not always designed to engage and interest young audiences, especially teenagers. Throughout this paper, we discuss teenagers as an important group to be considered within the Children-Computer Interaction field, and we report some techniques on designing with teens, in particular, arguing that participatory design methods can involve teenagers in the design process of technology for museums. For this purpose, we conceptualized, designed and deployed a co-design activity for teenagers (aged 15–17), where teenagers together with a researcher jointly created and designed a medium fidelity prototype. For this case study, participants were divided into groups and invited to think and create games and story plots for a selected museum. All the prototypes were made by the participants with the support and guidance of the researcher and the Aurasma software, an augmented reality tool. © 2019, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.

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