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Publicações

Publicações por CSE

2021

FGPE Gamification Service: A GraphQL Service to Gamify Online Education

Autores
Paiva, JC; Haraszczuk, A; Queirós, R; Leal, JP; Swacha, J; Kosta, S;

Publicação
Trends and Applications in Information Systems and Technologies - Volume 4, WorldCIST 2021, Terceira Island, Azores, Portugal, 30 March - 2 April, 2021.

Abstract
Keeping students engaged while learning programming is becoming more and more imperative. Of the several proposed techniques, gamification is presumably the most widely studied and has already proven as an effective means to engage students. However, there is a complete lack of public and customizable solutions to gamified programming education that can be reused with personalized rules and learning material. FGPE Gamification Service (FGPE GS) is an open-source GraphQL service that transforms a package containing the gamification layer – adhering to a dedicated open-source language, GEdIL – into a game. The game provides students with a gamified experience leveraging on the automatically-assessable activities referenced by the challenges. This paper presents FGPE GS, its architecture, data model, and validation. © 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.

2021

Resampling methods in ANOVA for data from the von Mises-Fisher distribution

Autores
Figueiredo, A;

Publicação
COMMUNICATIONS IN STATISTICS-SIMULATION AND COMPUTATION

Abstract
An important problem in directional statistics is to test the null hypothesis of a common mean direction for several populations. The Analysis of Variance (ANOVA) test for vectorial data may be used to test the hypothesis of the equality of the mean directions for several von Mises-Fisher populations. As this test is valid only for large concentrations, we propose in this paper to apply the resampling techniques of bootstrap and permutation to the ANOVA test. We carried out an extensive simulation study in order to evaluate the performance of the ANOVA test with the resampling techniques, for several sphere dimensions and different sample sizes and we compare with the usual ANOVA test for data from von Mises-Fisher populations. The purpose of this simulation study is also to investigate whether the proposed tests are preferable to the ANOVA test, for low concentrations and small samples. Finally, we present an example with spherical data.

2021

Automatic detection of Flavescense Dorée grapevine disease in hyperspectral images using machine learning

Autores
Silva, DM; Bernardin, T; Fanton, K; Nepaul, R; Pádua, L; Sousa, JJ; Cunha, A;

Publicação
Procedia Computer Science

Abstract
The technological revolution that we have been witnessing recently has allowed components miniaturization and made electronic components accessible. Hyperspectral sensors benefited from these advances and could be mounted on unmanned aerial vehicles, which was unthinkable until recently. This fact significantly increased the applications of hyperspectral data, namely in agriculture, especially in the detection of diseases at an early stage. The vineyard is one of the agricultural sectors that has the most to gain from the use of this type of data, both by the economic value and by the number of diseases the plants are exposed to. The Flavescense dorée is a disease that attacks vineyards and may conduct to a significant loss. Nowadays, the detection of this disease is based on the visual identification of symptoms performed by experts who cover the entire area. However, this work remains tedious and relies only on the human eye, which is a problem since sometimes healthy plants are torn out, while diseased ones are left. If the experts think they have found symptoms, they take samples to send to the laboratory for further analysis. If the test is positive, then the whole vine is uprooted, to limit the spread of the disease. In this context, the use of hyperspectral data will allow the development of new disease detection methods. However, it will be necessary to reduce the volume of data used to make them usable by conventional resources. Fortunately, the advent of machine learning techniques empowered the development of systems that allow better decisions to be made, and consequently save time and money. In this article, a machine learning approach, which is based on an Autoencoder to automatically detect wine disease, is proposed.

2021

Foreign Language Learning Gamification Using Virtual Reality-A Systematic Review of Empirical Research

Autores
Pinto, RD; Peixoto, B; Melo, M; Cabral, L; Bessa, M;

Publicação
EDUCATION SCIENCES

Abstract
Virtual reality has shown to have great potential as an educational tool when it comes to new learning methods. With the growth and dissemination of this technology, there is a massive opportunity for teachers to add this technology to their methods of teaching a second/foreign language, since students keep showing a growing interest in new technologies. This systematic review of empirical research aims at understanding whether the use of gaming strategies in virtual reality is beneficial for the learning of a second/foreign language or not. Results show that more than half of the articles proved that virtual reality technologies with gaming strategies can be used to learn a foreign language. It was also found that "learning" was the most evaluated dependent variable among the chosen records, augmented reality was the leading technology used, primary education and lower secondary was the most researched school stages, and the most used language to evaluate the use of gamified technology was by far the English language. Given the lack of directed investigation, it is recommended to use these technologies to support second language learning and not entirely replace traditional approaches. A research agenda is also proposed by the authors.

2021

Grapevine Segmentation in RGB Images using Deep Learning

Autores
Carneiro, GA; Magalhães, R; Neto, A; Sousa, JJ; Cunha, A;

Publicação
Procedia Computer Science

Abstract
Wine is the most important product from the Douro Region, in Portugal. Ampelographs are disappearing, and farmers need new solutions to identify grapevine varieties to ensure high-quality standards. The development of methodology capable of automatically identify grapevine are in need. In the scenario, deep learning based methods are emerging as the state-of-art in grapevines classification tasks. In previous work, we verify the deep learning models would benefit from focus classification patches in leaves images areas. Deep learning segmentation methods can be used to find grapevine leaves areas. This paper presents a methodology to segment grapevines images automatically based on the U-net model. A private dataset was used, composed of 733 grapevines images frames extracted from 236 videos collected in a natural environment. The trained model obtained a Dice of 95.6% and an Intersection over Union of 91.6%, results that fully satisfy the need of localise grapevine leaves.

2021

GestOnHMD: Enabling Gesture-based Interaction on Low-cost VR Head-Mounted Display

Autores
Monteiro, P; Goncalves, G; Coelho, H; Melo, M; Bessa, M;

Publicação
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS

Abstract
Low-cost virtual-reality (VR) head-mounted displays (HMDs) with the integration of smartphones have brought the immersive VR to the masses, and increased the ubiquity of VR. However, these systems are often limited by their poor interactivity. In this paper, we present GestOnHMD, a gesture-based interaction technique and a gesture-classification pipeline that leverages the stereo microphones in a commodity smartphone to detect the tapping and the scratching gestures on the front, the left, and the right surfaces on a mobile VR headset. Taking the Google Cardboard as our focused headset, we first conducted a gesture-elicitation study to generate 150 user-defined gestures with 50 on each surface. We then selected 15, 9, and 9 gestures for the front, the left, and the right surfaces respectively based on user preferences and signal detectability. We constructed a data set containing the acoustic signals of 18 users performing these on-surface gestures, and trained the deep-learning classification pipeline for gesture detection and recognition. Lastly, with the real-time demonstration of GestOnHMD, we conducted a series of online participatory-design sessions to collect a set of user-defined gesture-referent mappings that could potentially benefit from GestOnHMD.

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