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Publicações

Publicações por CSE

2020

VINEYARD CLASSIFICATION USING MACHINE LEARNING TECHNIQUES APPLIED TO RGB-UAV IMAGERY

Autores
Padua, L; Adao, T; Hruska, J; Guimaraes, N; Marques, P; Peres, E; Sousa, JJ;

Publicação
IGARSS 2020 - 2020 IEEE INTERNATIONAL GEOSCIENCE AND REMOTE SENSING SYMPOSIUM

Abstract
In this study machine learning methods were applied to RGB data obtained by an unmanned aerial vehicle (UAV) to assess this effectiveness in vineyard classification. The very high-resolution UAV-based imagery was subjected to a photogrammetric processing allowing the generation of different outcomes: orthophoto mosaic, crop surface model and five vegetation indices. The orthophoto mosaic was used in an object-based image analysis approach to group pixels with similar values into objects. Three machine learning techniques-support vector machine (SVM), random forest (RF) and artificial neural network (ANN)-were applied to classify the data into four classes: grapevine, shadow, soil and other vegetation. The data were divided with 22% (n=240, 60 per class) for training purposes and 78% (n = 850) for testing purposes. The mean value of the objects from each feature were used to create a dataset for prediction. The results demonstrated that both RF and ANN models showed a good performance, yet the RF classifier achieved better results.

2020

Special issue on accessibility and software design for all

Autores
Barroso, J; Lopez, LM; Paredes, H; Puehretmair, F; Rocha, T;

Publicação
UNIVERSAL ACCESS IN THE INFORMATION SOCIETY

Abstract

2020

Topics in Theoretical Computer Science - Third IFIP WG 1.8 International Conference, TTCS 2020, Tehran, Iran, July 1-2, 2020, Proceedings

Autores
Barbosa, LS; Abam, MA;

Publicação
TTCS

Abstract

2020

Process discovery on geolocation data

Autores
Ribeiro, J; Fontes, T; Soares, C; Borges, JL;

Publicação
Transportation Research Procedia

Abstract
Fleet tracking technology collects real-time information about geolocation of vehicles as well as driving-related data. This information is typically used for location monitoring as well as for analysis of routes, vehicles and drivers. From an operational point of view, the geolocation simply identifies the state of a vehicle in terms of positioning and navigation. From a management point of view, the geolocation may be used to infer the state of a vehicle in terms of process (e.g., driving, fueling, maintenance, or lunch break). Meaningful information may be extracted from these inferred states using process mining. An innovative methodology for inferring process states from geolocation data is proposed in this paper. Also, it is presented the potential of applying process mining techniques on geolocation data for process discovery. © 2020 The Authors. Published by Elsevier B.V.

2020

Serious Pervasive Games

Autores
Coelho, A; Rodrigues, R; Nóbrega, R; Jacob, J; Morgado, L; Cardoso, P; Zeller, Mv; Santos, L; de Sousa, AA;

Publicação
Frontiers Comput. Sci.

Abstract
Serious Pervasive Games extend themagic circle (Huizinga, 1938) to the players’ context and surrounding environment. The blend of both physical and fictive game worlds provides a push in player engagement and promotes situated learning approaches. Space and time, as well as social context, acquire a more meaningful impact on the gameplay. From pervasive learning towards science communication with location-based games, this article presents research and case studies that exemplify their benefits and related problems. Pervasive learning can be defined as “learning at the speed of need through formal, informal and social learning modalities” (Pontefract, 2013). The first case study—the BEACONING project—aims to contextualize the teaching and learning process, connecting it with problem-based game mechanics within STEM. The main goal of this project is to provide the missing connection between STEM subjects and real-world interactions and applications. The pedagogical foundation is supported on problem-based learning (PBL), in which active learning is in the center, and learners have to work with different tools and resources in order to solve problems (quests). Teachers create, facilitate, and assess pervasive and gamified learning activities (missions). Furthermore, these quests are gamified in order to provide non-linear game plots. In a second case study, we demonstrate and evaluate how natural heritage can benefit from pervasive games. This study is based on a set of location-based games for an existing natural park, which have been developed in order to provide enhanced experiences, as well as additional information about some species that are more difficult to observe or that are seasonal. Throughout the research and development of these projects, we have encountered and identified several problems, of different nature, present in pervasive games.

2020

Collaborative Tabletops for Blind People: The Effect of Auditory Design on Workspace Awareness

Autores
Mendes, D; Reis, S; Guerreiro, J; Nicolau, H;

Publicação
Proc. ACM Hum. Comput. Interact.

Abstract
Interactive tabletops offer unique collaborative features, particularly their size, geometry, orientation and, more importantly, the ability to support multi-user interaction. Although previous efforts were made to make interactive tabletops accessible to blind people, the potential to use them in collaborative activities remains unexplored. In this paper, we present the design and implementation of a multi-user auditory display for interactive tabletops, supporting three feedback modes that vary on how much information about the partners' actions is conveyed. We conducted a user study with ten blind people to assess the effect of feedback modes on workspace awareness and task performance. Furthermore, we analyze the type of awareness information exchanged and the emergent collaboration strategies. Finally, we provide implications for the design of future tabletop collaborative tools for blind users. © 2020 ACM.

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