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Assessing the success behind the use of education management information systems in higher education
Learning Engineering with EPS@ISEP: Developing Projects for Smart Sustainable Cities
This paper presents an overview on how the European Project Semester capstone programme offered by the Instituto Superior de Engenharia do Porto (EPS@ISEP) fosters learning by challenging engineering, business and product development undergraduates to address sustainability issues afflicting cities and communities nowadays. This will be done by analysing the reports and the learning journey of three multicultural and multidisciplinary EPS@ISEP teams during the design, development and test of a smart billboard, a self-oriented solar mirror and a level monitoring system for waste oil bins. These three projects were conducted within EPS@ISEP, a project-based learning framework dedicated to the development of key engineering skills, namely multidisciplinary teamwork, inter-cultural communication, ethical and sustainability-oriented problem-solving. The involved students contributed, not only, to make cities more inclusive, safe, resilient and sustainable, one of UNESCO’s sustainable development goals, but learnt and practiced together sustainability-driven design, while searching for an innovative solution for a smart city problem. This conclusion is supported by the analysis of the content the three project reports.</jats:p
Predicting throughput in IEEE 802.11 based wireless networks using directional antenna
In IEEE 802.11 based wireless networks interference increases as more access points are added. A metric helping to quantize this interference seems to be of high interest. In this paper we study the relationship between the (Formula presented.) metric, which captures interference, and throughput for IEEE 802.11 based network using directional antenna. The (Formula presented.) model was found to best represent the relationship between the interference metric and the network throughput. We use this model to predict the performance of similar networks and decide the best configuration a network operator could use for planning his network. © 2017 Springer Science+Business Media, LL
Evolutionary Game Theory: A Generalization of the ESS Definition
In this paper, we study the concept of Evolutionarily Stable Strategies (ESSs) for symmetric games with n = 3 players. The main properties of these games and strategies are analyzed and several examples are provided. We relate the concept of ESS with previous literature and provide a proof of finiteness of ESS in the context of symmetric games with n = 3 players. We show that unlike the case of n = 2, when there are more than two populations an ESS does not have a uniform invasion barrier, or equivalently, it is not equivalent to the strategy performing better against all strategies in a neighborhood. We also construct the extended replicator dynamics for these games and we study an application to a model of strategic planning of investment. © 2019 World Scientific Publishing Company
MixAR: A Multi-Tracking Mixed Reality System to Visualize Virtual Ancient Buildings Aligned Upon Ruins
Data mining based framework to assess solution quality for the rectangular 2D strip-packing problem
In this paper, we explore the use of reference values (predictors) for the optimal objective function value of hard combinatorial optimization problems, instead of bounds, obtained by data mining techniques, and that may be used to assess the quality of heuristic solutions for the problem. With this purpose, we resort to the rectangular two-dimensional strip-packing problem (2D-SPP), which can be found in many industrial contexts. Mostly this problem is solved by heuristic methods, which provide good solutions. However, heuristic approaches do not guarantee optimality, and lower bounds are generally used to give information on the solution quality, in particular, the area lower bound. But this bound has a severe accuracy problem. Therefore, we propose a data mining-based framework capable of assessing the quality of heuristic solutions for the 2D-SPP. A regression model was fitted by comparing the strip height solutions obtained with the bottom-left-fill heuristic and 19 predictors provided by problem characteristics. Random forest was selected as the data mining technique with the best level of generalisation for the problem, and 30,000 problem instances were generated to represent different 2D-SPP variations found in real-world applications. Height predictions for new problem instances can be found in the regression model fitted. In the computational experimentation, we demonstrate that the data mining-based framework proposed is consistent, opening the doors for its application to finding predictions for other combinatorial optimisation problems, in particular, other cutting and packing problems. However, how to use a reference value instead of a bound, has still a large room for discussion and innovative ideas. Some directions for the use of reference values as a stopping criterion in search algorithms are also provided. © 2018 Elsevier Lt
Tracking multiple Autonomous Underwater Vehicles
In this paper we present a novel method for the acoustic tracking of multiple Autonomous Underwater Vehicles. While the problem of tracking a single moving vehicle has been addressed in the literature, tracking multiple vehicles is a problem that has been overlooked, mostly due to the inherent difficulties on data association with traditional acoustic localization networks. The proposed approach is based on a Probability Hypothesis Density Filter, thus overcoming the data association problem. Our tracker is able not only to successfully estimate the positions of the vehicles, but also their velocities. Moreover, the tracker estimates are labelled, thus providing a way to establish track continuity of the targets. Using real word data, our method is experimentally validated and the performance of the tracker is evaluated. © 2018 Springer Science+Business Media, LLC, part of Springer Natur
Procedural Modeling of Buildings Composed of Arbitrarily-Shaped Floor-Plans: Background, Progress, Contributions and Challenges of a Methodology Oriented to Cultural Heritage
Virtual models' production is of high pertinence in research and business fields such as architecture, archeology, or video games, whose requirements might range between expeditious virtual building generation for extensively populating computer-based synthesized environments and hypothesis testing through digital reconstructions. There are some known approaches to achieve the production/reconstruction of virtual models, namely digital settlements and buildings. Manual modeling requires highly-skilled manpower and a considerable amount of time to achieve the desired digital contents, in a process composed by many stages that are typically repeated over time. Both image-based and range scanning approaches are more suitable for digital preservation of well-conserved structures. However, they usually require trained human resources to prepare field operations and manipulate expensive equipment (e.g., 3D scanners) and advanced software tools (e.g., photogrammetric applications). To tackle the issues presented by previous approaches, a class of cost-effective, efficient, and scarce-data-tolerant techniques/methods, known as procedural modeling, has been developed aiming at the semi- or fully-automatic production of virtual environments composed of hollow buildings exclusively represented by outer façades or traversable buildings with interiors, either for expeditious generation or reconstruction. Despite the many achievements of the existing procedural modeling approaches, the production of virtual buildings with both interiors and exteriors composed by non-rectangular shapes (convex or concave n-gons) at the floor-plan level is still seldomly addressed. Therefore, a methodology (and respective system) capable of semi-automatically producing ontology-based traversable buildings composed of arbitrarily-shaped floor-plans has been proposed and continuously developed, and is under analysis in this paper, along with its contributions towards the accomplishment of other virtual reality (VR) and augmented reality (AR) projects/works oriented to digital applications for cultural heritage. Recent roof production-related enhancements resorting to the well-established straight skeleton approach are also addressed, as well as forthcoming challenges. The aim is to consolidate this procedural modeling methodology as a valuable computer graphics work and discuss its future~directions.</jats:p
MULTI-PURPOSE CHESTNUT CLUSTERS DETECTION USING DEEP LEARNING: A PRELIMINARY APPROACH
<p><strong>Abstract.</strong> In the early 1980's, the European chestnut tree (<i>Castanea sativa, Mill.</i>) assumed an important role in the Portuguese economy. Currently, the Trás-os-Montes region (Northeast of Portugal) concentrates the highest chestnuts production in Portugal, representing the major source of income in the region (€50M-€60M).</p> <p>The recognition of the quality of the Portuguese chestnut varieties has increasing the international demand for both industry and consumer-grade segments. As result, chestnut cultivation intensification has been witnessed, in such a way that widely disseminated monoculture practices are currently increasing environmental disaster risks. Depending on the dynamics of the location of interest, monocultures may lead to desertification and soil degradation even if it encompasses multiple causes and a whole range of consequences or impacts. In Trás-os-Montes, despite the strong increase in the cultivation area, phytosanitary problems, such as the chestnut ink disease (<i>Phytophthora cinnamomi</i>) and the chestnut blight (<i>Cryphonectria parasitica</i>), along with other threats, e.g. chestnut gall wasp (<i>Dryocosmus kuriphilus</i>) and nutritional deficiencies, are responsible for a significant decline of chestnut trees, with a real impact on production. The intensification of inappropriate agricultural practices also favours the onset of phytosanitary problems. Moreover, chestnut trees management and monitoring generally rely on in-field time-consuming and laborious observation campaigns. To mitigate the associated risks, it is crucial to establish an effective management and monitoring process to ensure crop cultivation sustainability, preventing at the same time risks of desertification and land degradation.</p> <p>Therefore, this study presents an automatic method that allows to perform chestnut clusters identification, a key-enabling task towards the achievement of important goals such as production estimation and multi-temporal crop evaluation. The proposed methodology consists in the use of Convolutional Neural Networks (CNNs) to classify and segment the chestnut fruits, considering a small dataset acquired based on digital terrestrial camera.</p>
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Comparison of Radial and Panel Menus in Virtual Reality
Although selection menus are widely used for interaction, their use on 3D virtual reality applications needs to be objectively assessed. The focus of this study is to evaluate a traditional panel and a radial menu in two distinct virtual environment placements (i.e. fixed on the wall and following the users' hands). Fifty-one participants used two different menus of the four possible combinations. To evaluate the menus' effectiveness and efficiency, we measured usability (System Usability Scale Questionnaire), user satisfaction (After-Scenario Questionnaire), time to finish the tasks (in seconds) and the number of unnecessary steps (errors) performed by the users. Overall results showed a clear preference for the traditional panel menu type and the fixed wall placement of the menu. We conclude that all menu types perform well, despite different user preferences, and that fixing the menu to the wall gives users a better overview of both the menu and the virtual environment, improving their ability to perceive their actions on the menu