Raposo, Miguel, Raquel Barateiro, Susana Martins, Tiago Cardoso, Miguel Palha, and José Barata. "
Improving the Learning of Child Movements Through Games."
International Conference on Serious Games, Interaction and Simulation. Springer, Cham, 2016. 15-22.
AbstractA Developmental Coordination Disorder can be identified when children show motor skills either below the expected levels considered adequate to their physical age or the opportunities provided for their learning. This problem affects four to six percent of school-age children, meaning that, from a very early stage of their life, they have several difficulties to adapt to the daily needs. In order to reduce the impact caused by this disorder, a team of therapists from “ – collected a wide range of exercises that allow the stimulus of several motor areas, including both the Gross and Fine Motor Skills. However, the application of this therapeutics is restricted to regular appointments. Since the motor stimulus, in order to be effective, need continuous application, it was found to be necessary to have a tool that in a practical and affordable way, fulfill this need. Therefore, the proposal presented in this article describes the creation of a systematic collection of such exercises in a friendly user manner for the children to be able to exercise elsewhere.
Gameiro, João, Tiago Cardoso, and Yves Rybarczyk. "
Kinect-sign: teaching sign language to “listeners” through a game."
Conference on Electronics, Telecomunications and Computers - CETC . Lisbon, Portugal, 2013. 141-159.
AbstractThe sign language is widely used by deaf people around the globe. As the spoken languages, several sign languages do exist. The way sign language is learned by deaf people may have some details to be improved, but one can state that the existing learning mechanisms are effective when we talk about a deaf child, for example. The problem arises for the non-deaf persons that communicate with the deaf persons – the so-called listeners. If, for example, one couple has a new child that turns to be deaf, these two persons find a challenge to learn the sign language. In one hand, they cannot stop their working life, especially because of this sad news turns to be more costly, on the other hand, the existing mechanisms target the deaf-persons and are not prepared for the listeners. This paper proposes a new playful approach to help these listeners to learn the sign language. The proposal is a serious game composed of two modes: School-mode and Competition-mode. The first provides a school-like environment where the user learns the letter-signs and the second provides the user an environment used towards testing the learned skills. Behind the scenes, the proposal is based on two phases: 1 – the creation of a gestures library, relying on the Kinect depth camera; and 2 – the real-time recognition of gestures, by comparing what the depth camera information to the existing gestures previously stored in the library. A prototype system, supporting only the Portuguese sign language alphabet, was developed – the Kinect-Sign – and tested in a Portuguese Sign-Language school resulting in a joyful acceptance of the approach.
Camarinha-Matos, L. M., H. Afsarmanesh, and T. Cardoso. "
Partners search and quality-related information exchange in a virtual."
Global Production Management: IFIP WG5. 7 International Conference on Advances in Production Management Systems September 6–10, 1999, Berlin, Germany. Vol. 24. Springer, 1999. 76.
AbstractPartners search and selection is an important activity in the life cycle of a Virtual Enterprise. Among other factors, the commitment of the potential partners to fulfil quality requirements is a major decision criterion during the selection phase. An approach to search suppliers in suppliers’ directories available on Internet is presented and the major negotiation steps leading to an adequate selection of partners are introduced. The quality-related information management functionalities required in a virtual enterprise support platform are also discussed.
Cardoso, Tiago, and Luis M. Camarinha-Matos. "
Pro-active asset entities in collaborative networks."
Doctoral Conference on Computing, Electrical and Industrial Systems. Springer, Berlin, Heidelberg, 2010. 93-102.
AbstractIn a Collaborative Network (CN) scenario it would be desirable that CN members could be able to start collaboration within their Virtual Organization Breeding Environments or Professional Virtual Communities in a short time-frame, whenever a new Business Opportunity appears.
As a contribution towards such dynamic scenario, this paper proposes the concepts of Assets Entity, Pro-Active Assets Entity and Integrated Market of Pro-Active Assets Entities. The first concept can be used to model attributes and all functional and intelligent content elements a CN member can provide (its Assets). The second is responsible for the representation and promotion of an Assets Entity. The later offers an adaptation of the market place concept where each Pro-Active Assets Entity registers itself, brokers post their needs and try to find the best providers, through a bidding and negotiation process.
Cardoso, Tiago, and Luis M. Camarinha-Matos. "
Pro-Active Service Entity Framework for a Better Mapping between Business and Software."
Working Conference on Virtual Enterprises. Springer, Berlin, Heidelberg, 2010. 451-460.
Abstracthe service concept is widely used in distinct research and application areas. Particularly in Collaborative Networks, Service Orientation represents a main trend in the development of support platforms. Nevertheless, a literature review shows that it does not gather a common understanding, namely from the software and business perspectives. This paper proposes a conceptual framework aiming at contributing to make these two perspectives come closer, through a refinement of the Service concept itself and the usage of Pro-Activeness.
Cardoso, Tiago, and Luis M. Camarinha-Matos. "
Pro-activity in collaborative service ecosystems."
Working Conference on Virtual Enterprises. Springer, Berlin, Heidelberg, 2011. 377-387.
AbstractService Orientation has been an extensively used approach to model the services Collaborative Networks' (CN) members are willing to provide to customers. The evolution of this paradigm has followed an improvement path since its early forms. Nevertheless bottlenecks still exist, namely in what concerns: 1) a gap between the business and the information and communication technology perspectives; 2) an adequate Quality of Service (QoS) assessment mechanism for the CN context. As a contribution to these issues, this paper proposes: 1) the creation of a collaborative Service Ecosystem, introducing pro-activeness elements towards an auto-initiative representation of CN member's services; 2) the introduction of a QoS mechanism needed to facilitate the assessment of services in a CN context.
Cardoso, Tiago, and Luis M. Camarinha-Matos. "
ProActive Service Entity Framework: Improving Service Selection Chances within Large Senior Professional Virtual Community Scenario."
Doctoral Conference on Computing, Electrical and Industrial Systems. Springer, Berlin, Heidelberg, 2011. 21-29.
AbstractWithin a Collaborative Business Ecosystem context, as the network evolves, the competition between members increases and, as a consequence, members face the challenge to improve the chances their services have to be selected. On the other hand, the distance between Business Services and “Computational Services” is still a bottleneck for the automation of service provision. This paper extends the Pro-Active Service Entity Framework, proposing a mechanism to improve the service selection chances, based on the refinement of a Quality of Service concept for this context, and introduces a new class of actors for the framework – the intermediaries, needed to shorten the distance between Business and Computational perspectives.
Camarinha-Matos, L. M., and T. Cardoso. "
Selection of Partners for a Virtual Enterprise."
Infrastructures for Virtual Enterprises: Networking Industrial Enterprises IFIP TC5 WG5. 3/PRODNET Working Conference on Infrastructures for Virtual Enterprises (PRO-VE’99) October 27–28, 1999, Porto, Portugal. Vol. 27. Springer, 1999. 259.
AbstractElectronic procurement of partners is an important functionality during the life cycle of a virtual enterprise. A prototype implementation, featuring selection based on both internal or Internet-based suppliers’ directories, is discussed. The generation of call for tenders and support for management of received bids is introduced and directions for contract negotiation and decision support system are discussed.
Rybarczyk, Y., G. Carrasco, T. Cardoso, and Pavão I. Martins. "
A serious game for multimodal training of physician novices."
ICER2013 - 6th International Conference of Education, Research and Innovation. Seville, Spain: IATED, 2013. 4944-4949.
AbstractSerious games are usually applied to cognitive learning. However, the development of recent Natural User Interfaces (NUI) enables us to use serious games for a more holistic training. This project proposes to implement an educative game that teaches medical students how to carry out a neurological examination. The purpose is to improve not only the cognitive knowledge of the young physicians but also their sensorimotor skills. The game takes place in a virtual doctor office, which is modelled in 3D. Many possible clinical cases related to different neurologic diseases are simulated. The users are tested at two skill levels. First of all, they have to choose the right exam according to the patient’s symptoms. This initial stage is used to assess the theoretical expertise of the students. If the choice is correct, the physical examination begins. In order to evaluate the motor performance, a Kinect NUI is used. Such a device allows for the natural and intuitive control of the doctor’s avatar because there is a direct link between the individual’s and the avatar’s joints. Due to the fact that the real movements of the student are recorded with some accuracy, it is possible to gauge whether or not the medical gesture is properly applied to the virtual patient. In particular, the force and the precision of the movements are measured and compared to reference values. After each examination immediate feedback is given, so that the learners may rectify their choices and improve the quality of their motor skills at the next training session. Overall, the objective of this software is to enable the future physicians to practice a basic medical exam on a wide scope of neurologic disorders, without any risk for the patients and through an enjoyable approach.
Lopes, Tiago, Tiago Cardoso, and José Barata. "
Sign Language Support–Adding a Gesture Library to the Leap Motion SDK."
International Conference on Serious Games, Interaction and Simulation. Springer, Cham, 2016. 109-116.
AbstractThere are several research initiatives that tackle gesture recognition. Nevertheless the interaction between the input devices and an application level is still a hard task that has to be accomplished each time a new system is being developed. The objective of this research work is to facilitate that endeavor by introducing a new generic software layer between the gesture capture device and the application level. This layer will provide the introduction of a gesture library and a set of functionalities both to feed this library and pursue gesture recognition afterwards. The objective is to hinder lower-level software/hardware details from a developer towards letting him or her to focus directly at the Application Level. This article presents the created architecture for this new layer. The validation was made using the Leap Motion, at the Sensor Level, and creating a Serious Game devoted to Sign Language exercising, at the Application Level.
Lima, Catiele, José Barata, Pedro Fernandes, and Tiago Cardoso. "
Urban-Architect Role in Smart-City planning - Literature Review and Case Studies."
International Conference on Engineering. Madeira - Portugal 2017.
AbstractThe Urban-Architect role in smart cities is a topic that has not received much attention from the scientific community. This article studies the work of the traditional responsible for thinking the cities, the Urban Architect. Under a critical proposition, aspects of this problematic are identified, which is in part nourished by the deficient action of these professionals.
The study was divided into two parts, the first one materialized through a bibliographical survey, in this section it is presented; 1 - a more detailed description of why this research work; 2 - a contextualisation of the transition of the scenarios is explained; 3 - the problematization and the reflection are raised for some reasons of the "disqualification" of the action of the architect-urbanist in the scene.
The second is based on the discussion between the authors and case studies; 4 - aspects are discussed and some characteristics are listed for "(re) framing" within the ideal scenario; 5 - four case studies are described: two smart cities built from scratch and two cities being transformed into smart cities; 6 - the limitations, conclusions and strands for future work are woven.
Simao, José, Luisa Cotrim, Teresa Condeco, Tiago Cardoso, Miguel Palha, Yves Rybarczyk, and José Barata. "
Using Games for the Phonetics Awareness of Children with Down Syndrome."
International Conference on Serious Games, Interaction and Simulation. Springer, Cham, 2016. 1-8.
AbstractComputers and technology can play a key role in supporting learning, namely for students with special educational needs. Nevertheless, despite the emphasis the society puts on the use of technology and its fast proliferation in the area of education, few initiatives focus on the specific needs of children with disabilities. Motivated by this gap, this research work proposes a computer assisted education application that targets to teach talking and reading through games. The work described herein was carried out in close cooperation with - , a child-care institution that works with children with distinct growth disorders, namely the Down syndrome.
Macedo, Patricia, Tiago Cardoso, and Luis M. Camarinha-Matos. "
Value systems alignment in product servicing networks."
Working Conference on Virtual Enterprises. Springer, Berlin, Heidelberg, 2013. 71-80.
AbstractThe notion of service-enhanced product brings new perspectives for value creation and differentiation in manufacturing. The existence of complex and highly customized products, the inclusion of business services that add value to the product typically require the collaboration of multiple stakeholders. It is natural that each stakeholder has its own set of values and preferences and as a result, conflicts among them might emerge due to some values misalignment. Therefore, the Value System Alignment assessment should be included when selecting partner for the formation of long-term collaborative networks for the operation and management of the product life-cycle. This paper presents the implementation of a Value System alignment assessment model, as a component of the cloud-based collaborative environment designed to support a mix of collaborative enterprise networks involved in the solar energy sector.