Nandy, Suman, Goncalo Goncalves, Joana Vaz Pinto, Tito Busani, Vitor Figueiredo, Luis Pereira, Rodrigo Ferrao Paiva Martins, and Elvira Fortunato. "
Current transport mechanism at metal-semiconductor nanoscale interfaces based on ultrahigh density arrays of p-type NiO nano-pillars."
Nanoscale. 5.23 (2013): 11699-11709.
AbstractThe present work focuses on a qualitative analysis of localised I-V characteristics based on the nanostructure morphology of highly dense arrays of p-type NiO nano-pillars (NiO-NPs). Vertically aligned NiO-NPs have been grown on different substrates by using a glancing angle deposition (GLAD) technique. The preferred orientation of as grown NiO-NPs was controlled by the deposition pressure. The NiO-NPs displayed a polar surface with a microscopic dipole moment along the (111) plane (Tasker's type III). Consequently, the crystal plane dependent surface electron accumulation layer and the lattice disorder at the grain boundary interface showed a non-uniform current distribution throughout the sample surface, demonstrated by a conducting AFM technique (c-AFM). The variation in I-V for different points in a single current distribution grain (CD-grain) has been attributed to the variation of Schottky barrier height (SBH) at the metal-semiconductor (M-S) interface. Furthermore, we observed that the strain produced during the NiO-NPs growth can modulate the SBH. Inbound strain acts as an external field to influence the local electric field at the M-S interface causing a variation in SBH with the NPs orientation. This paper shows that vertical arrays of NiO-NPs are potential candidates for nanoscale devices because they have a great impact on the local current transport mechanism due to its nanostructure morphology.
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.
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.
Araújo, João, Miguel Goulão, Ana Moreira, Ines Simão, Vasco Amaral, and Elisa Baniassad. "
Advanced Modularity for Building SPL Feature Models: a Model-Driven Approach."
28th ACM Symposium on Applied Computing, Requirements Engineering Track, ACM-SAC 2013. Coimbra, Portugal: ACM, 2013.
AbstractFeature Models are commonly used to specify commonalities and variabilities in Software Product Lines (SPL). Our goal is to enhance feature modeling with traceability and improved support for crosscutting concerns. While traceability will show the features’ requirement-origins, providing means to reason about
their existence, crosscutting concerns will be handled through advanced modularity mechanisms (e.g. aspects), making the impact of changes to SPL models less difficult to understand and analyze. The result is Theme/SPL, a novel SPL requirements technique based on a concern-driven approach (Theme/Doc). Theme/SPL includes the proposal of a domain-specific language for specifying Theme/Doc models and uses model-driven development to generate automatically feature models from them. We show the applicability of the technique through a case study using a within-group design to evaluate the final results and tools developed.