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.