ICI - Instituto Coordenador da Investigação
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O ICI integra Unidades de Investigação que exerçam as suas atividades na UBI e que tenham sido classificados com notação igual ou superior a Bom pelos painéis internacionais de avaliação periódica designados pela Fundação para a Ciência e Tecnologia.
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Browsing ICI - Instituto Coordenador da Investigação by Field of Science and Technology (FOS) "Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática"
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- Learning through the dialogue with NPCs using generative AIPublication . Rodrigues, Vanessa; Silva, Frutuoso G. M.The rapid evolution of generative artificial intelligence (GenAI) is revolutionising various areas, including education and gaming industry. GenAI can create original content to enhance traditional teaching methods, making learning more interactive and personalised. These tools can significantly improve educational outcomes by providing personalised feedback to students and increasing their engagement and motivation. However, the integration of GenAI in education raises ethical concerns, particularly regarding privacy, bias, and the accuracy of AI-generated content, as well as the authenticity and authorship of the work. There is a strong emphasis on the need for robust guidelines and human oversight to mitigate these issues. We used GenAI to create an NPC with a unique personality and life background and enable learners to interact with the NPC without scripted dialogue, creating an engaging game-based learning environment to evaluate the perceptions of the students using GenAI as a learning tool. The prototype developed was evaluated by a group of sixteen students, and the main results are presented and discussed.
- Math-Masters: An Educational Game to Practice the Mathematical OperationsPublication . Marques, João A. B. T.; Ferreira, João L. A. P.; Silva, Frutuoso G. M.Educational games have gained significant popularity in recent years as an innovative and engaging means of enhancing learning. These games use technology and game design principles to create a fun learning environment. Educational games have changed how we learn by combining fun and learning goals. They offer an engaging, interactive, and personalized learning experience, promoting critical thinking, problem-solving, and collaboration. However, the design of educational games must combine the fun factor with the learning goals, which sometimes does not happen, creating the impression that educational games are not fun. In this paper, we describe an educational game to learn multiplication operations in a fun way. The game is a point-and-click deck-building and partially rogue-lite third-person educational game with the purpose of teaching multiplication operations in mathematics. It is themed around medieval fantasy, with monsters on one hand and magic spells on the other. The player has a card deck that he can use to solve the mathematical questions and defeat the monsters. Some preliminary tests were carried out with fifty-eight students, which showed the potential of this kind of tool. Most of the students agreed that the game helped them with the multiplication operation and that they would like to play more levels of the game.
- Planning and dynamic spectrum management in heterogeneous mobile networks with QoE optimizationPublication . Robalo, Daniel Luís Silveira; Velez, Fernando José da SilvaThe radio and network planning and optimisation are continuous processes that do not end after the network has been launched. To achieve the best trade-offs, especially between quality and costs, operators make use of several coverage and capacity enhancement methods. The research from this thesis proposes methods such as the implementation of cell zooming and Relay Stations (RSs) with dynamic sleep modes and Carrier Aggregation (CA) for coverage and capacity enhancements. Initially, a survey is presented on ubiquitous mesh networks implementation scenarios and an updated characterization of requirements for services and applications is proposed. The performance targets for the key parameters, delay, delay variation, information loss and throughput have been addressed for all types of services. Furthermore, with the increased competition, mobile operator’s success does not only depend on how good the offered Quality of Service (QoS) is, but also if it meets the end user’s expectations, i.e., Quality of Experience (QoE). In this context, a model for the mapping between QoS parameters and QoE has been proposed for multimedia traffic. The planning and optimization of fixed Worldwide Interoperability for Microwave Access (WiMAX) networks with RSs in conjunction with cell zooming has been addressed. The challenging case of a propagation measurement-based scenario in the hilly region of Covilhã has been considered. A cost/revenue function has been developed by taking into account the cost of building and maintaining the infrastructure with the use of RSs. This part of the work also investigates the energy efficiency and economic implications of the use of power saving modes for RSs in conjunction with cell zooming. Assuming that the RSs can be switched-off or zoomed out to zero in periods when the traffic exchange is low, such as nights and weekends, it has been shown that energy consumption may be reduced whereas cellular coverage and capacity, as well as economic performance may be improved. An integrated Common Radio Resource Management (iCRRM) entity is proposed that implements inter-band CA by performing scheduling between two Long Term Evolution – Advanced (LTE-A) Component Carriers (CCs). Considering the bandwidths available in Portugal, the 800 MHz and 2.6 GHz CCs have been considered whilst mobile video traffic is addressed. Through extensive simulations it has been found that the proposed multi-band schedulers overcome the capacity of LTE systems without CA. Result shown a clear improvement of the QoS, QoE and economic trade-off with CA.
- A Virtual Reality Game as a Tool for Psychotherapy with oCd PatientsPublication . Torrão, André; Natário, João; Carvalho, Paula; Silva, Cláudia M.; Silva, Frutuoso G. M.The treatment of several types of obsessions/compulsions for people with Obsessive-Compulsive Disorders (OCD) can be done using virtual environments (VE). These people experience intrusive, unwanted thoughts that cause anxiety, which trigger intentional repetitive behaviors to decrease their anxiety. The advantage of using a VE to experience and challenge compulsions is that it allows the user to take the risk without taking a real risk asin digital games. This article presents a virtual reality serious game for OCD therapy, which will serve as a tool to expose the patients to stimuli that can trigger OCD symptoms, for example, tidying, cleaning, and checking. The game is more oriented for adolescents and younger adults because OCD usually starts to affect teenagers, accompanying them throughout adulthood, generating a very accentuated degree of disability in all areas of their lives. Despite Covid-19, a small group of specialists did a preliminary evaluation of the game, which has provided promising results on the feasibility of VR interventions for OCD in clinical practice.
