FE - Atas de Conferências Internacionais
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Percorrer FE - Atas de Conferências Internacionais por autor "Fachada, Nuno"
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Item Automated Generation of Map Pieces for Snappable Meshes(ACM, 2023-04-12) Andrade, Diogo de; Fachada, NunoSnappable Meshes is an algorithm that procedurally generates 3D environments by iteratively selecting and linking pre-built map pieces. These pieces are triangular meshes annotated by designers with connectors marking potential links, and bounding volumes indicating where overlaps should be avoided. In this article, we present a method for automatically generating connectors and bounding volumes from generic non-manifold triangular meshes for use with the Snappable Meshes algorithm, minimizing artist/designer work, while encouraging iteration of map piece design, an essential part of successful environment generation.Item A computational pipeline for modeling and predicting wildfire behavior(SciTePress, 2022-04-24) Fachada, Nuno; Faculdade de EngenhariaWildfires constitute a major socioeconomic burden. While a number of scientific and technological methods have been used for predicting and mitigating wildfires, this is still an open problem. In turn, agent-based modeling is a modeling approach where each entity of the system being modeled is represented as an independent decision-making agent. It is a useful technique for studying systems that can be modeled in terms of interactions between individual components. Consequently, it is an interesting methodology for modeling wildfire behavior. In this position paper, we propose a complete computational pipeline for modeling and predicting wildfire behavior by leveraging agent-based modeling, among other techniques. This project is to be developed in collaboration with scientific and civil stakeholders, and should produce an open decision support system easily extendable by stakeholders and other interested parties. Keywords: Agent-based Modeling, High-performance Computing, Computational Intelligence, Verification and Validation, Wildfires.Item Humans vs AI : an exploratory study with online and offline learners(Springer Nature, 2024-01-02) Inácio, João; Fachada, Nuno; Carvalho, João P. Matos; Fernandes, Carlos M.We present an exploratory study comparing human player performance against online and offline AI learning techniques—the Naive Bayes Classifier and Genetic Algorithms, respectively—using a simple turn-based game. Human player performance is also assessed according to gender, age, experience playing games, and boredom level during game sessions. Human players and AI techniques are shown to obtain statistically equivalent score distributions. No gender performance differences were found, although performance seems to decrease with age. To a lesser extent, performance appears to improve with self-assessed experience and boredom levels. This study offers a base for more comprehensive experiments, suggesting various directions for future research.Item Modelling physiological sensor noise to movement-based virtual reality activities(Scitepress, 2024-01-01) Lopes, Phil; Fachada, Nuno; Fonseca, Micaela; Gamboa, Hugo; Quaresma, Claudia; Faculdade de EngenhariaThis position paper proposes the hypothesis that physiological noise artefacts can be classified based on the type of movements performed by participants in Virtual Reality contexts. To assess this hypothesis, a detailed research plan is proposed to study the influence of movement on the quality of the captured physiological signals. This paper argues that the proposed plan can produce a valid model for classifying noisy physiological signal features, providing insights into the influence of movement on artefacts, while contributing to the development of movement-based filters and the implementation of best practices for using various associated technologies.Item Procedural game level generation by joining geometry with hand-placed connectors(SPCV, 2020) Silva, Rafael Castro e; Fachada, Nuno; Códices, Nélio; Andrade, Diogo de; Faculdade de EngenhariaWe present a method for procedural generation of 3D levels based on a system of connectors with pins and human-made pieces of geometry. The method avoids size limitations and layout constraints, while offering the level designer a high degree of control over the generated maps. The proposed approach was originally developed for and tested on a multiplayer shooter game, nonetheless being sufficiently general to be useful for other types of game, as demonstrated by a number of additional experiments. The method can be used as both a level design and level creation tool, opening the door for quality map creation in a fraction of the time of a fully human-based approach.