FE - Atas de Conferências Internacionais
URI permanente para esta coleção:
Navegar
Percorrer FE - Atas de Conferências Internacionais por autor "Faculdade de Engenharia"
A mostrar 1 - 4 de 4
Resultados por página
Opções de ordenação
Item Approaching a new era in orbital debris mitigation: a holistic overview of economic and environmental factors(IAC - International Astronautical Congress, 2021) Ferreira, José P.; Ferreira, Maria do Céu Lopes de Sousa; Faculdade de EngenhariaThe number of orbiting bodies has increasingly grown in an unrestricted and unregulated manner over the last decade, and one collision can trigger a cascade effect that may affect the access to space for a long time span. To aid in the mitigation of such problem, the arrival of on-orbit servicing brings hope into the panorama, setting its foundations in the arising of the New Space economy. Recently, several proofs-of-concept have been demonstrated and the economic interest in this sector, along with its implications in asset liability, has risen supported by the maturation of space technology and reduced launch costs. Among the wide range of servicing options is active debris removal by de orbiting the spacecraft into the atmosphere. However, the effect of spacecraft incineration on Earth´s atmosphere is yet lightly studied, and the long-term impact on the sustainability of the mesosphere remains unknown. This study presents an overview of de-orbiting techniques in maturation, the market size, the implications of systematic and continuous usage of that technique in the atmosphere, and how it will allow for a new approach to end-of-life obligations for spacecraft operators.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 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.