FE - Atas de Conferências Internacionais

URI permanente para esta coleção:

Navegar

Entradas recentes

A mostrar 1 - 8 de 8
  • Item
    Modelling physiological sensor noise to movement-based virtual reality activities
    (Scitepress, 2024-02-23) Lopes, Phil; Fachada, Nuno; Fonseca, Micaela; Gamboa, Hugo; Quaresma, Claudia
    This 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
    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
    Active learning prototypes for teaching game AI
    (IEEE, 2023-08-21) Fachada, Nuno; Barreiros, Filipa; Lopes, Phil; Fonseca, Micaela
    Artificial intelligence (AI) in computer games can enhance the player experience by providing more realistic and dynamic interactions with non-player characters and/or the game environment and is, therefore, an essential skill for game development students to acquire. In this paper, we discuss ten active learning prototypes for undergraduate game development students focusing on AI for Games. The prototypes were implemented in the Unity game engine, and each prototype considers a particular technique or set of algorithms. Depending on the prototype, students are required to interact with it on two levels: 1) by running it within the Unity editor, manipulating the respective technique's parameters, and experimenting and/or playing with the implemented demo or game; or, 2) in addition to the previous level, by actively changing and expanding the provided code to achieve the desired behavior or result. We performed a survey immediately after contact with the prototypes and found that they were easy for the students to manipulate and/or build upon, and most significantly, that they helped students understand the associated techniques and algorithms.
  • Item
    Automated Generation of Map Pieces for Snappable Meshes
    (ACM, 2023-04-12) Andrade, Diogo de; Fachada, Nuno
    Snappable 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
    Improving the CS Curriculum of a Top-Down Videogames BA
    (ACM, 2022-11-17) Fachada, Nuno; de Andrade, Diogo; Serra, Pedro; Códices, Nélio; Luz, Filipe; Lopes, Phil; Fonseca, Micaela; Neves, Pedro
    We present a targeted curricular improvement on an interdisciplinary Videogames Bachelor of Arts, to be implemented in the 2022/23 academic year. The aim is to solve student adaptation issues with the program’s interdisciplinarity that were heightened by the COVID-19 pandemic.
  • Item
    A computational pipeline for modeling and predicting wildfire behavior
    (SciTePress, 2022-04-24) Fachada, Nuno
    Wildfires 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
    Procedural game level generation by joining geometry with hand-placed connectors
    (SPCV, 2020) Silva, Rafael Castro e; Fachada, Nuno; Códices, Nélio; Andrade, Diogo de
    We 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.
  • 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
    The 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.