2019 18th IEEE International Conference On Machine Learning And Applications (ICMLA)
Recent deep learning techniques have achieved satisfactory results for various image-related prob... more Recent deep learning techniques have achieved satisfactory results for various image-related problems. However, many research questions remain open in tasks involving video sequences. Several applications demand the understanding of complex events in videos, such as traffic monitoring, person re-identification, security and surveillance. In this work, we address the problem of human action recognition in videos through a multi-stream network that incorporates both spatial and temporal information. The main contribution of our work is a stream based on a new variant of the visual rhythm, called Learnable Visual Rhythm (LVR). We employ a deep network to extract features from the video frames in order to generate the rhythm. The features are collected at multiple depths of the network to enable the analysis of different abstraction levels. This strategy significantly outperforms the handcrafted version on the UCF101 and HMDB51 datasets. Experiments conducted on these datasets show that our final multi-stream network achieved competitive results compared to state-of-the-art approaches.
Advances in Human Factors in Wearable Technologies and Game Design, 2017
The current paper aims to present the process used for validating a VR game in its two modes: sin... more The current paper aims to present the process used for validating a VR game in its two modes: single and co-op. Through the combination of qualitative and quantitative approaches, it was possible to map the users’ initial perceptions, points of improvements, and expectations for the information assessment. Ultimately, it was possible to observe that although both single and co-op modes were introduced to participants, the latter created a greater level of engagement and motivation, increasing the participants’ interest.
Two main issues in ancient languages learning concern its main aim and its teaching method. These... more Two main issues in ancient languages learning concern its main aim and its teaching method. These two issues are discussed in this article supported by an analysis of some Greek and Latin textbooks published over the last twenty years. In the middle of the article I introduce the translation issue as an activity that has many merits in the language learning process and I propose that it can be used not only for testing but mainly for ancient language teaching as a valid activity for language practice and improvement. A case study, supported by Aesop’s fable “The cicada and the ant”, is developed as a way to illustrate the most common basic principles outlined in this article.
Este trabalho visa retratar o caso do Museu Historico de Morro Redondo que utiliza seu local fisi... more Este trabalho visa retratar o caso do Museu Historico de Morro Redondo que utiliza seu local fisico como um espaco de transformacao social, utilizando como principal ferramenta o teatro e as benesses que este possibilita na formacao e no desenvolvimento da crianca, considerando-a como um ser que, pensante, age no mundo em que se encontra. Por meiodo projeto de Extensao do curso de Museologia da Universidade Federal de Pelotas (UFPel) denominado “Museu Morroredondense: Espaco de Memorias e identidades”, surge o subprojeto “Morro em Cena” que, acontece aos domingos, duas vezes por mes com um grupo de criancas do Colegio Bonfim e envolve voluntarios dos cursos de Psicologia e Museologia. Observa-se que alem dos ganhos notaveis em relacao ao desenvolvimento comportamental para as criancas, como desinibicao, autoestima, as oficinas proporcionam a transmissao de valores humanos mediados pela troca intergeracional. Cada pratica, cada atuacao, e um caminho de construcao simbolica e reciproc...
Advances in Usability, User Experience and Assistive Technology, 2018
Due to the sensation of frustration caused by both technological changes and the lack of knowledg... more Due to the sensation of frustration caused by both technological changes and the lack of knowledge required to interact with new technologies, some confusing experiences with mobile computing systems tends to discourage the use of new interfaces. Therefore, it is necessary to offer products and services that can be fully controlled by users, transforming complex processes into simple and objective interactions. For this, initially a preparation of the case study to define the object to be evaluated, which concluded that an analysis of the use of the search tools of the Android system could meet the requirements of the proposed work. This work has as a premise to create a combination of usability assessment techniques which allowed adding eye tracking data from the users’ experience to the experiments with traditional research methods. At the end of the study, it was possible to evaluate the contribution of each technique applied.
Studies suggest improvements in the employees’ quality of life, as well as costs reduction with h... more Studies suggest improvements in the employees’ quality of life, as well as costs reduction with health and absenteeism, and productivity increase. This article investigates the main characteristics of workplace wellness programs, their prevalence, impact on employees’ health and medical costs, facilitators of their success, and the role of incentives in such programs. Presenting case study results from the use of wearable devices in support of a corporate wellness program, which through a chatbot manual and a simple competition system managed to promote engagement and satisfaction by participants, and signals opportunities for further study Use of these devices as a tool for health promotion within companies.
One of the major problems of fish farming in tanks is the control and frequency of feeding. For a... more One of the major problems of fish farming in tanks is the control and frequency of feeding. For a more accurate data collection for research purposes, correct food distribution control is required. As an alternative to maintain an amount of homogeneous food in fish feed, this work presents a control system of low cost controlled feeding via microcontroller board, taking into account the amount of food and feeding time of the animals. The prototype developed is divided into three parts, an electromechanical part, the electronic part that is the Arduino platform and a small software that intervenes the previous parts.
Atualmente tem sido defendida a importância de haver por parte das empresas uma atuação voltada p... more Atualmente tem sido defendida a importância de haver por parte das empresas uma atuação voltada para questões que contribuam direta ou indiretamente para a sociedade de uma maneira geral. Taisações têm sido reunidas sob o rótulo de responsabilidade social corporativa (RSC). A lógica do discurso oficial e de alguns autores é que empresas socialmente responsáveis agregam valor a seus produtos, sendo privilegiadas pelos consumidores, o que tem sido questionado por diversos autores. É nesse sentido que no presente estudo o objetivo foi investigar a compreensão que os cidadãos têm a respeito das RSC, a partir da teoria das Representações Sociais. A utilização de tal teoria se justifica tendo em vista o objetivo de investigar a relação entre RSC e comportamento do consumidor. Participaram do estudo 168 indivíduos da cidade de Volta Redonda - RJ com média de idade de 27 anos, variando de 17 a 51 anos, de ambos os sexos. Para análise de dados foi realizada a Análise de Conteúdo das categori...
This work discusses the usability experiments conducted around a proof-of-concept implementation ... more This work discusses the usability experiments conducted around a proof-of-concept implementation of a novel tablet-based Digital Teaching Platform (DTP). The platform is intended to address specific issues with tablet usage in a classroom setting, and address problems with technology adoption in education, particularly in Brazil. We evaluated the DTP in two separate studies, a Usability experiment in a laboratory setting, and an in-situ experiment in Brazilian classrooms, with the aim of identifying specific problems with the current solution, and identifying usage patterns that better engage students in the classroom. We found that our DTP leads, overall, to a very satisfactory experience. However, any such platform aimed at classroom usage should take special care to address note-taking, and tasks related to collaboration, sharing, and general social aspects of the classroom experience.
Procedings of The 3rd International Symposium on Uncertainty Quantification and Stochastic Modeling, 2015
This paper applies a mobility method to simple and idealised structures comprising one-dimensiona... more This paper applies a mobility method to simple and idealised structures comprising one-dimensional wave bearing systems, such as cable bundles or hydraulic pipes, connected to isotropic a plate in order to explore potential methods for coupling together uniform structures. Considering point attachments of a beam to a plate, a mobility approach has been developed and implemented to quantify and understand the significance of the dynamic properties of the attachments and the variability that might be introduced by random spacing of the attachments points, variability in the stiffness of the attachments or in the properties of the attached beam. The advantage of this mobility method lies on its analytical solution from classical Euler-Bernoulli beam and thin plate solutions. Examples of a stiff or flexible beam attached to a plate through a set of elastic springs is explored. Results show how the variability in the different parameters have effects on the subsequent structural dynamic variability in different frequency ranges of the response spectrum.
2019 18th IEEE International Conference On Machine Learning And Applications (ICMLA)
Recent deep learning techniques have achieved satisfactory results for various image-related prob... more Recent deep learning techniques have achieved satisfactory results for various image-related problems. However, many research questions remain open in tasks involving video sequences. Several applications demand the understanding of complex events in videos, such as traffic monitoring, person re-identification, security and surveillance. In this work, we address the problem of human action recognition in videos through a multi-stream network that incorporates both spatial and temporal information. The main contribution of our work is a stream based on a new variant of the visual rhythm, called Learnable Visual Rhythm (LVR). We employ a deep network to extract features from the video frames in order to generate the rhythm. The features are collected at multiple depths of the network to enable the analysis of different abstraction levels. This strategy significantly outperforms the handcrafted version on the UCF101 and HMDB51 datasets. Experiments conducted on these datasets show that our final multi-stream network achieved competitive results compared to state-of-the-art approaches.
Advances in Human Factors in Wearable Technologies and Game Design, 2017
The current paper aims to present the process used for validating a VR game in its two modes: sin... more The current paper aims to present the process used for validating a VR game in its two modes: single and co-op. Through the combination of qualitative and quantitative approaches, it was possible to map the users’ initial perceptions, points of improvements, and expectations for the information assessment. Ultimately, it was possible to observe that although both single and co-op modes were introduced to participants, the latter created a greater level of engagement and motivation, increasing the participants’ interest.
Two main issues in ancient languages learning concern its main aim and its teaching method. These... more Two main issues in ancient languages learning concern its main aim and its teaching method. These two issues are discussed in this article supported by an analysis of some Greek and Latin textbooks published over the last twenty years. In the middle of the article I introduce the translation issue as an activity that has many merits in the language learning process and I propose that it can be used not only for testing but mainly for ancient language teaching as a valid activity for language practice and improvement. A case study, supported by Aesop’s fable “The cicada and the ant”, is developed as a way to illustrate the most common basic principles outlined in this article.
Este trabalho visa retratar o caso do Museu Historico de Morro Redondo que utiliza seu local fisi... more Este trabalho visa retratar o caso do Museu Historico de Morro Redondo que utiliza seu local fisico como um espaco de transformacao social, utilizando como principal ferramenta o teatro e as benesses que este possibilita na formacao e no desenvolvimento da crianca, considerando-a como um ser que, pensante, age no mundo em que se encontra. Por meiodo projeto de Extensao do curso de Museologia da Universidade Federal de Pelotas (UFPel) denominado “Museu Morroredondense: Espaco de Memorias e identidades”, surge o subprojeto “Morro em Cena” que, acontece aos domingos, duas vezes por mes com um grupo de criancas do Colegio Bonfim e envolve voluntarios dos cursos de Psicologia e Museologia. Observa-se que alem dos ganhos notaveis em relacao ao desenvolvimento comportamental para as criancas, como desinibicao, autoestima, as oficinas proporcionam a transmissao de valores humanos mediados pela troca intergeracional. Cada pratica, cada atuacao, e um caminho de construcao simbolica e reciproc...
Advances in Usability, User Experience and Assistive Technology, 2018
Due to the sensation of frustration caused by both technological changes and the lack of knowledg... more Due to the sensation of frustration caused by both technological changes and the lack of knowledge required to interact with new technologies, some confusing experiences with mobile computing systems tends to discourage the use of new interfaces. Therefore, it is necessary to offer products and services that can be fully controlled by users, transforming complex processes into simple and objective interactions. For this, initially a preparation of the case study to define the object to be evaluated, which concluded that an analysis of the use of the search tools of the Android system could meet the requirements of the proposed work. This work has as a premise to create a combination of usability assessment techniques which allowed adding eye tracking data from the users’ experience to the experiments with traditional research methods. At the end of the study, it was possible to evaluate the contribution of each technique applied.
Studies suggest improvements in the employees’ quality of life, as well as costs reduction with h... more Studies suggest improvements in the employees’ quality of life, as well as costs reduction with health and absenteeism, and productivity increase. This article investigates the main characteristics of workplace wellness programs, their prevalence, impact on employees’ health and medical costs, facilitators of their success, and the role of incentives in such programs. Presenting case study results from the use of wearable devices in support of a corporate wellness program, which through a chatbot manual and a simple competition system managed to promote engagement and satisfaction by participants, and signals opportunities for further study Use of these devices as a tool for health promotion within companies.
One of the major problems of fish farming in tanks is the control and frequency of feeding. For a... more One of the major problems of fish farming in tanks is the control and frequency of feeding. For a more accurate data collection for research purposes, correct food distribution control is required. As an alternative to maintain an amount of homogeneous food in fish feed, this work presents a control system of low cost controlled feeding via microcontroller board, taking into account the amount of food and feeding time of the animals. The prototype developed is divided into three parts, an electromechanical part, the electronic part that is the Arduino platform and a small software that intervenes the previous parts.
Atualmente tem sido defendida a importância de haver por parte das empresas uma atuação voltada p... more Atualmente tem sido defendida a importância de haver por parte das empresas uma atuação voltada para questões que contribuam direta ou indiretamente para a sociedade de uma maneira geral. Taisações têm sido reunidas sob o rótulo de responsabilidade social corporativa (RSC). A lógica do discurso oficial e de alguns autores é que empresas socialmente responsáveis agregam valor a seus produtos, sendo privilegiadas pelos consumidores, o que tem sido questionado por diversos autores. É nesse sentido que no presente estudo o objetivo foi investigar a compreensão que os cidadãos têm a respeito das RSC, a partir da teoria das Representações Sociais. A utilização de tal teoria se justifica tendo em vista o objetivo de investigar a relação entre RSC e comportamento do consumidor. Participaram do estudo 168 indivíduos da cidade de Volta Redonda - RJ com média de idade de 27 anos, variando de 17 a 51 anos, de ambos os sexos. Para análise de dados foi realizada a Análise de Conteúdo das categori...
This work discusses the usability experiments conducted around a proof-of-concept implementation ... more This work discusses the usability experiments conducted around a proof-of-concept implementation of a novel tablet-based Digital Teaching Platform (DTP). The platform is intended to address specific issues with tablet usage in a classroom setting, and address problems with technology adoption in education, particularly in Brazil. We evaluated the DTP in two separate studies, a Usability experiment in a laboratory setting, and an in-situ experiment in Brazilian classrooms, with the aim of identifying specific problems with the current solution, and identifying usage patterns that better engage students in the classroom. We found that our DTP leads, overall, to a very satisfactory experience. However, any such platform aimed at classroom usage should take special care to address note-taking, and tasks related to collaboration, sharing, and general social aspects of the classroom experience.
Procedings of The 3rd International Symposium on Uncertainty Quantification and Stochastic Modeling, 2015
This paper applies a mobility method to simple and idealised structures comprising one-dimensiona... more This paper applies a mobility method to simple and idealised structures comprising one-dimensional wave bearing systems, such as cable bundles or hydraulic pipes, connected to isotropic a plate in order to explore potential methods for coupling together uniform structures. Considering point attachments of a beam to a plate, a mobility approach has been developed and implemented to quantify and understand the significance of the dynamic properties of the attachments and the variability that might be introduced by random spacing of the attachments points, variability in the stiffness of the attachments or in the properties of the attached beam. The advantage of this mobility method lies on its analytical solution from classical Euler-Bernoulli beam and thin plate solutions. Examples of a stiff or flexible beam attached to a plate through a set of elastic springs is explored. Results show how the variability in the different parameters have effects on the subsequent structural dynamic variability in different frequency ranges of the response spectrum.
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Papers by Marcos Souza