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Institution

INESC-ID

NonprofitLisbon, Portugal
About: INESC-ID is a nonprofit organization based out in Lisbon, Portugal. It is known for research contribution in the topics: Computer science & Context (language use). The organization has 932 authors who have published 2618 publications receiving 37658 citations.


Papers
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Journal ArticleDOI
01 Apr 2019
TL;DR: This review examines the pros and cons of humanizing social robots following a psychological perspective and discusses the overall effects of the humanization of robots in HRI and suggested new avenues of research and development.
Abstract: Funding information National Funds provided by the Portuguese Foundation for Science and Technology (FCT), Grant/Award Numbers: UID/PSI/03125/2013, PTDC/EEI-SII/7174/2014, SFRH/BD/110223/2015, CIPPSI/04345/2013 Abstract The aim of this review was to examine the pros and cons of humanizing social robots following a psychological perspective. As such, we had six goals. First, we defined what social robots are. Second, we clarified the meaning of humanizing social robots. Third, we presented the theoretical backgrounds for promoting humanization. Fourth, we conducted a review of empirical results of the positive effects and the negative effects of humanization on human–robot interaction (HRI). Fifth, we presented some of the political and ethical problems raised by the humanization of social robots. Lastly, we discussed the overall effects of the humanization of robots in HRI and suggested new avenues of research and development.

42 citations

Journal ArticleDOI
TL;DR: Results show that under the target scenario conditions, LEMMA presents lower interference between assigned time-slots and lower end-to-end latency, while matching its best contender in terms of energy-efficiency.

42 citations

Journal ArticleDOI
TL;DR: A new hybrid evolutionary-adaptive methodology for electricity prices forecasting in the short-term, i.e., between 24 and 168 h ahead, successfully combining mutual information, wavelet transform, evolutionary particle swarm optimization, and the adaptive neuro-fuzzy inference system is proposed.

42 citations

Proceedings ArticleDOI
13 Jun 2011
TL;DR: This paper uses a dictionary based technique for recognition of place names (with names provided by Geonames), and machine learning for reasoning on the evidences and choosing a possible resolution candidate to achieve better results than by just using lexical evidence from the textual values of these attributes.
Abstract: This paper describes an approach for performing recognition and resolution of place names mentioned over the descriptive metadata records of typical digital libraries. Our approach exploits evidence provided by the existing structured attributes within the metadata records to support the place name recognition and resolution, in order to achieve better results than by just using lexical evidence from the textual values of these attributes. In metadata records, lexical evidence is very often insufficient for this task, since short sentences and simple expressions are predominant. Our implementation uses a dictionary based technique for recognition of place names (with names provided by Geonames), and machine learning for reasoning on the evidences and choosing a possible resolution candidate. The evaluation of our approach was performed in data sets with a metadata schema rich in Dublin Core elements. Two evaluation methods were used. First, we used cross-validation, which showed that our solution is able to achieve a very high precision of 0,99 at 0,55 recall, or a recall of 0,79 at 0,86 precision. Second, we used a comparative evaluation with an existing commercial service, where our solution performed better on any confidence level (p

41 citations

Proceedings ArticleDOI
19 Oct 2014
TL;DR: This paper presents a study where data regarding student performance and gaming preferences, from a gamified engineering course, was collected and analyzed, and performed cluster analysis to understand what different kinds of students could be observed in the authors' gamified experience, and how their behavior could be correlated to their gaming characteristics.
Abstract: Gamified education is a novel concept, and early trials show its potential to engage students and improve their performance. However, little is known about how different students learn with gamification, and how their gaming habits influence their experience. In this paper we present a study where data regarding student performance and gaming preferences, from a gamified engineering course, was collected and analyzed. We performed cluster analysis to understand what different kinds of students could be observed in our gamified experience, and how their behavior could be correlated to their gaming characteristics. We identified four main student types: the Achievers, the Regular students, the Halfhearted students, and the Underachievers, all representing different strategies towards the course and with different gaming preferences. Here we will thoroughly describe each student type and address how different gaming preferences might have impacted the students' learning experience.

41 citations


Authors

Showing all 967 results

NameH-indexPapersCitations
João Carvalho126127877017
Jaime G. Carbonell7249631267
Chris Dyer7124032739
Joao P. S. Catalao68103919348
Muhammad Bilal6372014720
Alan W. Black6141319215
João Paulo Teixeira6063619663
Bhiksha Raj5135913064
Joao Marques-Silva482899374
Paulo Flores483217617
Ana Paiva474729626
Miadreza Shafie-khah474508086
Susana Cardoso444007068
Mark J. Bentum422268347
Joaquim Jorge412906366
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Performance
Metrics
No. of papers from the Institution in previous years
YearPapers
202311
202252
202196
2020131
2019133
2018126