All Stories

  1. A Low-Cost Framework for Textile Yarn Characterization Using Image Processing
  2. iSight: A Smart Clothing Management System to Empower Blind and Visually Impaired Individuals
  3. Yarn quality analysis by using computer vision and deep learning techniques
  4. Beyond Scores: Early Findings on TBL's Impact in Engineering Education
  5. Revisiting Team-Based Learning in a Fluid Mechanics Module: Enhancing Students’ Competences
  6. A Novel Deep Learning Approach for Yarn Hairiness Characterization Using an Improved YOLOv5 Algorithm
  7. Online yarn hairiness– Loop & protruding fibers dataset
  8. User Assessment of a Customized Taekwondo Athlete Performance Cyber–Physical System
  9. Mapping the implementation of active learning approaches in a school of engineering – the positive effect of teacher training
  10. Emotional Competence Handbook
  11. The Role of Design and Digital Media in Monitoring and Improving the Performance of Taekwondo Athletes
  12. Development of a Virtual Reality Escape Room Game for Emotion Elicitation
  13. Social Stories for Promoting Social Communication with Children with Autism Spectrum Disorder Using a Humanoid Robot: Step-by-Step Study
  14. Automatic system to identify and manage garments for blind people
  15. Investigating the Effectiveness of Process Control Didactics Kits in Engineering Education
  16. Physioland: a motivational complement of physical therapy for patients with neurological diseases
  17. Temperature Control Laboratory (TCLab): Demonstration of Use in Portugal
  18. Using Object Detection Technology to Identify Defects in Clothing for Blind People
  19. Cyber-Physical System for Evaluation of Taekwondo Athletes: An Initial Project Description
  20. Blind People: Clothing Category Classification and Stain Detection Using Transfer Learning
  21. Intelligent Computer Vision System for Analysis and Characterization of Yarn Quality
  22. A Step Towards Obtaining an Innovative Smartbath for Shower in Bed of Disabled and Elder’s People
  23. An Augmented System Based on Machine Learning for Boccia Assisted Gameplay
  24. Automatic Wardrobe for Blind People
  25. Team-Based Learning to Enhance Student’ Competencies in a Fluid Mechanics Module
  26. Web Application for the Learning of Emotions in Children with Autism Spectrum Disorder
  27. Intelligent Computer Vision System for Analysis and Characterization of Yarn Quality
  28. Preparing Generation Z: Beyond Technologies
  29. Industrial Networks Protocols PROFIBUS and RS485 – A Description of the Most Common Problems
  30. Inclusive Platform: GUS for Social Inclusion and Competencies Development in Cerebral Palsy
  31. Systems Engineering: Availability and Reliability
  32. Deep Learning in Taekwondo Techniques Recognition System: A Preliminary Approach
  33. Development and Design of an Evaluation Interface for Taekwondo Athletes: First Insights
  34. Pocket-Sized Portable Labs: Control Engineering Practice Made Easy in Covid-19 Pandemic Times
  35. Impact of Educational Robotics on Student Learning and Motivation: A Case Study
  36. Virtual Lab Virtues in Distance Learning
  37. Learning While Playing or Playing While Learning?
  38. Incorporating Team-Based Learning into a Fluid Mechanics Module: First Insights
  39. Fostering Emotion Recognition in Children with Autism Spectrum Disorder
  40. Understand the Importance of Garments’ Identification and Combination to Blind People
  41. A Pedagogical Virtual Reality Serious Game Tool for the Development of Emotional Competencies to Nursing Students
  42. Skeleton Driven Action Recognition Using an Image-Based Spatial-Temporal Representation and Convolution Neural Network
  43. How we Turned Fully Digital due to Covid-19: Two Control Engineering Teaching Experiences
  44. Innovative Teaching/Learning Methodologies in Control, Automation and Robotics: a Short Review
  45. Learning engineering contents from different courses through a hands-on activity teamwork
  46. Women and STEM: A methodology for studying factors affecting attractivity
  47. A Review in the Use of Artificial Intelligence in Textile Industry
  48. HiZeca: A Serious Game for Emotions Recognition
  49. Monitoring System of Taekwondo Athletes’ Movements: First Insights
  50. A Model Approach for an Automatic Clothing Combination System for Blind People
  51. Hybrid Approach to Promote Social Interaction with Children with Autism Spectrum Disorder
  52. The Relationship of Higher Education Access with Final Marks in a Core Chemical Engineering Topic
  53. Higher Education Students’ Perception and Behavior During Pandemic Reality: A Pilot Study
  54. Cheat Sheets and Padlet: a metacognitive learning tool
  55. Human action recognition using an image-based temporal and spatial representation
  56. Your Turn to Learn – Flipped Classroom in Automation Courses
  57. Physioland – A serious game for physical rehabilitation of patients with neurological diseases
  58. Development of a Serious Game to fight Childhood Obesity: “Barty”
  59. E-Learning tools: Engaging Our Students?
  60. Gender Differences in Students’ Assessment in a Fluid Mechanics Course
  61. Design and Testing of a Textile EMG Sensor for Prosthetic Control
  62. Design of a Smart Mechatronic System to Combine Garments for Blind People: First Insights
  63. Didactic Toy for Children with Special Needs
  64. A New Methodology for Use by a Single Caregiver to Bathe Bedridden Elderly Persons Using Advanced Mechatronic Systems
  65. Socio-emotional development in high functioning children with Autism Spectrum Disorders using a humanoid robot
  66. Design of a biomedical kit for bedridden patients: a conceptual approach
  67. Yarn linear mass determination using image processing: first insights
  68. Adequacy of Game Scenarios for an Object with Playware Technology to Promote Emotion Recognition in Children with Autism Spectrum Disorder
  69. Student’s Perceptions Regarding Assessment Changes in a Fluid Mechanics Course
  70. An Adaptive Serious Game of Statistics: project development and mechanisms
  71. A Review on Commercially Available Anthropomorphic Myoelectric Prosthetic Hands, Pattern-Recognition-Based Microcontrollers and sEMG Sensors used for Prosthetic Control
  72. Ball Detection for Boccia Game Analysis
  73. Innovating in Control Engineering Teaching/Learning with Smartphones
  74. Mimicking Human Movement with Robots: Control of an Anthropomorphic Robotic Arm using a Glove-Based System as an Educational Tool
  75. Stability Control of a Quadcopter Fixed to a Base
  76. Serious Game for Teaching Statistics in Higher Education: Storyboard Design
  77. Extracting Clothing Features for Blind People Using Image Processing and Machine Learning Techniques: First Insights
  78. Facial Virtual Tracking: A System to Mirror Emotions
  79. Developing a framework for promoting physical activity in a Boccia game scenario
  80. Design of a Framework to Promote Physical Activity for the Elderly
  81. PlayCube: Designing a Tangible Playware Module for Human-Robot Interaction
  82. Mechatronic System for the Promotion of Physical Activity in People with Motor Limitations
  83. Building a Behaviour Architecture: An Approach for Promoting Human-Robot Interaction
  84. Boccia Court Analysis for Promoting Elderly Physical Activity
  85. Integrating MIT App-Inventor in PLC Programming Teaching
  86. Mechatronic System for the Promotion of Physical Activity in People with Motor Limitations: First Insights
  87. Perspectives of Entrepreneurship in Engineering Education: An Exploratory Study
  88. Real-Time Data Movements Acquisition of Taekwondo Athletes: First Insights
  89. General Satisfaction in Chemical and Biological Engineering Courses: What Matters? : A students’ perception study
  90. Computer vision techniques for detecting yarn defects
  91. An Application to Promote Emotional Skills in Children with Autism Spectrum Disorders
  92. Building a Hybrid Approach for a Game Scenario Using a Tangible Interface in Human Robot Interaction
  93. Practical Work and Assessment to Stimulate Students' Participation and Motivation in Fluid Transport Issues
  94. The Flow of Knowledge and Level of Satisfaction in Engineering Courses Based on Students’ Perceptions
  95. Serious Games Development as a Tool to Prevent Repetitive Strain Injuries in Hands: First Steps
  96. Teaching Impact and Evaluation Methodology Assessment in a Fluid Mechanics Course: Student’s Perceptions
  97. Deaf people feeling music rhythm by using a sensing and actuating device
  98. A wearable and non-wearable approach for gesture recognition — Initial results
  99. Development of Activities for Human-Robot Interaction: Preliminary Results
  100. Monitoring of Bioelectrical and Biomechanical Signals in Taekwondo Training: First Insights
  101. Recording of Occurrences Through Image Processing in Taekwondo Training: First Insights
  102. Virtual Application to Prevent Repetitive Strain Injuries in Hands
  103. iBoccia: A Framework to Monitor the Boccia Gameplay in Elderly
  104. Simulation of cyber physical systems behaviour using timed plant models
  105. A Serious Game for Learning Portuguese Sign Language - “iLearnPSL”
  106. Physioland - A Serious Game for Rehabilitation of Patients with Neurological Diseases
  107. A student-friendly approach in teaching/learning theoretical concepts in automation
  108. Teaching/learning PBL activity: Gantry crane control system implementation
  109. Mechatronic Systems for Caregivers Support on the Context of Bedridden People Care
  110. A serious game concept to enhance students' learning of statistics
  111. Educational games for children with special needs: Preliminary design
  112. Brain computer interface systems using non-invasive electroencephalogram signal: A literature review
  113. Design, implementation and preliminary tests of E-ducation platform
  114. Is students' satisfaction in electrical engineering courses influenced by gender?
  115. Smartbath: Water temperature control system
  116. To be or not to be an engineer? – Perceptions among 3rd cycle basic school students
  117. Bath-Ambience—A Mechatronic System for Assisting the Caregivers of Bedridden People
  118. E-ducAtion: Multidisciplinary platform to support the teaching/learning process in Portuguese 1st cycle schools
  119. Technology and special educational needs: Let's play “Doing Good Deeds!”
  120. “HugMe”—Validation of a prototype of an inclusive toy for children
  121. I’m an Outlier! Is This Important? - Answers Based on a Satisfaction and Perception Questionnaire
  122. Mirroring and recognizing emotions through facial expressions for a RoboKind platform
  123. Students' expectations analysis before and after a curricular internship
  124. Portuguese and Brazilian students perceptions regarding the flow of knowledge in their courses: Two different realities?
  125. “HugMe” Development of an inclusive toy: First insights
  126. Mirroring emotion system - on-line synthesizing facial expressions on a robot face
  127. Real-time emotions recognition system
  128. A Faster and More Secure Human Blood Type Determining Product—Concept Design
  129. Control Engineering Learning by Integrating App-Inventor Based Experiments
  130. Imitate Me!—Preliminary Tests on an Upper Members Gestures Recognition System
  131. Inverted Pendulum Controlled by an Analog PID Controller: A Framework for a Laboratorial Experiment
  132. SmartBath: A New Bathing Concept for Disabled People
  133. Tracking of Physiotherapy Exercises Using Image Processing Techniques
  134. Happiness and Sadness Recognition System—Preliminary Results with an Intel RealSense 3D Sensor
  135. Lego Robots & Autism Spectrum Disorder: a potential partnership?
  136. The Conceptual Design of a Mechatronic System to Handle Bedridden Elderly Individuals
  137. Total Challenge: A Serious Game for Stimulating Cognitive Abilities
  138. Ergonomics and Usability in the Development of a Portable Virtual Gaming Device Applied in Physiotherapy
  139. Augmented reality for cognitive and social skills improvement in children with ASD
  140. Integrated Solution of a Back Office System for Serious Games Targeted at Physiotherapy
  141. Development of a Medical Care Terminal for Efficient Monitoring of Bedridden Subjects
  142. Design of a Conceptual Bed Mattress for Reducing Pressure on Bony Prominences
  143. Interpretando las percepciones de los estudiantes en los resultados de aprendizaje de mecánica de fluidos
  144. Tobias in the Zoo – A Serious Game for Children with Autism Spectrum Disorders
  145. Development of a serious game for Portuguese Sign Language
  146. Sign language learning using the hangman videogame
  147. Yarn features extraction using image processing and computer vision – A study with cotton and polyester yarns
  148. Tool Development for Human Audible Spectrum Compensation
  149. Mechanical simulation model of the systemic circulation
  150. A serious game for rehabilitation of neurological disabilities: Premilinary study
  151. Mechatronic system for assistance on bath of bedridden elderly people
  152. A spectrophotometry based blood typing device
  153. Concurrent Projects in Control Laboratorial Classes
  154. A Virtual Workbench Applied to Automation: Student’s Response Analysis
  155. A Complete Blood Typing Device for Automatic Agglutination Detection Based on Absorption Spectrophotometry
  156. Web Platform for Serious Games’ Management
  157. QR codes and Java applied to physiological data acquisition in biomedical engineering education
  158. Design and development of a portable projection and natural interface device for virtual games applied to physiotherapy
  159. Internship assessment from company supervisor's viewpoints
  160. Freshman's perceptions in electrical/electronic engineering courses
  161. Industrial controlling process using the remote industrial automation trainer PAIR
  162. Modelica modeling language as a tool on control engineering education: Simulation of a two-tank system
  163. System for Assistance on Bath of Bedridden Elderly People
  164. Assessing Remote Physiological Signals Acquisition Experiments
  165. PAIR: The Remote Industrial Automation Trainer
  166. Conceptual Design of a Mechatronic System for Supporting Basic Quality of Life of Bedridden Elderly People
  167. A pilot study using imitation and storytelling scenarios as activities for labelling emotions by children with autism using a humanoid robot
  168. Mechatronic System for ABO Human Blood Typing
  169. Ambient Assisted Living Platform for Remote Monitoring of Bedridden People
  170. An Overview of Industrial Communication Networks
  171. Using a Humanoid Robot to Elicit Body Awareness and Appropriate Physical Interaction in Children with Autism
  172. Building a game scenario to encourage children with autism to recognize and label emotions using a humanoid robot
  173. Detection of stereotyped hand flapping movements in Autistic children using the Kinect sensor: A case study
  174. Remote physiological signals acquisition: Didactic experiments
  175. Automation and Control Remote Laboratory: A Pedagogical Tool
  176. PhysioVinci – A First Approach on a Physical Rehabilitation Game
  177. Engineering students' learning styles in fluid mechanics
  178. Using Ultracapacitors as Energy-storing Devices on a Mobile Robot Platform Power System for Ultra-fast Charging
  179. An integrated project of entrepreneurship and innovation in engineering education
  180. Stereotyped movement recognition in children with ASD
  181. Students' perspectives on remote physiological signals acquisition experiments
  182. A simulation platform for automation teaching
  183. Yarn periodical errors determination using three signal processing approaches
  184. Remote physiological data acquisition: From the human body to electromechanical simulators
  185. Issues in remote laboratory developments for biomedical engineering education
  186. Robotic Tool to Improve Skills in Children with ASD: A Preliminary Study
  187. Monitoring of Patients with Neurological Diseases:
  188. RePhyS: A Multidisciplinary Experience in Remote Physiological Systems Laboratory
  189. Application for physiotherapy and tracking of patients with neurological diseases - Preliminary studies
  190. A multidisciplinary experience in Remote Physiological Systems laboratory
  191. Editorial (Hot Topic: Optical Sensors for Textile Quality Characterization)
  192. Characterization of Yarn Mass Parameters and Production Characteristics Using Optical Sensors, Capacitive Sensors and Image Processing
  193. Robótica-Autismo project: Technology for autistic children
  194. Rh phenotypes analysis by spectrophotometry in human blood typing
  195. Remote physiological systems (RePhyS) laboratory: A didactic learning environment
  196. Improved biomedical device for spasticity quantification
  197. Development of a system for monitoring and tracking of physiotherapeutic movements in patients with neurological diseases
  198. Reintrepreting the cardiovascular system as a mechanical model
  199. Facial Expressions and Gestures to Convey Emotions with a Humanoid Robot
  200. Development, Test and Validation of a Mechatronic Device for Spasticity Quantification
  201. Digital Control iBook: A Flashier Way to Study
  202. Automation & Control remote laboratory: Evaluating a cooperative methodology
  203. Studies on the yarn mass parameters determination using Image Processing techniques
  204. Design of a mechatronic system for human blood typing in emergency situations
  205. Automatic detection of stereotyped hand flapping movements: Two different approaches
  206. Preliminary study on determining stereotypical motor movements
  207. Development of an automatic electronic system to human blood typing
  208. Constraints in the design of activities focusing on emotion recognition for children with ASD using robotic tools
  209. Spectrophotometric approach for automatic human blood typing
  210. Development of skills in children with ASD using a robotic platform
  211. Web-Assisted Laboratory for Control Education: Remote and Virtual Environments
  212. Web Portal
  213. Stereotype Movement Recognition in Children with ASD
  214. Automatic Electronic System to Human Blood Typing
  215. Automatic Detection of Stereotypical Motor Movements
  216. Characterization of blood samples using image processing techniques
  217. Serious game as a tool to intellectual disabilities therapy: Total challenge
  218. Yarn hairiness determination using image processing techniques
  219. Students' perception on using WALC platform for Automation and Process Control engineering studies
  220. Incorporating an e-book into digital control studies
  221. Biomedical device for spasticity quantification based on the velocity dependence of the Stretch Reflex threshold
  222. Automatic continuous ECG monitoring system for over-drug detection in Brugada Syndrome
  223. An approach to promote social and communication behaviors in children with autism spectrum disorders: Robot based intervention
  224. A mechatronic device for spasticity quantification
  225. A comparison of mass parameters determination using capacitive and optical sensors
  226. Safe controllers design for industrial automation systems
  227. Design and Development of an Industrial Network Laboratory
  228. K-12, university students and robots: An early start
  229. A Support Tool for Teaching Grafcet: Engineering Students’ Perceptions
  230. Determination of yarn production characteristics using image processing
  231. Adaptive control of an electromagnetically actuated presser-foot for industrial sewing machines
  232. Promoting interaction amongst autistic adolescents using robots
  233. ECG Data-Acquisition and classification system by using wavelet-domain Hidden Markov Models
  234. YARN DIAMETER CHARACTERIZATION USING TWO ORTHOGONAL DIRECTIONS
  235. Development of a human blood type detection automatic system
  236. An Interface for Industrial Network Monitoring and Control
  237. Industrial Network Platform for Monitoring and Control of Automated Manufacturing Systems
  238. Yarn parameterization correlation using optical and capacitive sensors approaches
  239. A remote system for water tank level monitoring and control - a collaborative case-study
  240. Cardiac arrhythmia classification using wavelets and hidden markov models – a comparative approach
  241. Artificial intelligence and image processing based techniques: A tool for yarns parameterization and fabrics prediction
  242. Applications of simple robots to encourage social receptiveness of adolescents with autism
  243. A comparison of mass parameters determination using capacitive and optical sensors
  244. A collaborative biomedical engineering undergraduate work: An automatic system for blood glucose regulation
  245. Automatic Yarn Characterization System: Design of a Prototype
  246. Yarn Diameter and Linear Mass Correlation
  247. Yarn Hairiness Characterization Using Two Orthogonal Directions
  248. Yarn hairiness and diameter characterization using a CMOS line array
  249. Yarn Diameter Measurements Using Coherent Optical Signal Processing
  250. Automatic yarn characterization system
  251. Yarn hairiness parameterization using a coherent signal processing technique
  252. Yarn Evenness Parameters Evaluation: A New Approach
  253. Optical Yarn Hairiness Measurement System
  254. A Pattern Recognition System Based on Cluster and Discriminant Analysis for Fault Identification during Production
  255. Yarn-Mass Measurement With 1-mm-Length Samples
  256. Development of a Yarn Evenness Measurement and Hairiness Analysis System
  257. Using Multivariate Statistics on Detection of Particular Signals during Production of Knitwear
  258. Isothermal and nonisothermal crystallization of polymers: Analysis with a shear differential thermal analyzer
  259. Knitting Process Surveillance Using Time and Frequency Analysis
  260. Yarn parameterization based on mass analysis
  261. Yarn mass analysis with 1 mm capacitive sensors
  262. Techniques for unveiling faults during, knitting, production
  263. Evaluation of the sample temperature increase during the quiescent and shear-induced isothermal crystallization of polyethylene
  264. Preface
  265. An Overview on the Use of Serious Games in Physical Therapy and Rehabilitation
  266. Games Development for Pedagogical and Educational Purposes
  267. An Overview on the Use of Serious Games in Physical Therapy and Rehabilitation
  268. On-line measurement of yarn evenness
  269. A new system for direct measurement of yarn mass with 1mm accuracy
  270. Bioreactor-on-a-chip: application to baker's yeast fermentation
  271. An Overview of Serious Games in Cognitive Rehabilitation