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