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Dive into the research topics where Tiago Cardoso is active.

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Featured researches published by Tiago Cardoso.


working conference on virtual enterprises | 1999

Selection of Partners for a Virtual Enterprise

Luis M. Camarinha-Matos; Tiago Cardoso

Electronic procurement of partners is an important functionality during the life cycle of a virtual enterprise. A prototype implementation, featuring selection based on both internal or Internet-based suppliers’ directories, is discussed. The generation of call for tenders and support for management of received bids is introduced and directions for contract negotiation and decision support system are discussed.


Proceedings of the IFIP TC5 / WG5.2 & WG5.3 Eleventh International PROLAMAT Conference on Digital Enterprise - New Challenges: Life-Cycle Approach to Management and Production | 2001

Service Federation in Virtual Organizations

Luis M. Camarinha-Matos; Hamideh Afsarmanesh; Ersin Cem Kaletas; Tiago Cardoso

The practical implantation of the concept of dynamic virtual enterprise is still far from expectations due to a number of factors such as the lack of appropriate interoperable infrastructures and tools, lack of common ontology, and the socio-organizational difficulties. However, the creation of industry clusters supported by advanced information and communication tools can meanwhile provide a basis for the rapid creation of dynamic virtual enterprises in response to the market opportunities. A federated service management approach is introduced in this context and its application to the tourism industry is discussed. Finally, the support for the aggregation of simpler services into value-added services, implemented by distributed business processes within different organizations, is presented.


9th International Summer Workshop on Multimodal Interfaces (eNTERFACE) | 2013

Kinect-Sign: Teaching Sign Language to “Listeners” through a Game

João Gameiro; Tiago Cardoso; Yves Rybarczyk

Sign language is the hearing impaired form of communicating with other people, including listeners. Most cases, impaired people have learned sign language form childhood. The problem arises when a listener comes in contact with an impaired person. For instances, if a couple has a child which is impaired, the parents find a challenge to learn the sign language. In this article, a new playful approach to assist the listeners to learn sign language is proposed. This proposal is a serious game composed of two modes: School-mode and Competition-mode. The first offers a virtual school where the user learns to sign letters and the second offers an environment towards applying the learned letters. Behind the scenes, the proposal contains a sign language recognition system, based on three modules: 1 – the standardization of the Kinect depth camera data; 2 – a gesture library relying on the standardized data; and 3 – the real-time recognition of gestures. A prototype was developed – Kinect-Sign – and tested in a Portuguese Sign-Language school and on eNTERFACE’13 resulting in a joyful acceptance of the approach.


Procedia Technology | 2014

Kinect-Sign, Teaching Sign Language to “Listeners” through a Game

João Gameiro; Tiago Cardoso; Yves Rybarczyk

Abstract The sign language is widely used by deaf people around the globe. As the spoken languages, several sign languages do exist. The way sign language is learned by deaf people may have some details to be improved, but one can state that the existing learning mechanisms are effective when we talk about a deaf child, for example. The problem arises for the non-deaf persons that communicate with the deaf persons – the so-called listeners. If, for example, one couple has a new child that turns to be deaf, these two persons find a challenge to learn the sign language. In one hand, they cannot stop their working life, especially because of this sad news turns to be more costly, on the other hand, the existing mechanisms target the deaf-persons and are not prepared for the listeners. This paper proposes a new playful approach to help these listeners to learn the sign language. The proposal is a serious game composed of two modes: School-mode and Competition-mode . The first provides a school-like environment where the user learns the letter-signs and the second provides the user an environment used towards testing the learned skills. Behind the scenes, the proposal is based on two phases: 1 – the creation of a gestures library, relying on the Kinect depth camera; and 2 – the real-time recognition of gestures, by comparing what the depth camera information to the existing gestures previously stored in the library. A prototype system, supporting only the Portuguese sign language alphabet, was developed – the Kinect-Sign – and tested in a Portuguese Sign-Language school resulting in a joyful acceptance of the approach.


working conference on virtual enterprises | 2004

Education on Virtual Organizations: An Experience at UNL

Luis M. Camarinha-Matos; Tiago Cardoso

The introduction of new courses on virtual organizations at the engineering education level is an important element for the broad acceptance of this new paradigm. This article summarizes the experience with an initiative of teaching Virtual Enterprises / Virtual Organizations subjects to Electrical and Computer Engineering students. The course structure, both in its lecture and lab work components, is described. Finally, some lessons learned with two editions of this course are presented.


International Journal of Computer Integrated Manufacturing | 2013

Pro-Active Service Ecosystem Framework

Tiago Cardoso; Luis M. Camarinha-Matos

Service orientation is a main trend in the development of support infrastructures for collaborative networks, namely in the manufacturing sector. Nevertheless, a literature review still shows the lack of a common understanding of the service concept, namely when we compare the software and business perspectives. As a contribution towards the integration of these two perspectives, this article introduces a conceptual framework based on the notion of representation of services in an ambassador-like manner through the introduction of a proactiveness mechanism. An example scenario and results with a prototype implementation are also discussed.


international conference on advances in production management systems | 2000

Partners search and quality-related information exchange in a virtual enterprise

Luis M. Camarinha-Matos; Hamideh Afsarmanesh; Tiago Cardoso

Partners search and selection is an important activity in the life cycle of a Virtual Enterprise. Among other factors, the commitment of the potential partners to fulfil quality requirements is a major decision criterion during the selection phase. An approach to search suppliers in suppliers’ directories available on Internet is presented and the major negotiation steps leading to an adequate selection of partners are introduced. The quality-related information management functionalities required in a virtual enterprise support platform are also discussed.


Procedia Computer Science | 2015

Hand Gesture Recognition towards Enhancing Accessibility

Tiago Cardoso; João Delgado; José Barata

Abstract Human-Computer-Interaction (HCI) is a key topic on the Accessibility area, namely in what concerns a Smart-City environment, where humans have to interact with artefacts spread all around one particular city. In the last decade HCI has experienced a significant evolution towards a desired fully natural user interface, for example in what concerns the ability to recognize a wide range of hand gestures in real-time. Some efforts have lately been made in the hardware sector in order to deploy sensors that may gather information about the human body movements, as detailed as possible. One example of this effort is the Kinect Sensor from Microsoft. Nevertheless, although these solutions provide a solution for the body movement, they lack on the details, namely the hands, given their small dimension compared to the body as a whole. In other words, the SDKs provided by the vendors of these devices usually lack on the needed details concerning hand movements that would be needed for an accurate hand gesture recognition implementation. This paper presents an extension to the Kinect SDK based on a contour analysis for the estimation of the hand position. This algorithms are then used to provide the creation of a gesture library that might be used afterwards.


International Conference on Serious Games, Interaction, and Simulation | 2015

Games’ “Social Tech Booster”

Tiago Cardoso; Vítor Santos; Carolina Santos; José Barata

The society has organized itself towards facing existing social needs like the care for children with Down syndrome, Deafness or Autism Spectrum Disorders, among several other pathologies. As a result, several organizations emerged towards handling these issues, composed of doctors, therapists, psychologists, among other professionals, but excluding technology experts. On the other hand side, the finalist students from technology universities usually have a final course where they have to create a complete project from scratch. This article proposes a method for applying the effort and enthusiasm of such students in the above mentioned social causes through games’ development.


EAI Endorsed Transactions on Creative Technologies | 2014

Effect of avatars and viewpoints on performance in virtual world: efficiency vs. telepresence

Yves Rybarczyk; Thereza Christina Bahia Coelho; Tiago Cardoso; R. de Oliveira

An increasing number of our interactions are mediated through e-technologies. In order to enhance the human’s feeling of presence into these virtual environments, also known as telepresence, the individual is usually embodied into an avatar. The natural adaptation capabilities, underlain by the plasticity of the body schema, of the human being make a body ownership of the avatar possible, in which the user feels more like his/her virtual alter ego than himself/herself. However, this phenomenon only occurs under specific conditions. Two experiments are designed to study the human’s feeling and performance according to a scale of natural relationship between the participant and the avatar. In both experiments, the human-avatar interaction is carried out by a Natural User Interface (NUI) and the individual’s performance is assessed through a behavioural index, based on the concept of affordances, and a questionnaire of presence The first experiment shows that the feeling of telepresence and ownership seem to be greater when the avatar’s kinematics and proportions are close to those of the user. However, the efficiency to complete the task is higher for a more mechanical and stereotypical avatar. The second experiment shows that the manipulation of the viewpoint induces a similar difference across the sessions. Results are discussed in terms of the neurobehavioral processes underlying performance in virtual worlds, which seem to be based on ownership when the virtual artefact ensures a preservation of sensorimotor contingencies, and simple geometrical mapping when the conditions become more artificial.

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Yves Rybarczyk

Universidad de las Américas Puebla

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José Barata

Universidade Nova de Lisboa

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João Gameiro

Universidade Nova de Lisboa

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Vítor Santos

Universidade Nova de Lisboa

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José Simão

Universidade Nova de Lisboa

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João Delgado

Universidade Nova de Lisboa

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