Frutuoso G. M. Silva

Frutuoso G. M. Silva
Universidade da Beira Interior | UBI · Department of Computer Science

About

50
Publications
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259
Citations

Publications

Publications (50)
Article
Full-text available
In computer science, an ontology is a way of showing the properties of a subject area and how they are related by defining a set of concepts and categories that represent the subject. There have been many attempts to create a widely accepted ontology for the universe of games. Most of these attempts are defined based on an analytical perspective: f...
Article
Full-text available
Pattern analysis is a widely researched topic in team sports performance analysis, using information theory as a conceptual framework. Bayesian methods are also used in this research field, but the association between these two is being developed. The aim of this paper is to present new mathematical concepts that are based on information and probab...
Article
Full-text available
Pattern analysis is a well-established topic in team sports performance analysis, and is usually centered on the analysis of passing sequences. Taking a Bayesian approach to the study of these interactions, this work presents novel entropy mathematical models for Markov chain-based pattern analysis in team sports networks, with Relative Transition...
Article
Full-text available
While playing, the child progresses in reasoning ability, develops thinking and other skills, creates social relations, understands the environment, develops knowledge and creativity, and satisfies desires (Dallabona& Mendes, 2004). Thus, playing "increases their independence, stimulates their visual and auditory sensibility, values their popular c...
Article
Full-text available
Educational serious games are primarily intended to teach about or train on a subject. However, a serious game must also be catchy for the player to want to play it multiple times and thus learn while playing. The design of educational serious games includes game experts and pedagogical experts that must be able to efficiently communicate to produc...
Article
Full-text available
We present a game for training main mathematical operations for elementary school students, mainly for the third and fourth-grade. The learning mechanisms used in the game were included in the game mechanics. The target audience evaluated the game and the results were positive, both in the gameplay and in the learning. Three groups were used to eva...
Chapter
This chapter introduces the concept of network analysis and presents a series of software tools developed with the objective of analyzing networks. This analysis is usually performed on a set of metrics calculated on the network or on a representation of the network. Most of the existing tools are not free or are limited to unweighted networks, ign...
Chapter
This chapter introduces an analysis performed on real data. All described metrics were calculated for both teams and representations were created, using the Web application uPATO. The conclusions obtained from the analysis are then presented.
Chapter
A collection of metrics is presented in this chapter. This collection is categorized as meso-level (subgroup) or team metrics, depending on the scope. Each metric includes a description of a possible interpretation of the metric, and the pseudocode to implement it. Each pseudocode describes the cases for which it can be used (unweighted graphs, unw...
Chapter
This chapter contains a set of individual metrics that can be used to analyze the importance of each player in a team sport. The metrics were divided into two main categories: Centrality (Sect. 3.1) and Prestige (Sect. 3.2). Each metric includes a description of a possible interpretation of the metric, and the pseudocode to implement it. Each pseud...
Chapter
This chapter presents an overview of uPATO application, which was designed mainly for network analysis applied to team sports. However, this tool can be used for any network that can be represented by an adjacency matrix (e.g., a computer network, a telecommunication network, or even a social network, etc.). Thus, a first module was developed to al...
Chapter
Position data can be obtained from different approaches and techniques. Based on that, the aim of this chapter is to briefly present the main methods that have been used to track players during the games and training sessions and to discuss which kind of information can be used to analyze the individual and collective behavior. The introduction to...
Chapter
This chapter discusses a set of metrics involving the Geometrical Center (or centroid) of one or both teams. Each section describes a different metric, including the associated formulae and definitions, representations if valid, and an interpretation on what the metric can convey the user. The following measures will be presented: Geometrical Cente...
Chapter
The purpose of this chapter is to present the individual measures that can be computed in the uPATO software. Each measure will be presented with a definition and case-studies to discuss the data and how results can be interpreted. Time-motion profile (including distances at different speeds), Shannon Entropy, Longitudinal and Lateral Displacements...
Chapter
Tactical information can be determinant to use position data and measures in the aim of match analysis. By using information about collective behavior and tactics it is possible to re-organize tasks or even make decisions during matches. These measures are not limited to the space (as centroid or team’s dispersion) but can also provide information...
Chapter
The purpose of this chapter is to introduce the concepts of dispersion in the aim of soccer analysis. A set of different measures have been proposed to identify the level of dispersion between teammates and between opponents. Based on that, a summary of the dispersion measures, definitions, interpretation and graphical visualization will be present...
Chapter
The purpose of this chapter is to analyze how position data have been used in the aim of match analysis. A brief related work will present the main measures and results that come from soccer analysis based on georeferencing. Individual measures that characterize the time-motion profile, tactical behavior, predictability, stability and spatial explo...
Article
Full-text available
The purpose of this study was to analyze the effects of two different field sizes (full and half of an official size field) on the tactical behaviors measured by position data of players. Ten amateur soccer players (age = 23.39 ± 3.91 years old) were tracked with GPS units during two situations of 11 vs. 11, one in each field size. The position dat...
Book
Full-text available
This book provides an account of the use of computational tactical metrics in improving sports analysis, in particular the use of Global Positioning System (GPS) data in soccer. As well as offering a practical perspective on collective behavioural analysis, it introduces the computational metrics available in the literature that allow readers to id...
Conference Paper
Full-text available
This study is part of a master's dissertation aiming to investigate the immersion of user interfaces in first person games using virtual reality. This evaluation is based on the concepts established by the Diegesis theory. Based on that, a table was created with the identified elements in the games that induce more or less immersion to the player....
Article
Full-text available
This study is part of a master's dissertation aiming to investigate the immersion of user interfaces in first person games using virtual reality. This evaluation is based on the concepts established by the Diegesis theory. Based on that, a table was created with the identified elements in the games that induce more or less immersion to the player....
Article
Analysis of the physical, technical and physiological variations induced through the use of different soccer game formats have been widely discussed. However, the coaching justification for the specific use of certain game formats based on individual and collective spatial awareness is unclear. As a result, the purpose of this study was to analyze...
Article
Full-text available
In order to study the effect of cooperative and opposition games in children interactions, 10 preschool children (5 to 6 year olds) were monitored over a 1-month period: the interactions between peers were quantified and analyzed in different games, through Social Network Analysis. Results suggest a significant correlation between a cooperative env...
Article
Full-text available
Children, when playing, are communicating, since this is one of the forms of disinhibition and interaction with the group in which they are inserted (Lima, 2014). Ten children, five boys (n = 5; 5.8 ± 0.4 years of age) and five girls (n = 5; 5.6 ± 0.5 years of age) from a primary school were observed and video recorded during classes on motor expre...
Conference Paper
Network analysis has been used to classify the interactions between teammates in team sports. However, no dedicated software or application was specifically developed to import, compute and export data in the specific case of sports, as far as we know. Based on that, we intend to propose a new application to visualize and analyze networks in soccer...
Article
In this study we will present the most common and adequate network measures to analyse graph properties and to inspect the prominence of each player on a soccer team. Both approaches can provide a range of useful information. This kind of analysis will help to identify the prominence of players and also characterize the collective organization and...
Article
The understanding of dynamic and complex systems requires a multi-directional approach toward the whole system. New mathematical approaches have been proposing new tools and techniques to understand the collective dynamics in team sports. Nevertheless, to ensure the quality of the techniques it should be considered the data collecting procedures. F...
Article
The study of teammates’ interaction on team sports has been growing in the last few years. Nevertheless, no specific software has been developed so far to do this in a user-friendly manner. Therefore, the aim of this study was to introduce software called the Performance Analysis Tool (PATO) that allows the user to quickly record the teammates’ int...
Article
Full-text available
The development of a serious game requires perfect knowledge of the learning domain to obtain the desired results. But it is also true that this may not be enough to develop a successful serious game. First of all, the player has to feel that he is playing a game where the learning is only a consequence of the playing actions. Otherwise, the game i...
Article
Full-text available
Iris recognition is a popular technique for recognizing humans. However, as is the case with most biometric traits, it is difficult to collect data that are suitable for use in experiments due to three factors: 1) the substantial amount of data that is required; 2) the time that is spent in the acquisition process; and 3) the security and privacy c...
Conference Paper
Following the growing phenomenon that is video games, interest on Serious Games has been increasing. Serious Games aim to add educational or training purposes to traditional video games, in order to take advantage of video games' inherent engaging capabilities. Using video games for others purposes than entertainment enables users to train for situ...
Conference Paper
Full-text available
With the growth of the video game industry, interest in video game research has increased, leading to the study of Serious Games. Serious Games are generally perceived as games with purposes other than mere entertainment. These purposes range from education to training, marketing to design, among others. By exploiting the potential of these virtual...
Article
With the growth of the video game industry, interest in video game research has increased, leading to the study of Serious Games. Serious Games are generally perceived as games with purposes other than mere entertainment. These purposes range from education to training, marketing to design, among others. By exploiting the potential of these virtual...
Conference Paper
In the last four years, we have been using Blender software to support the Animation course for computer science students. In particular to support the lab classes and to develop a practical project, i.e. a short D animation film. The use of a modelling and animation software helps students to understand how it works in practice the several mathema...
Conference Paper
This paper describes a 3D third person platform game developed using the XNA Game Studio. This 3D game was developed to allow a fresh and intuitive interaction based on player's natural movements, by using the Wii controller and its accelerometers. These new ways of interacting with software applications in general, and games in particular, open ma...
Article
Topology-based geometric models are important in many fields, including CAD (computer-aided design) and computer graphics. This paper introduces a general, concise, and responsive topology-based geometric data structure, called NNB-rep (nonoriented, nonmanifold boundary representation). Its generality comes from its ability to store manifold and no...
Conference Paper
Quality perception of simplified models is an important aspect for several applications. But, it is normally evaluated only based on the analysis of geometrical errors of the simplified models. However, the analysis of geometrical errors is not enough to evaluate the quality of the simplified models. The quality of the simplified models and the exe...
Article
Full-text available
The maximum compression, efficient transmission and fast rendering of geometric models is a complex problem for many reasons, thereby gaining a lot of attention from several areas, like compression and rendering of geometric models. Normally, the stripification algorithms are used to speed up the rendering of geometric models because they reduce th...
Conference Paper
The model simplification algorithms have a great interest in a variety of areas, since it allow the replacement of large models by approximations with far fewer cells for manipulation and visualization purposes. The quality of the simplified models and the execution times are the main aspects to distinguish the algorithms. Normally the quality eval...
Conference Paper
Multiresolution meshes enable us to build representations of geometric objects at different Levels of Detail (LODs). We introduce a multiresolution scheme whose data structure allows us to separately restore the geometry and topology of a mesh during the refinement process. Additionally, we use a topological criterion (not a geometric criterion, as...
Article
Full-text available
Polygonal meshes are used in many application scenarios. Often the generated meshes are too complex not allowing proper interaction, visualization or transmission through a network. To tackle this problem, simplification methods can be used to generate less complex versions of those meshes. For this purpose many methods have been proposed in the li...
Conference Paper
Traditionally, B-rep geometric kernels possess oriented data structures, i.e. they possess oriented cells (e.g. half-edges, co-edges, face uses, etc.). The use of explicit oriented cells makes these data structures quite verbose and expensive in terms of memory space. Although orientation is important for visualization and engineering analysis purp...
Conference Paper
This paper presents a new edge collapsing-based simplification algorithm for meshes. It is based on the variation of the vectors that are normal to faces around the collapsing edge. Its main novelty is that it uses the same criterion to choose and validate the collapsing edge. Besides, at the best knowledge of the authors, it is the fastest simplif...
Conference Paper
Full-text available
Meshes are useful to represent surfaces in computer graphics and geometric modeling. Interactive editing and deformation of meshes is very important for a variety of applications, ranging from mechanical design to animation and virtual reality. For example, deforming a parametric surface can be done by moving at least one of its control points. In...
Conference Paper
Meshing is an important topic in geometric modelling and computer graphics. This paper introduces a concise and fast data structure, called AIF (Adjacency and Incidence Framework). Its conciseness results from the fact that it is an orientable, but not an oriented, data structure, i.e. an orientation can be topologically induced as necessary in man...
Conference Paper
We present a novel approach to interactively edit and deform polygonal meshes. The idea is to confine editing operations to mesh regions of interest, called submeshes, leaving others untouched as much as possible. Classical editing operations such as scaling, shearing, and rotation can be then applied to each submesh instead of the whole mesh. Anal...
Conference Paper
Full-text available
This paper introduces a concise and responsiveness data structure, called AIF (Adjacency and Incidence Framework), for multiresolution meshes, as well as a new simplification algorithm based on the planarity of neighboring faces. It is an optimal data structure for polygonal meshes, manifold and non-manifold, which means that a minimal number of di...
Conference Paper
This paper introduces a concise and responsiveness data structure, called AIF (Adjacency and Incidence Framework), for multiresolution meshes, as well as a new simplification algorithm based on the planarity of neighboring faces. It is an optimal data structure for polygonal meshes, manifold and non-manifold, which means that a minimal number of di...
Article
Full-text available
Resumo Os dispositivos móveis estão cada vez mais presentes no nosso quotidiano e os seus jogos são vistos como um importante serviço, quer por parte dos utilizadores quer por parte das operadoras de rede. Mas são ainda os jogos casuais, como por exemplo o Tetris ou a Snake, que dominam este mercado. No entanto, nos últimos anos têm-se assistido a...

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