ESTGV - DI - Capítulo em obra internacional, como autor
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- AppendixPublication . Alves, Valter; Cunningham, S; Droumeva, M; Grimshaw, M; Hug, D; Liljedahl, M; O'Keeffe, L; Wilhelmsson, UWhat will the player experience of computer game sound be in the future? This was the question posed in an online discussion forum to which the book’s contributors were invited to respond. What follows is a free-wheeling debate about the future of game sound. Little editing has been done, other than the most obvious grammar, syntax and spelling errors, in order to maintain the fresh, often off-the-cuff responses. Three related themes become apparent in this discussion: affect, emotion and biofeedback; realism versus alternative realities; and the need for a game-sound design aesthetics. The first opens up interesting possibilities for enhanced player interaction (including player-player interaction across networked games) and immersion. Although authors and games companies often talk about the player being immersed in the gameworld, it is clear that current technology only hints at the potential. Similarly, games companies often praise the realism of their game sounds: even the iconic sound of Atari’s Pong of the early 1970s had its synthetic tones described as “realistic”. But which realism is being alluded to? What precisely does this Holy Grail of realism represent and how should it be attained? Is it the authenticity of sound that contributes to game realism or its verisimilitude in the context? If the latter, does realism derive from expectation, culture and genre and what debt does it owe to other forms of media? If realism refers to an emulation of reality, do we mean social realism, thematic realism, consequential or physical realism and who wants to play reality anyway? These questions directly relate to the need for a game sound design language: something that is still nascent. Game sound involves a very different paradigm to the derivation and perception of sound as found in reality or any other form of recreational medium. Like real-world environments, game sound derives from the actions of and upon its entities but it is triggered from a different rather than issuing directly from those entities. Unlike cinema, games require the willing and active participation of the player to effect the game and its sound. Whatever the future holds, it is clear that we have only begun to discover the possibilities inherent in computer game sound.
- Cityaction a smart-city platform architecturePublication . Martins, Pedro; Albuquerque, Daniel; Wanzeller, Cristina; Caldeira, Filipe; Tomé, P.; Sá, FilipeFast population growth in cities and surrounding regions force cities to become smarter to have a sustainable economy, social quality, and environmental well-being. Smart-Cities will be the ones using information and communication technologies to make cities services more efficient (in performance and cost), interactive, and aware of events. For a city to become smarter, it needs to make use of emerging technologies related with Internet-of-Things (IoT), not only to collect information and interact (actuate, command, control) but also to provide services for analytics and other applications. In this paper, is researched the concept of smart-city in the context of the project CityAction, tested on the city of Castelo Branco, Portugal. This project focuses on the relationship between IoT, monitoring, actuating and displaying data. Based on collected data from sensors spread across the city, the proposed project aims to make “smart” decisions to optimize resources, cost, well living, and environmental impact. Results introduce an architecture to integrate multiple heterogeneous sensors, develop a dashboard able of displaying data in a user-friendly way, and making this information available to population and users through a mobile app. This mechanism makes possible to infer better decisions on the city management/behavior and put in place the needed mechanisms to improve response time, safety and well living.
- Evolving the Security Paradigm for Industrial IoT EnvironmentsPublication . Rosa, Luis; Freitas, Miguel Borges de; Henriques, João; Quitério, Pedro; Caldeira, Filipe; Cruz, Tiago; Simões, PauloIn recent years, IACS (Industrial Automation and Control Systems) have become more complex, due to the increasing number of interconnected devices. This IoT (internet of things)-centric IACS paradigm, which is at the core of the Industry 4.0 concept, expands the infrastructure boundaries beyond the aggregated-plant, mono-operator vision, being dispersed over a large geographic area. From a cybersecurity-centric perspective, the distributed nature of modern IACS makes it difficult not only to understand the nature of incidents but also to assess their progression and threat profile. Defending against those threats is becoming increasingly difficult, requiring orchestrated and collaborative distributed detection, evaluation, and reaction capabilities beyond the scope of a single entity. This chapter presents the Intrusion and Anomaly Detection System platform architecture that was designed and developed within the scope of the ATENA H2020 project, to address the specific needs of distributed IACS while providing (near) real-time cybersecurity awareness.
- Guidelines for sound design in computer gamesPublication . Alves, Valter; Roque, LicinioThe inconsequential exploitation of sound in most computer games, both in extent and nature, contrasts with its prominence in our daily lives and with the kind of associations that have been explored in domains such as music and cinema. Sound design remains the craft of a talented minority and the unavailability of a public body of knowledge on the subject has greatly contributed to this state of affairs. This leads to a mix of alienation and best-judgment improvisation in the broader development community. A sensitivity to the potential of sound for the enrichment of the experience—with emphasis on game specifics—is, therefore, necessary. This study presents a contribution to the practice of sound design for computer games. An approach to intentional sound design, informed by multi-disciplinary interpretations of concepts including emotion, context, acoustic ecology, soundscape, resonance, and entrainment, is distilled into a set of design guidelines that holistically address the different sound layers.
- Towards Protecting Critical InfrastructuresPublication . Caldeira, Filipe; Cruz, Tiago; Simões, Paulo; Monteiro, EdmundoCritical Infrastructures (CIs) such as power distribution are referred to as “Critical” as, in case of failure, the impact on society and economy can be enormous. CIs are exposed to a growing number of threats. ICT security plays a major role in CI protection and risk prevention for single and interconnected CIs were cascading effects might occur. This chapter addresses CI Protection discussing MICIE Project main results, along with the mechanisms that manage the degree of confidence assigned to risk alerts allowing improving the resilience of CIs when faced with inaccurate/inconsistent alerts. The CockpitCI project is also presented, aiming to improve the resilience and dependability of CIs through automatic detection of cyber-threats and the sharing of real-time information about attacks among CIs. CockpitCI addresses one MICIE's shortcoming by adding SCADA-oriented security detection capabilities, providing input for risk prediction models and assessment of the operational status of the Industrial Control Systems.