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Pedro Martins

Publications and source records attributed to Pedro Martins.

At least 19 recordsLinked to original sources

The Road to Identifying the Earliest Radio-Powerful AGN with the SKA

The Epoch of Reionization (EoR) is one of the most pivotal frontiers in modern astrophysics, marking the emergence of the first galaxies, stars, and supermassive black holes (SMBHs). Despite insights from the Atacama Large Millimetre/submillimetre Array and the James Webb Space Telescope, we still struggle to explain how $\sim10^{9}$ M$_\odot$ SMBHs powering luminous active galactic nuclei (AGN) already exist by $z\sim7$. The recent discovery of powerful radio emission from some of these early AGN is notable, offering new constraints on early black-hole accretion and, with the Square Kilometre Array Observatory (SKAO), the prospect of directly probing neutral hydrogen through 21-cm absorption studies. Yet progress remains slow: only a few radio-powerful AGN are known at $z>6$, far fewer than theoretical predictions suggest, raising questions about whether this reflects intrinsic properties or selection biases and incomplete spectral information. In this chapter we synthesise predictions from state-of-the-art hydrodynamical and semi-analytic simulations with observational constraints from SKAO pathfinder facilities. These models suggest the existence of a substantial, still-undetected population of radio-powerful AGN in the EoR, but show that present surveys are limited by selection biases and incomplete radio spectral information. We discuss a physically motivated strategy for identifying high-redshift radio AGN, based on broadband radio spectral energy distributions, spectral curvature, dynamical jet evolution, and radio-only redshift estimation, offering a transformative alternative to traditional empirical approaches. Finally, we justify how the sensitivity and spectral coverage of the SKAO will allow fine-frequency sampling across the 50 MHz - 15 GHz range, revolutionising our ability to identify the earliest radio-powerful AGN and probe the earliest SMBHs.

astro-ph.GA

The E-Rocket: Low-cost Testbed for TVC Rocket GNC Validation

This paper presents the E-Rocket, an electric-powered, low-cost rocket prototype for validation of Guidance, Navigation & Control (GNC) algorithms based on Thrust Vector Control (TVC). Relying on commercially available components and 3D printed parts, a pair of contra-rotating DC brushless motors is assembled on a servo-actuated gimbal mechanism that provides thrust vectoring capability. A custom avionics hardware and software stack is developed considering a dual computer setup which leverages the capabilities of the PX4 autopilot and the modularity of ROS 2 to accommodate for tailored GNC algorithms. The platform is validated in an indoor motion-capture arena using a baseline PID-based trajectory tracking controller. Results demonstrate accurate trajectory tracking and confirm the suitability of the E-Rocket as a versatile testbed for rocket GNC algorithms.

eess.SY

Solving the Multiobjective Quasi-Clique Problem

Given a simple undirected graph $G$, a quasi-clique is a subgraph of $G$ whose density is at least $γ$ $(0 < γ\leq 1)$. Finding a maximum quasi-clique has been addressed from two different perspectives: $i)$ maximizing vertex cardinality for a given edge density; and $ii)$ maximizing edge density for a given vertex cardinality. However, when no a priori preference information about cardinality and density is available, a more natural approach is to consider the problem from a multiobjective perspective. We introduce the Multiobjective Quasi-clique Problem (MOQC), which aims to find a quasi-clique by simultaneously maximizing both vertex cardinality and edge density. To efficiently address this problem, we explore the relationship among MOQC, its single-objective counterpart problems, and a biobjective optimization problem, along with several properties of the MOQC problem and quasi-cliques. We propose a baseline approach using $\varepsilon$-constraint scalarization and introduce a Two-phase strategy, which applies a dichotomic search based on weighted sum scalarization in the first phase and an $\varepsilon$-constraint methodology in the second phase. Additionally, we present a Three-phase strategy that combines the dichotomic search used in Two-phase with a vertex-degree-based local search employing novel sufficient conditions to assess quasi-clique efficiency, followed by an $\varepsilon$-constraint in a final stage. Experimental results on real-world sparse graphs indicate that the integrated use of dichotomic search and local search, together with mechanisms to assess quasi-clique efficiency, makes the Three-phase strategy an effective approach for solving the MOQC problem in terms of running time and ability to produce new efficient quasi-cliques.

cs.DM

GRAPHIC--Guidelines for Reviewing Algorithmic Practices in Human-centred Design and Interaction for Creativity

Artificial Intelligence (AI) has been increasingly applied to creative domains, leading to the development of systems that collaborate with humans in design processes. In Graphic Design, integrating computational systems into co-creative workflows presents specific challenges, as it requires balancing scientific rigour with the subjective and visual nature of design practice. Following the PRISMA methodology, we identified 872 articles, resulting in a final corpus of 71 publications describing 68 unique systems. Based on this review, we introduce GRAPHIC (Guidelines for Reviewing Algorithmic Practices in Human-centred Design and Interaction for Creativity), a framework for analysing computational systems applied to Graphic Design. Its goal is to understand how current systems support human-AI collaboration in the Graphic Design discipline. The framework comprises main dimensions, which our analysis revealed to be essential across diverse system types: (1) Collaborative Panorama, (2) Processes and Modalities, and (3) Graphic Design Principles. Its application revealed research gaps, including the need to balance initiative and control between agents, improve communication through explainable interaction models, and promote systems that support transformational creativity grounded in core design principles.

cs.HC

Boosting Mixed-Initiative Co-Creativity in Game Design: A Tutorial

In recent years, there has been a growing application of mixed-initiative co-creative approaches in the creation of video games. The rapid advances in the capabilities of artificial intelligence (AI) systems further propel creative collaboration between humans and computational agents. In this tutorial, we present guidelines for researchers and practitioners to develop game design tools with a high degree of mixed-initiative co-creativity (MI-CCy). We begin by reviewing a selection of current works that will serve as case studies and categorize them by the type of game content they address. We introduce the MI-CCy Quantifier, a framework that can be used by researchers and developers to assess co-creative tools on their level of MI-CCy through a visual scheme of quantifiable criteria scales. We demonstrate the usage of the MI-CCy Quantifier by applying it to the selected works. This analysis enabled us to discern prevalent patterns within these tools, as well as features that contribute to a higher level of MI-CCy. We highlight current gaps in MI-CCy approaches within game design, which we propose as pivotal aspects to tackle in the development of forthcoming approaches.

cs.HC

On the under-reaching phenomenon in message-passing neural PDE solvers: revisiting the CFL condition

This paper proposes sharp lower bounds for the number of message passing iterations required in graph neural networks (GNNs) when solving partial differential equations (PDE). This significantly reduces the need for exhaustive hyperparameter tuning. Bounds are derived for the three fundamental classes of PDEs (hyperbolic, parabolic and elliptic) by relating the physical characteristics of the problem in question to the message-passing requirement of GNNs. In particular, we investigate the relationship between the physical constants of the equations governing the problem, the spatial and temporal discretisation and the message passing mechanisms in GNNs. When the number of message passing iterations is below these proposed limits, information does not propagate efficiently through the network, resulting in poor solutions, even for deep GNN architectures. In contrast, when the suggested lower bound is satisfied, the GNN parameterisation allows the model to accurately capture the underlying phenomenology, resulting in solvers of adequate accuracy. Examples are provided for four different examples of equations that show the sharpness of the proposed lower bounds.

cs.LG

Thermodynamics-informed graph neural networks for real-time simulation of digital human twins

The growing importance of real-time simulation in the medical field has exposed the limitations and bottlenecks inherent in the digital representation of complex biological systems. This paper presents a novel methodology aimed at advancing current lines of research in soft tissue simulation. The proposed approach introduces a hybrid model that integrates the geometric bias of graph neural networks with the physical bias derived from the imposition of a metriplectic structure as soft and hard constrains in the architecture, being able to simulate hepatic tissue with dissipative properties. This approach provides an efficient solution capable of generating predictions at high feedback rate while maintaining a remarkable generalization ability for previously unseen anatomies. This makes these features particularly relevant in the context of precision medicine and haptic rendering. Based on the adopted methodologies, we propose a model that predicts human liver responses to traction and compression loads in as little as 7.3 milliseconds for optimized configurations and as fast as 1.65 milliseconds in the most efficient cases, all in the forward pass. The model achieves relative position errors below 0.15\%, with stress tensor and velocity estimations maintaining relative errors under 7\%. This demonstrates the robustness of the approach developed, which is capable of handling diverse load states and anatomies effectively. This work highlights the feasibility of integrating real-time simulation with patient-specific geometries through deep learning, paving the way for more robust digital human twins in medical applications.

cs.LG

Ensuring connectedness for the Maximum Quasi-clique and Densest $k$-subgraph problems

Given an undirected graph $G$, a quasi-clique is a subgraph of $G$ whose density is at least $γ$ $(0 < γ\leq 1)$. Two optimization problems can be defined for quasi-cliques: the Maximum Quasi-Clique (MQC) Problem, which finds a quasi-clique with maximum vertex cardinality, and the Densest $k$-Subgraph (DKS) Problem, which finds the densest subgraph given a fixed cardinality constraint. Most existing approaches to solve both problems often disregard the requirement of connectedness, which may lead to solutions containing isolated components that are meaningless for many real-life applications. To address this issue, we propose two flow-based connectedness constraints to be integrated into known Mixed-Integer Linear Programming (MILP) formulations for either MQC or DKS problems. We compare the performance of MILP formulations enhanced with our connectedness constraints in terms of both running time and number of solved instances against existing approaches that ensure quasi-clique connectedness. Experimental results demonstrate that our constraints are quite competitive, making them valuable for practical applications requiring connectedness.

cs.DM

AIRCADE: an Anechoic and IR Convolution-based Auralization Data-compilation Ensemble

In this paper, we introduce a data-compilation ensemble, primarily intended to serve as a resource for researchers in the field of dereverberation, particularly for data-driven approaches. It comprises speech and song samples, together with acoustic guitar sounds, with original annotations pertinent to emotion recognition and Music Information Retrieval (MIR). Moreover, it includes a selection of impulse response (IR) samples with varying Reverberation Time (RT) values, providing a wide range of conditions for evaluation. This data-compilation can be used together with provided Python scripts, for generating auralized data ensembles in different sizes: tiny, small, medium and large. Additionally, the provided metadata annotations also allow for further analysis and investigation of the performance of dereverberation algorithms under different conditions. All data is licensed under Creative Commons Attribution 4.0 International License.

eess.AS

ESSYS* Sharing #UC: An Emotion-driven Audiovisual Installation

We present ESSYS* Sharing #UC, an audiovisual installation artwork that reflects upon the emotional context related to the university and the city of Coimbra, based on the data shared about them on Twitter. The installation was presented in an urban art gallery of Círculo de Artes Plásticas de Coimbra during the summer and autumn of 2021. In the installation space, one may see a collection of typographic posters displaying the tweets and listening to an ever-changing ambient sound. The present audiovisuals are created by an autonomous computational creative approach, which employs a neural classifier to recognize the emotional context of a tweet and uses this resulting data as feedstock for the audiovisual generation. The installation's space is designed to promote an approach and blend between the online and physical perceptions of the same location. We applied multiple experiments with the proposed approach to evaluate the capability and performance. Also, we conduct interview-based evaluation sessions to understand how the installation elements, especially poster designs, are experienced by people regarding diversity, expressiveness and possible employment in other commercial and social scenarios.

cs.MM

Optimal Decision Diagrams for Classification

Decision diagrams for classification have some notable advantages over decision trees, as their internal connections can be determined at training time and their width is not bound to grow exponentially with their depth. Accordingly, decision diagrams are usually less prone to data fragmentation in internal nodes. However, the inherent complexity of training these classifiers acted as a long-standing barrier to their widespread adoption. In this context, we study the training of optimal decision diagrams (ODDs) from a mathematical programming perspective. We introduce a novel mixed-integer linear programming model for training and demonstrate its applicability for many datasets of practical importance. Further, we show how this model can be easily extended for fairness, parsimony, and stability notions. We present numerical analyses showing that our model allows training ODDs in short computational times, and that ODDs achieve better accuracy than optimal decision trees, while allowing for improved stability without significant accuracy losses.

cs.LG

Launchers and Targets in Social Networks

Influence propagation in social networks is a subject of growing interest. A relevant issue in those networks involves the identification of key influencers. These players have an important role on viral marketing strategies and message propagation, including political propaganda and fake news. In effect, an important way to fight malicious usage on social networks is to understand their properties, their structure and the way messages propagate. This paper proposes two new indices for analysing message propagation in social networks, based on the network topological nature and the power of the message. The first index involves the strength of each node as a launcher of the message, dividing the nodes into launchers and non-launchers. The second index addresses the potential of each member as a receiver (target) of the message, dividing the nodes into targets and non-targets. Launcher individuals should indicate strong influencers and target individuals should identify the best target consumers. These indices can assist other known metrics when used to select efficient influencers in a social network. For instance, instead of choosing a strong and probably expensive member according to its degree in the network (number of followers), we may previously select those belonging to the launchers group and look for the lowest degree members, which are probably cheaper but still guarantying almost the same influence effectiveness as the largest degree members. On a different direction, using the second index, the strong target members should characterize relevant consumers of information in the network, which may include fake news' regular collectors. We discuss these indices using small-world randomly generated graphs and a number of real-world social networks available in known datasets repositories.

cs.SI

A Pig, an Angel and a Cactus Walk Into a Blender: A Descriptive Approach to Visual Blending

A descriptive approach for automatic generation of visual blends is presented. The implemented system, the Blender, is composed of two components: the Mapper and the Visual Blender. The approach uses structured visual representations along with sets of visual relations which describe how the elements (in which the visual representation can be decomposed) relate among each other. Our system is a hybrid blender, as the blending process starts at the Mapper (conceptual level) and ends at the Visual Blender (visual representation level). The experimental results show that the Blender is able to create analogies from input mental spaces and produce well-composed blends, which follow the rules imposed by its base-analogy and its relations. The resulting blends are visually interesting and some can be considered as unexpected.

cs.AI

Towards Automating Precision Studies of Clone Detectors

Current research in clone detection suffers from poor ecosystems for evaluating precision of clone detection tools. Corpora of labeled clones are scarce and incomplete, making evaluation labor intensive and idiosyncratic, and limiting inter tool comparison. Precision-assessment tools are simply lacking. We present a semi-automated approach to facilitate precision studies of clone detection tools. The approach merges automatic mechanisms of clone classification with manual validation of clone pairs. We demonstrate that the proposed automatic approach has a very high precision and it significantly reduces the number of clone pairs that need human validation during precision experiments. Moreover, we aggregate the individual effort of multiple teams into a single evolving dataset of labeled clone pairs, creating an important asset for software clone research.

cs.SE

Using Computer Vision Techniques for Moving Poster Design

Graphic Design encompasses a wide range of activities from the design of traditional print media (e.g., books and posters) to site-specific (e.g., signage systems) and electronic media (e.g., interfaces). Its practice always explores the new possibilities of information and communication technologies. Therefore, interactivity and participation have become key features in the design process. Even in traditional print media, graphic designers are trying to enhance user experience and exploring new interaction models. Moving posters are an example of this. This type of posters combine the specific features of motion and print worlds in order to produce attractive forms of communication that explore and exploit the potential of digital screens. In our opinion, the next step towards the integration of moving posters with the surroundings, where they operate, is incorporating data from the environment, which also enables the seamless participation of the audience. As such, the adoption of computer vision techniques for moving poster design becomes a natural approach. Following this line of thought, we present a system wherein computer vision techniques are used to shape a moving poster. Although it is still a work in progress, the system is already able to sense the surrounding physical environment and translate the collected data into graphical information. The data is gathered from the environment in two ways: (1) directly using motion tracking; and (2) indirectly via contextual ambient data. In this sense, each user interaction with the system results in a different experience and in a unique poster design.

cs.HC

The Java Build Framework: Large Scale Compilation

Large repositories of source code for research tend to limit their utility to static analysis of the code, as they give no guarantees on whether the projects are compilable, much less runnable in any way. The immediate consequence of the lack of large compilable and runnable datasets is that research that requires such properties does not generalize beyond small benchmarks. We present the Java Build Framework, a method and tool capable of automatically compiling a large percentage of Java projects available in open source repositories like GitHub. Two elements are at the core: a very large repository of JAR files, and techniques of resolution of compilation faults and dependencies.

cs.SE

Goal Clustering: VNS based heuristics

Given a set V of n elements on m attributes, we want to find a partition of V on the minimum number of clusters such that the associated R-squared ratio is at least a given threshold. We denote this problem as Goal Clustering (GC). This problem represents a new perspective, characterizing a different methodology within unsupervised non-hierarchical clustering. In effect, while in the k-means we set the number of clusters in advance and then test the associated R-squared ratio; in the GC we set an R-squared threshold lower limit in advance and minimize k. We present two Variable Neighborhood Search (VNS) based heuristics for the GC problem. The two heuristics use different methodologies to start the VNS algorithms. One is based on the Ward's construction and the other one resorts to the k-means method. Computational tests are conducted over a set of large sized instances in order to show the performance of the two proposed heuristics.

cs.DM

Generation of concept-representative symbols

The visual representation of concepts or ideas through the use of simple shapes has always been explored in the history of Humanity, and it is believed to be the origin of writing. We focus on computational generation of visual symbols to represent concepts. We aim to develop a system that uses background knowledge about the world to find connections among concepts, with the goal of generating symbols for a given concept. We are also interested in exploring the system as an approach to visual dissociation and visual conceptual blending. This has a great potential in the area of Graphic Design as a tool to both stimulate creativity and aid in brainstorming in projects such as logo, pictogram or signage design.

cs.GR