Paulo Menezes

Prof. Dr. Paulo Menezes

Institute of Systems and Robotics, Coimbra, Portugal
+1
orcid

Research Focus & Metrics

Academic Career Length

30Years (1997-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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16 March 2022 in IEEE Transactions on Artificial Intelligence
Verified
Journal Article
Closed access
Gustavo AssunçãoGustavo Assunção
Gustavo Assunção
BPBruno Patrão
Bruno Patrão
Miguel Castelo-BrancoMiguel Castelo-Branco
Miguel Castelo-Branco
PMPaulo Menezes
Paulo Menezes
The field of Artificial Intelligence (AI) has gained immense traction over the past decade, producing increasingly successful applications as research strives to understand and exploit neural processing specifics. Nonetheless emotion, despite its demonstrated significance to reinforcement, social integration and general development, remains a largely stigmatized and consequently disregarded topic by most engineers and computer scientists. In this paper we endorse emotion's value for the advancement of artificial cognitive processing, as well as explore real-world use cases of emotion-augmented AI. A schematization is provided on the psychological-neurophysiologic basics of emotion in order to bridge the interdisciplinary gap preventing emulation and integration in AI methodology, as well as exploitation by current systems. In addition we overview three major subdomains of AI greatly benefiting from emotion, and produce a systematic survey of meaningful yet recent contributions to each area. To conclude, we address crucial challenges and promising research paths for the future of emotion in AI with the hope that more researchers will develop an interest for the topic and find it easier to develop their own contributions.

1 November 2021 in The Journal of Pain
Verified
Journal Article
Closed access
ITInês A. Trindade
Inês A. Trindade
RGRaquel Guiomar
Raquel Guiomar
SCSérgio A. Carvalho
Sérgio A. Carvalho
JDJoana Duarte
Joana Duarte
TLTeresa Lapa
Teresa Lapa
PCPaula Castilho
Paula Castilho

30 May 2022 in Applied Sciences
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Journal Article
Open access
PDF file
LALuis Almeida
Luis Almeida
PMPaulo Menezes
Paulo Menezes
JDJorge Dias
Jorge Dias
Telepresence robots are becoming popular in social interactions involving health care, elderly assistance, guidance, or office meetings. There are two types of human psychological experiences to consider in robot-mediated interactions: (1) telepresence, in which a user develops a sense of being present near the remote interlocutor, and (2) co-presence, in which a user perceives the other person as being present locally with him or her. This work presents a literature review on developments supporting robotic social interactions, contributing to improving the sense of presence and co-presence via robot mediation. This survey aims to define social presence, co-presence, identify autonomous “user-adaptive systems” for social robots, and propose a taxonomy for “co-presence” mechanisms. It presents an overview of social robotics systems, applications areas, and technical methods and provides directions for telepresence and co-presence robot design given the actual and future challenges. Finally, we suggest evaluation guidelines for these systems, having as reference face-to-face interaction.

7 February 2020 in Information
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Journal Article
Open access
PDF file
BFBruno Ferreira
Bruno Ferreira
PMPaulo Menezes
Paulo Menezes
Recovering from a traumatic incident (e.g, a stroke) implies rigorous and demanding therapies to ensure recovery of the lost capabilities. Due to the lack of short-term visible results, stroke patients tend to lose interest in their recovery process and frequently do not follow their therapists’ suggestions to continue performing their training at home, between physiotherapy sessions. This article explores the extent to which common computer games or specifically crafted games can serve as a rehabilitation practice, but also how conventional therapeutic devices might be transformed to be incorporated into games. Furthermore, we propose a platform that follows the opportunity of creating serious games that are designed for stroke patients with reduced upper limb mobility while following the same principles of common therapeutic procedures. This platform was carefully built with the purpose of allowing patients to comply tele-rehabilitation and promoting the execution of the recommended training at home. Following these ideas, we integrated two carefully designed games that have been tested and validated in our previous works, and we added a top-layer characterized by an online back-end application for therapists that allows them to observe their patients’ progress over time and draw different conclusions.

1 January 2004
Verified
Conference Paper
Closed access
LBL. Brethes
L. Brethes
PMPaulo Menezes
Paulo Menezes
FLF. Lerasle
F. Lerasle
JHJ. Hayet
J. Hayet
The interaction between man and machines has become an important topic for the robotic community as it can generalise the use of robots. For active H/R interaction scheme, the robot needs to detect human faces in its vicinity and then interpret canonical gestures of the tracked person assuming this interlocutor has been beforehand identified. In this context, we depict functions suitable to detect and recognise faces in video stream and then focus on face or hand tracking functions. An efficient colour segmentation based on a watershed on the skin-like coloured pixels is proposed. A new measurement model is proposed to take into account both shape and colour cues in the particle filter to track face or hand silhouettes in video stream. An extension of the basic condensation algorithm is proposed to achieve recognition of the current hand posture and automatic switching between multiple templates in the tracking loop. Results of tracking and recognition using are illustrated in the paper and show the process robustness in cluttered environments and in various light conditions. The limits of the method and future works are also discussed.

1 September 2006
Verified
Conference Paper
Closed access
ACAurelie Clodic
Aurelie Clodic
SFSara Fleury
Sara Fleury
RARachid Alami
Rachid Alami
RCRaja Chatila
Raja Chatila
GBgerard bailly
gerard bailly
VMVincent Montreuil
Vincent Montreuil
Rackham is an interactive robot-guide that has been used in several places and exhibitions. This paper presents its design and reports on results that have been obtained after its deployment in a permanent exhibition. The project is conducted so as to incrementally enhance the robot functional and decisional capabilities based on the observation of the interaction between the public and the robot. Besides robustness and efficiency in the robot navigation abilities in a dynamic environment, our focus was to develop and test a methodology to integrate human-robot interaction abilities in a systematic way. We first present the robot and some of its key design issues. Then, we discuss a number of lessons that we have drawn from its use in interaction with the public and how that will serve to refine our design choices and to enhance robot efficiency and acceptability