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  • Item type: Item , Access status: Acesso aberto ,
    Nwamatibejana - Roberto Zixaxa: The man who lived twice
    (2025) Vacha, A.; Simão, Licínia; Monteiro, António; Fonseca, Ana Mónica; Almeida, José Domingues de; Borges, Diniz
    Nwamatibejana, aka Zixaxa, was the powerful king of Mafumo, southern Mozambique. He led the rebellion against the colonial rule, imposing a siege to Lourenço Marques in 1894. The moment was crucial. The Portuguese crown had to react firmly since other colonial powers were looming. He was defeated in the battle of Marracuene (02/02/1895), annually commemorated in Mozambique through the Gwaza Muthini Festival. Zixaxa was the troublemaker and after the battle, received the protection of the Gaza Emperor Ngungunhane. Both ended imprisoned, firstly with their wives and then separated from them during the Azorean exile. In Angra do Heroísmo the African prisoners were formally listed as sergeants in the army, converted in the so-called civilization mission and given Christian names. Differently from the other companions (Ngungunhane, Mulungo and Godide), Zixaxa ended up embracing his new life as Roberto: he married and had kids. He turned into a well-known figure, appearing often in local newspapers. Appeals for his release came repeatedly from Brado Africano, Mozambican African press, in the 1920s. He died 20/15 years after the other prisoners, in 1927, the 31st year of exile. His heirs, in Terceira Island are still bringing both names (Roberto Zixaxa). Documentaries has been recorded in search of these “forgotten royalties”, since his memory didn’t vanish in Mozambique and Azores. In Mia Couto’s “The Drinker of Horizons” (2018), Zixaxa gains great relevance driving conclusions of the whole, internationally prized, “Sands of the Emperor” trilogy. In 2019 the Council of Angra do Heroísmo unveiled a plaque to the prisoners’ memory, in São João Batista Fortress. Later in 2022 a monument shaped as Ngungunhane, ideally directed to Mozambique, was dedicated to him and all prisoners exiled on the island. His story raises unsolved questions, but, arguably, few other political prisoners left marks on Terceira Island as he did.
  • Item type: Item , Access status: Acesso aberto ,
    A learning-based lossless event data compression for computer vision applications
    (2025) Sezavar, A.; Brites, C.; Ascenso, J.; Ebrahimi, T.; Tescher, A.G.; Ebrahimi, T.
    Event-based computer vision is becoming very popular. With progress in sensing events, the volume of data produced has increased manyfold, and there is a need for compression. This paper introduces a novel deep-learning-based lossless event data compression codec. The idea is to represent the events as a point cloud with spatial dimensions x and y and temporal dimension t as its coordinates. Then, an adaptive octree structure is created to better compact the latter without introducing any loss by coding the occupancy map. The binary representation of the octree structure, which corresponds to a denser representation of the event data, is then entropy-coded with a learning-based model. The latter is based on using a deep neural network to obtain the probability model of a hyperprior-based arithmetic coder. The proposed hyperprior network architecture includes two neural networks following an auto-encoder structure, which allows the capture of the source statistics effectively.
  • Item type: Item , Access status: Acesso aberto ,
    A serious game about the inclusion of immigrant children in Portuguese schools
    (2025) Silva, F.; Aguiar, C.; Arriaga, P.; Zagers, T.; Machado Alexandre, I.; Sousa, Maria José; Vaughn, Kevin J.; Moreira, Luís
    With the significant increase in migration flows to Portugal and other European countries, there is a growing need to create inclusive environments and promote cultural awareness and intercultural curiosity, especially among young people. KidLe is a project that aims to foster cultural education and support the integration of immigrant children into new school settings through a board game available in both traditional and digital formats. The traditional version is played collaboratively, requiring all players to work together, communicate, and share experiences and preferences in order to succeed. Its main objective is to encourage mutual understanding, regardless of culture, ethnicity, or religion. This study focuses on the digital version — a computerised adaptation of the original board game — which, through a child-centred user experience, also serves as a tool for inclusion. The project involves children, teachers, parents, and other caregivers in the game’s co-creation process, aiming to develop a tool that promotes knowledge and raises awareness about different cultures, ethnicities, and religions through an engaging and meaningful learning experience. The game is designed to be played both in schools and at home. This research highlights the enhanced accessibility and personalization of the digital solution compared to the traditional version, making it a more versatile educational tool capable of reaching a wider audience and, in turn, promoting greater awareness and inclusion of immigrant students. The project is being carried out in several Portuguese schools, following a five-step procedure that includes focus groups, workshops, and testing phases with various target audiences, resulting in an educational, intuitive, and visually appealing board game.