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Publications

Publications by HumanISE

2021

Equal opportunities in the access to quality online health information? A multi-lingual study on Wikipedia

Authors
Couto, L; Lopes, CT;

Publication
PROCEEDINGS OF THE 17TH INTERNATIONAL SYMPOSIUM ON OPEN COLLABORATION (OPENSYM)

Abstract
Wikipedia is a free, multilingual, and collaborative online encyclopedia. Nowadays, it is one of the largest sources of online knowledge, often appearing at the top of the results of the major search engines, being one of the most sought-after resources by the public searching for health information. The collaborative nature of Wikipedia raises security concerns since this information is used for decision-making, especially in the health area. Despite being available in hundreds of idioms, there are asymmetries between idioms, namely regarding their quality. In this work, we compare the quality of health information on Wikipedia between idioms with 100 million native speakers or more, and also in Greek, Italian, Korean, Turkish, Persian, Catalan and Hebrew, for historical tradition. Quality metrics are applied to health and medical articles in English, maintained by WikiProject Medicine, and their versions in the above idioms. With this, we contribute to a clarification of the role of Wikipedia in the access to health information. We demonstrate differences in both the quantity and quality of information available between idioms. English is the idiom with the highest quality in general. Urdu, Greek, Indonesian, and Hindi achieved lower values of quality.

2021

Requisitos de um agente inteligente de apoio ao ensino-aprendizagem on-line: modelo Wizard User

Authors
Ferrão, Eduardo; Bidarra, José; Rocio, Vitor;

Publication
International Journal of Development Research

Abstract
O cenário atual apresenta, cotidianamente, novas ferramentas tecnológicas, que auxiliam e que permitem dar maior significado ao processo educacional. Nesse contexto, destacamos, principalmente, as tecnologias baseadas em Inteligência Artificial (IA), que são capazes de interpretar, estruturar e cruzar dados, gerando predições com as informações analisadas, podendo, ainda, realizar inferências automáticas e interação com os usuários. Diante da existência de poderosos recursos tecnológicos e a massificação de cursos on-line, podemos afirmar que as ferramentas de acompanhamento evolutivo dos participantes, a interação e as metodologias educacionais tornam-se fundamentais no processo de ensino-aprendizagem. Esse artigo tem o objetivo de nortear a especificação de requisitos do modelo tecnológico, que visa ao auxílio no processo de ensino-aprendizado em curso on-line. Essa investigação utilizou-se de entrevistas e inquéritos com gestores e alunos de universidades brasileiras, para identificar como a IA, aliada a outras tecnologias, poderia auxiliar o processo de ensino-aprendizado, além de proporcionar, aos gestores e professores (mediadores pedagógicos), mais informações operacionais, táticas e estratégicas, nas tomadas de decisão acadêmica. Por último, ratificou-se que, nas instituições analisadas, ainda, não existe o uso da IA e, também, há uma carência de tecnologias emergentes, que possibilitariam automatizar atividades operativas realizadas pelos professores.

2021

Enhancement and extension of the printed book: an online gamification model to complement educational textbooks

Authors
Rocio, Vitor; Bidarra, José;

Publication
Proceedings of I-HE2021 Conference (Innovating Higher Education)

Abstract
Despite the significant increase in the use of digital devices, and the access to e-books by younger ages, the printed book still remains very important. Nowadays, although many communication processes and information exchanges have a digital support, the importance of using printed paper is acknowledged in many contexts. Both the paper and the digital media have unique advantages: digital media integrate with audiovisual and interactive resources, and the paper book supports interactions such as tactile and kinesthetic feedback given to both hands. In recent years there have been several commercial products designated as "augmented books", using augmented reality technologies to provide the reader with more layers of information, thereby fostering the use of the book in new ways. So, in this concept paper we describe part of the research and outcomes of project CHIC – C3, aimed at designing and developing a platform for managing the production of digital content connected with printed books. Furthermore, we propose a model for the gamification of digital content based on the printed book, mainly aimed at educational purposes. A proof of concept for the model was built in the form of a companion platform, supported by the Moodle LMS, fully integrated with the main CHIC website. Readers are able to access the platform, engage in several content related games, and interact with other readers.

2021

Task scheduling model for fog paradigm

Authors
Barros, Celestino Lopes de; Rocio, Vitor; Sousa, André; Paredes, Hugo;

Publication
ADVANCE 2021. 9th International Workshop on ADVANCEs in ICT Infrastructures and Services

Abstract
Task scheduling in fog paradigm is highly complex and in the literature, there are still few studies. In the cloud architecture, it is widely studied and in many researches, it is approached from the perspective of service providers. Trying to bring innovative contributions in these areas, in this paper, we propose a model to the context-aware task-scheduling problem for fog paradigm. In our proposal, different context parameters are normalized through Min-Max normalization; requisition priorities are defined through the application of the Multiple Linear Regression (MLR) technique and scheduling is performed using Multi-Objective Non-Linear Programming Optimization (MONLIP) technique.

2021

Automatic detection of the best performing priority rule for the resource-constrained project scheduling problem

Authors
Guo, WK; Vanhoucke, M; Coelho, J; Luo, JY;

Publication
EXPERT SYSTEMS WITH APPLICATIONS

Abstract
Priority rules are applied in many commercial software tools for scheduling projects under limited resources because of their known advantages such as the ease of implementation, their intuitive working, and their fast speed. Moreover, while numerous research papers present comparison studies between different priority rules, managers often do not know which rules should be used for their specific project, and therefore have no other choice than selecting a priority rule at random and hope for the best. This paper introduces a decision tree approach to classify and detect the best performing priority rule for the resource-constrained project scheduling problem (RCPSP). The research relies on two classification models to map project indicators onto the performance of the priority rule. Using such models, the performance of each priority rule can be predicted, and these predictions are then used to automatically select the best performing priority rule for a specific project with known network and resource indicator values. A set of computational experiment is set up to evaluate the performance of the newly proposed classification models using the most well-known priority rules from the literature. The experiments compare the performance of multi-label classification models with multi-class classification models, and show that these models can outperform the average performance of using any single priority rule. It will be argued that this approach can be easily extended to any extension of the RCPSP without changing the methodology used in this study.

2021

An analysis of network and resource indicators for resource-constrained project scheduling problem instances

Authors
Vanhoucke, M; Coelho, J;

Publication
COMPUTERS & OPERATIONS RESEARCH

Abstract
In the past decades, the resource on the resource-constrained project scheduling problem (RCPSP) has grown rapidly, resulting in an overwhelming amount of solution procedures that provide (near)-optimal solutions in a reasonable time. Despite the rapid progress, little is still known what makes a project instance hard to solve. Inspired by a previous research study that has shown that even small instances with only up to 30 activities is sometimes hard to solve, the current study provides an analysis of the project data used in the academic literature. More precisely, it investigates the ability of four well-known resource indicators to predict the hardness of an RCPSP instance. The study introduces a new instance equivalence concept to show that instances might have very different values for their resource indicators without changing any possible solution for this instance. The concept is based on four theorems and a search algorithm that transforms existing instances into new equivalent instances with more compact resources. This algorithm illustrates that the use of resource indicators to predict the hardness of an instance is sometimes misleading. In a set of computational experiment on more than 10,000 instances, it is shown that the newly constructed equivalent instances have values for the resource indicators that are not only different than the values of the original instances, but also often are better in predicting the hardness the project instances. It is suggested that the new equivalent instances are used for further research to compare results on the new instances with results obtained from the original dataset.

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