2017
Authors
Devezas, JL; Nunes, S;
Publication
6th Symposium on Languages, Applications and Technologies, SLATE 2017, June 26-27, 2017, Vila do Conde, Portugal
Abstract
Search engines are evolving towards richer and stronger semantic approaches, focusing on entity-oriented tasks where knowledge bases have become fundamental. In order to support semantic search, search engines are increasingly reliant on robust information extraction systems. In fact, most modern search engines are already highly dependent on a well-curated knowledge base. Nevertheless, they still lack the ability to e ectively and automatically take advantage of multiple heterogeneous data sources. Central tasks include harnessing the information locked within textual content by linking mentioned entities to a knowledge base, or the integration of multiple knowledge bases to answer natural language questions. Combining text and knowledge bases is frequently used to improve search results, but it can also be used for the query-independent ranking of entities like events. In this work, we present a complete information extraction pipeline for the Portuguese language, covering all stages from data acquisition to knowledge base population. We also describe a practical application of the automatically extracted information, to support the ranking of upcoming events displayed in the landing page of an institutional search engine, where space is limited to only three relevant events. We manually annotate a dataset of news, covering event announcements from multiple faculties and organic units of the institution. We then use it to train and evaluate the named entity recognition module of the pipeline. We rank events by taking advantage of identified entities, as well as partOf relations, in order to compute an entity popularity score, as well as an entity click score based on implicit feedback from clicks from the institutional search engine. We then combine these two scores with the number of days to the event, obtaining a final ranking for the three most relevant upcoming events. © José Devezas and Sérgio Nunes
2017
Authors
Macedo, N; Tiago, J; Cunha, A;
Publication
IEEE Trans. Software Eng.
Abstract
Consistency management, the ability to detect, diagnose and handle inconsistencies, is crucial during the development process in Model-driven Engineering (MDE). As the popularity and application scenarios of MDE expanded, a variety of different techniques were proposed to address these tasks in specific contexts. Of the various stages of consistency management, this work focuses on inconsistency handling in MDE, particularly in model repair techniques. This paper proposes a feature-based classification system for model repair techniques, based on an systematic literature review of the area. We expect this work to assist developers and researchers from different disciplines in comparing their work under a unifying framework, and aid MDE practitioners in selecting suitable model repair approaches. © 1976-2012 IEEE.
2017
Authors
Coelho, F; Matos, M; Pereira, J; Oliveira, R;
Publication
Distributed Applications and Interoperable Systems - 17th IFIP WG 6.1 International Conference, DAIS 2017, Held as Part of the 12th International Federated Conference on Distributed Computing Techniques, DisCoTec 2017, Neuchâtel, Switzerland, June 19-22, 2017, Proceedings
Abstract
Window functions are extremely useful and have become increasingly popular, allowing ranking, cumulative sums and other analytic aggregations to be computed over a highly flexible and configurable sliding window. This powerful expressiveness comes naturally at the expense of heavy computational requirements which, so far, have been addressed through optimizations around centralized approaches by works both from the industry and academia. Distribution and parallelization has the potential to improve performance, but introduces several challenges associated with data distribution that may harm data locality. In this paper, we show how data similarity can be employed across partitions during the distributed execution of these operators to improve data co-locality between instances of a Distributed Query Engine and the associated data storage nodes. Our contribution can attain network gains in the average of 3 times and it is expected to scale as the number of instances increase. In the scenario with 8 nodes, we were to able attain bandwidth and time savings of 7.3 times and 2.61 times respectively. © IFIP International Federation for Information Processing 2017.
2017
Authors
Barbosa, L; Monteiro, P; Pinto, M; Coelho, H; Melo, M; Bessa, M;
Publication
2017 24 ENCONTRO PORTUGUES DE COMPUTACAO GRAFICA E INTERACAO (EPCGI)
Abstract
The use of virtual reality in training and simulation as well as the use of haptic feedback are already used in many areas such as medicine, aviation, and training in controlled environments, such as training firefighters. The purpose of this study was the creation of a virtual multisensory environment for the simulation of a training task used in the training of firemen, with the added purpose of studying the impact of the use of haptic feedback on the feeling of presence, satisfaction and performance in the task. For this study a virtual reality experiment was designed to simulate an urban fire environment, where the participants had to train one of the methods used by firefighters in these situations, and the temperature was selected for the haptic feedback. The analysis to the obtained data show that, after doing the experiment, the performance with and without haptic feedback was approximately the same and the participants showed a low error rate. Regarding the sense of presence and satisfaction, the results demonstrate that there was an improvement in the involvement and experienced realism, as well as a low cybersickness value.
2017
Authors
Cesario, V; Radeta, M; Coelho, A; Nisi, V;
Publication
HUMAN-COMPUTER INTERACTION - INTERACT 2017, PT IV
Abstract
In this poster, we are addressing the topic of "system's evaluation" from the point of view of assessing the usability of a gamified experience with 20 teenagers aged 15-17 years. The currently tested experience was ideally designed for children 9-10 years. In order to adapt the application to teenagers, we tested it with 20 targeted users. In this poster, we share the results and encourage a discussion among the researchers about how to adapt the gamified experience designed for children to a teenage audience.
2017
Authors
Cesario, V; Nisi, V; Coelho, A;
Publication
SERIOUS GAMES, INTERACTION AND SIMULATION
Abstract
This paper introduces ClueKing, a children's pervasive game which encompasses context-aware and parents mediation to create an informal learning environment. In this paper we review related theories of inquiry-based learning and parent involvement, the basic pedagogical model, and mobile learning and pervasive games as the technological framework. The basic concept of ClueKing defines an interactive environment where teachers define the learning goals and challenges and parents mediate their application on the home setting, the children schedule and how to promote their engagement. The system's architecture is also presented, as well as the workflows for the development of ClueKing. Since this is work in progress the paper concludes with the next steps and future work to be carried out.
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