2022
Authors
Leal, JP; Primo, M;
Publication
ADVANCED RESEARCH IN TECHNOLOGIES, INFORMATION, INNOVATION AND SUSTAINABILITY, ARTIIS 2022, PT I
Abstract
The work presented in this article is part of ongoing research on the automated assessment of simple web applications. The proposed algorithm compares two interfaces by mapping their elements, using properties to identify those with the same role in both interfaces. The algorithm proceeds in three stages: firstly, it selects the relevant elements from both interfaces; secondly, it refines elements' attributes, excluding some and computing new ones; finally, it matches elements based on attribute similitude. The article includes an experiment to validate the algorithm as an assessment tool. As part of this experiment, a set of experts classified multiple web interfaces. Statistical analysis found a significant correlation between classifications made by the algorithm and those made by experts. The article also discusses the exploitation of the algorithm's output to access both the layout and functionality of a web interface and produce feedback messages in an automated assessment environment, which is planned as future research.
2022
Authors
Guedes, C; Giesteira, B; Nunes, S;
Publication
ACM JOURNAL ON COMPUTING AND CULTURAL HERITAGE
Abstract
In this article, we present solutions to visualize and interact with linked data in historical archives considering three different scenarios: search, individual record view, and creation of relationships. The created solutions were designed using nonfunctional mockups and were based on the CIDOC-CRM model, a model created and applied in the museums community liable to be extended to other cultural heritage institutions, being our solutions an application of this model to archives. A sample of 20 archival professionals was selected to evaluate the elements included in the proposed solutions. The evaluation sessions consisted in structured interviews supported by an introductory video and a survey. The think-aloud protocol was applied during the sessions. We conducted both a quantitative and qualitative analysis to the collected answers. From this analysis, we conclude that the majority of the participants showed great receptivity to the solutions presented and recognized many benefits in the application of linked data. Our contributions also include an exploratory study of some existing linked data systems, giving particular attention to their visualization and interaction modes.
2022
Authors
Cerqueira, J; Cunha, A; Macedo, N;
Publication
SOFTWARE ENGINEERING AND FORMAL METHODS, SEFM 2022
Abstract
This paper proposes the first mutation-based technique for the repair of Alloy 6 first-order temporal logic specifications. This technique was developed with the educational context in mind, in particular, to repair submissions for specification challenges, as allowed, for example, in the Alloy4Fun web-platform. Given an oracle and an incorrect submission, the proposed technique searches for syntactic mutations that lead to a correct specification, using previous counterexamples to quickly prune the search space, thus enabling timely feedback to students. Evaluation shows that, not only is the technique feasible for repairing temporal logic specifications, but also outperforms existing techniques for non-temporal Alloy specifications in the context of educational challenges.
2022
Authors
Pinto, J; Sousa, AMR; Sousa, JJ; Peres, E; Pádua, L;
Publication
CENTERIS 2022 - International Conference on ENTERprise Information Systems / ProjMAN - International Conference on Project MANagement / HCist - International Conference on Health and Social Care Information Systems and Technologies 2022, Hybrid Event / Lisbon, Portugal, November 9-11, 2022.
Abstract
2022
Authors
Silva, A; Sousa, C; Paulino, D; Sousa, M; Melo, M; Bessa, M; Paredes, H;
Publication
INFORMATION SYSTEMS AND TECHNOLOGIES, WORLDCIST 2022, VOL 2
Abstract
User experience can be affected by the amount and intensity of information presented. Four scenarios were developed to assess the insertion of information elements (chronometer and hint system) and tested with 37 users to find out if they affected the user's sense of presence and symptoms of cybersickness. In order to instruct users and using virtual reality using the Unity 3D game engine, we created a virtual world where the user has the role of exploring the environment and looking for mushrooms, and can consult a description about it. For tests with users, the IPQp and SSQ questionnaires were applied. The results indicate that it is possible to create a virtual world with the addition of informational components without significantly disturbing the user experience.
2022
Authors
de Queiros, RAP; Pinto, M; Simões, A; Portela, CF;
Publication
Research Anthology on Game Design, Development, Usage, and Social Impact
Abstract
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