2019
Authors
Ferreira, J; Paiva, ACR;
Publication
Quality of Information and Communications Technology - 12th International Conference, QUATIC 2019, Ciudad Real, Spain, September 11-13, 2019, Proceedings
Abstract
Smartphones are becoming more important in our everyday lives and it is increasingly common to perform critical tasks on these devices, such as making payments. For this reason, ensuring the quality of these applications is an important task. One way to do this is through software testing. However, the testing of these applications presents major challenges due to the wide variety of devices available in the market. In this context, automated testing gains more relevance. There are dynamic test approaches for testing mobile applications, but there are some challenges that need to be overcome for good results, such as, being able to explore the complete behaviour of the application (e.g., overcoming blocking points); choosing appropriate input data; testing dynamic behaviour; testing specific characteristics of mobile applications, such as specific forms of interaction, e.g., long press, and so on. This paper presents a dynamic exploration approach of Android mobile applications that aims to overcome some of the problems identified. During the exploration process, the algorithm builds a Finite State Machine where states are traversed screens and transitions between states describe events that allow moving from one screen to another. This approach is implemented as an extension of the iMPAcT tool. The approach is validated over real Google Play apps and the test coverage results achieved are presented, compared and discussed. © Springer Nature Switzerland AG 2019.
2019
Authors
Pinto, JP; Viana, P;
Publication
JOURNAL OF INTELLIGENT & FUZZY SYSTEMS
Abstract
The development of efficient methods for searching and browsing large assets of video content has been considered by the academia and content owners for long. Different approaches that range from manual structured annotations, to unstructured metadata collected from several sources, as well as multimedia processing for automatic description of the content, can be identified. The growth on the number of hours of video content put online in video sharing platforms has however shown that video retrieval is still quite inefficient as rich contextual data that describes the content is most of the times still not available. Additionally, metadata is usually not linked to timed moments of content, making direct access to the most relevant moments not possible. In this paper, an approach for making web videos available in the YouTube platform more accessible is presented. The solution is based on a collaborative process presented as a game that enables collecting metadata from the crowd while implementing mechanisms that remove erroneous information usually encountered in this type of information. Metadata, exported to YouTube in the form of captions and descriptions, contributes to enhance video retrieval, guaranteeing a better user experience and exposure of the content.
2019
Authors
Monahan, R; Prevosto, V; Proença, J;
Publication
F-IDE@FM
Abstract
2019
Authors
Au Yong oliveira, M;
Publication
RISTI - Revista Iberica de Sistemas e Tecnologias de Informacao
Abstract
Over the last decade, for those teaching marketing, it has been a decade of profound change. The importance of digital marketing changed a lot for organizations in this period. WhatsApp had just been founded, in February 2009; but was very far from its over 1 billion users, in more than 180 countries, of today. Instagram did not exist yet. The iPhone was less than two years old. Smartphones were still not accessible to everyone, nor were there so many apps to help solve our day-to-day problems. This article is an application of autoethnography and explains the emotional journey as a marketing lecturer that the author has experienced between 2009 and 2019. It is thus a personal account, based on the experience of the author, about the change which has occurred in the classroom, as well as outside it, during that period. Higher education is an intangible service which has been very affected by technology, the result being a culture with greater proximity and where students seek to have positive experiences.
2019
Authors
Mendes, D; Caputo, FM; Giachetti, A; Ferreira, A; Jorge, J;
Publication
COMPUTER GRAPHICS FORUM
Abstract
Interactions within virtual environments often require manipulating 3D virtual objects. To this end, researchers have endeavoured to find efficient solutions using either traditional input devices or focusing on different input modalities, such as touch and mid-air gestures. Different virtual environments and diverse input modalities present specific issues to control object position, orientation and scaling: traditional mouse input, for example, presents non-trivial challenges because of the need to map between 2D input and 3D actions. While interactive surfaces enable more natural approaches, they still require smart mappings. Mid-air gestures can be exploited to offer natural manipulations mimicking interactions with physical objects. However, these approaches often lack precision and control. All these issues and many others have been addressed in a large body of work. In this article, we survey the state-of-the-art in 3D object manipulation, ranging from traditional desktop approaches to touch and mid-air interfaces, to interact in diverse virtual environments. We propose a new taxonomy to better classify manipulation properties. Using our taxonomy, we discuss the techniques presented in the surveyed literature, highlighting trends, guidelines and open challenges, that can be useful both to future research and to developers of 3D user interfaces.
2019
Authors
Campos, J; Sharma, P; Albano, M; Jantunen, E; Baglee, D; Ferreira, LL;
Publication
2019 6TH INTERNATIONAL CONFERENCE ON CONTROL, DECISION AND INFORMATION TECHNOLOGIES (CODIT 2019)
Abstract
The emergence of new Information and Communication Technologies, such as the Internet of Things and big data and data analytics provides opportunities as well as challenges for the domain of interest, and this paper discusses their importance in condition monitoring and maintenance. In addition, the Open system architecture for condition-based maintenance (OSA-CBM), and the Predictive Health Monitoring methods are gone through. Thereafter, the paper uses bearing fault data from a simulation model with the aim to produce vibration signals where different parameters of the model can be controlled. In connection to the former mentioned a prototype was developed and tested for purposes of simulated rolling element bearing fault systems signals with appropriate fault diagnostic and analytics. The prototype was developed taking into consideration recommended standards (e.g., the OSA-CBM). In addition, the authors discuss the possibilities to incorporate the developed prototype into the Arrowhead framework, which would bring possibilities to: analyze various equipment geographically dispersed, especially in this case its rolling element bearing; support servitization of Predictive Health Monitoring methods and large-scale interoperability; and, to facilitate the appearance of novel actors in the area and thus competition.
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