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Publications

2023

A DTW Approach for Complex Data A Case Study with Network Data Streams

Authors
Silva, PR; Vinagre, J; Gama, J;

Publication
38TH ANNUAL ACM SYMPOSIUM ON APPLIED COMPUTING, SAC 2023

Abstract
Dynamic Time Warping (DTW) is a robust method to measure the similarity between two sequences. This paper proposes a method based on DTW to analyse high-speed data streams. The central idea is to decompose the network traffic into sequences of histograms of packet sizes and then calculate the distance between pairs of such sequences using DTW with Kullback-Leibler (KL) distance. As a baseline, we also compute the Euclidean Distance between the sequences of histograms. Since our preliminary experiments indicate that the distance between two sequences falls within a different range of values for distinct types of streams, we then exploit this distance information for stream classification using a Random Forest. The approach was investigated using recent internet traffic data from a telecommunications company. To illustrate the application of our approach, we conducted a case study with encrypted Internet Protocol Television (IPTV) network traffic data. The goal was to use our DTW-based approach to detect the video codec used in the streams, as well as the IPTV channel. Results strongly suggest that the DTW distance value between the data streams is highly informative for such classification tasks.

2023

Quest-based Gamification in a software development lab course: a case study

Authors
Flores, H; Pinto, R;

Publication
International Conference on Higher Education Advances

Abstract
Motivation and engagement play a crucial role in student success in a course. Students may lose interest or underestimate courses that tackle non-core learning outcomes to their specific curriculum or program. Gamification, using game elements (e.g., rewards, challenges) in non-game contexts, is one way to motivate and engage students. Some educational courses use project-based learning, where students tackle problems, overcome obstacles, and gain knowledge. Quest-based games are designed as systems of challenges that players must complete to advance and win the game. They were linked with education by applying specific game mechanics to a computing course unit. This paper case studies the application of a quest-based gamification approach in a mandatory software engineering course to boost engagement among higher education students. Results were collected through observational methods and surveying the students, indicating a tendency for higher grades in course years implementing gamification while maintaining satisfactory levels of motivation and engagement. © 2023 International Conference on Higher Education Advances. All rights reserved.

2023

NEW PLAN OF THE VELHO DE SAFARA CASTLE: INTEGRATION OF ARCHAEOLOGICAL DATA WITH HIGH-RESOLUTION TOPOGRAPHY DERIVED FROM DRONE-LIDAR SURVEY; [NOVA PLANTA DO CASTELO VELHO DE SAFARA: INTEGRAÇÃO DE DADOS ARQUEOLÓGICOS COM TOPOGRAFIA DE ALTA RESOLUÇÃO DERIVADA DE LEVANTAMENTO DRONE-LIDAR]

Authors
Soares, RM; Nabais, M; Pereiro, TD; Dias, R; Hipólito, J; Fonte, J; Seco, LG; Menéndez Marsh, F; Neves, A;

Publication
Estudos do Quaternario

Abstract
This study presents a new tridimensional perspective on Castelo Velho de Safara (Moura), one of the great walled settlements of the Iron Age/Roman Republic by the Guadiana River, obtained through a high-resolution survey using a drone integrated with a LiDAR sensor. The outline of the walls was defined in more detail, which meant revising the occupation area, now estimated at circa 1.36 hectares. Several unknown elements were detected, such as the entrance area and other possible defensive structures. The data obtained for the Castelo Velho de Safara demonstrate the potential of LiDAR for understanding the topographical characteristics of this type of fortified enclosure, whose structural remains are not always clear to the naked eye. © 2023, APEQ - Associacao Portuguesa para o Estudo do Quaternario. All rights reserved.

2023

Desiring Machines and Affective Virtual Environments

Authors
Forero, J; Bernardes, G; Mendes, M;

Publication
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST

Abstract
Language is closely related to how we perceive ourselves and signify our reality. In this scope, we created Desiring Machines, an interactive media art project that allows the experience of affective virtual environments adopting speech emotion recognition as the leading input source. Participants can share their emotions by speaking, singing, reciting poetry, or making any vocal sounds to generate virtual environments on the run. Our contribution combines two machine learning models. We propose a long-short term memory and a convolutional neural network to predict four main emotional categories from high-level semantic and low-level paralinguistic acoustic features. Predicted emotions are mapped to audiovisual representations by an end-to-end process encoding emotion in virtual environments. We use a generative model of chord progressions to transfer speech emotion into music based on the tonal interval space. Also, we implement a generative adversarial network to synthesize an image from the transcribed speech-to-text. The generated visuals are used as the style image in the style-transfer process onto an equirectangular projection of a spherical panorama selected for each emotional category. The result is an immersive virtual space encapsulating emotions in spheres disposed into a 3D environment. Users can create new affective representations or interact with other previously encoded instances (This ArtsIT publication is an extended version of the earlier abstract presented at the ACM MM22 [1]). © 2023, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.

2023

A lean approach to robotic process automation in banking

Authors
Mamede, HS; Martins, CMG; da Silva, MM;

Publication
HELIYON

Abstract
Automation is a concept that has been previously introduced in organizations as a means to improve their processes. However, Robotic Process Automation (RPA) is an emerging method to automate processes with software, which the industry calls robots. These robots perform repet-itive and low-complexity tasks previously performed by humans in front of a computer which as is known is the most commonly used feature in a company nowadays. Using the Design Science Research methodology to build up this article, it is argued that RPA is being used idly compared to its full potential which would entail using process improvement techniques before applying the automation itself. Thus, this article proposes a new approach to RPA through the use of Lean techniques. This article assesses two market leaders in RPA. It suggests a framework of activities for organizations that are investing in RPA and that want to take advantage of the capabilities currently offered by this technology. The majority of the demonstration proposal was carried out in a Portuguese private bank in three processes. Depending on the different cases, it had an overall positive evaluation in the field or simulations. Comparing RPA and Lean RPA projects in the number of resources (time, FTE) needed to carry out business processes, the latter approach presented values that were significantly lower and, consequently, satisfactory.

2023

Impact of remote work on Portuguese software professionals during the COVID-19 pandemic

Authors
Almeida, AJ; Cunha, J; Fernandes, JM;

Publication
26th Iberoamerican Conference on Software Engineering, CIbSE 2023, Montevideo, Uruguay, April 24-28, 2023.

Abstract
Although remote work was already possible and used in some contexts, the COVID-19 pandemic made it normal and, in some situations, even mandatory. This was the case in Portugal and in particular in its software industry. Given this abrupt change in how we work, it became pressing to investigate the impacts of this profound change to remote work, so that we can cope with the potential negative consequences (professional, personal, etc.). Thus, the goal of this work is to study the impact of the referred change to remote work, due to the COVID-19 pandemic, on software professionals in Portugal. To achieve this goal, a survey was prepared and distributed via email, LinkedIn, and Instagram. In total, 176 valid answers were collected from software professionals working in Portugal from 38 different companies. After the performed statistical analysis on the targeted population and focusing on the 10 elaborated research questions, two major findings can be concluded with certainty: (i) having worked in a remote regime before the pandemic period has a strong relationship with a higher frequency of use of teleconference tools after this period, and (ii) participants who do not feel safe about coming back to a fully on-site regime are more likely to prefer a fully remote regime than the ones who feel safe, while the latter group is more likely to prefer a hybrid regime. © 2023 CIbSE 2023 - XXVI Ibero-American Conference on Software Engineering. All rights reserved.

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