Cookies
O website necessita de alguns cookies e outros recursos semelhantes para funcionar. Caso o permita, o INESC TEC irá utilizar cookies para recolher dados sobre as suas visitas, contribuindo, assim, para estatísticas agregadas que permitem melhorar o nosso serviço. Ver mais
Aceitar Rejeitar
  • Menu
Publicações

Publicações por CSE

2020

Detailing an e-Learning Course on Software Engineering and Architecture Using BPMN

Autores
Morais, C; Pedrosa, D; Fontes, MM; Cravino, J; Morgado, L;

Publicação
First International Computer Programming Education Conference, ICPEC 2020, June 25-26, 2020, ESMAD, Vila do Conde, Portugal (Virtual Conference).

Abstract
We have employed BPMN diagrams to expose the foreseen teaching and learning activities of participants in an e-learning course under planning. This provided clarification of the teaching and learning actions, revealing to the educational planning team aspects which were not explicit in the lecturer's plan, such as: The level of effort for the teacher as well as for the student; specific moments when there is a need to provide feedback and motivation. We believe that this exercise constitutes a rich and helpful contribution in planning and visualization efficient for other teaching teams of computer programming courses. 2012 ACM Subject Classification Social and professional topics ! Software engineering education.

2020

JAY: Adaptive Computation Offloading for Hybrid Cloud Environments

Autores
Silva, J; Marques, ERB; Lopes, LMB; Silva, F;

Publicação
2020 FIFTH INTERNATIONAL CONFERENCE ON FOG AND MOBILE EDGE COMPUTING (FMEC)

Abstract
Edge computing is a hot research topic given the ever-increasing requirements of mobile applications in terms of computation and communication and the emerging Internet-of-Things with billions of devices. While ubiquitous and with considerable computational resources, devices at the edge may not be able to handle processing tasks on their own and thus resort to offloading to cloudlets, when available, or traditional cloud infrastructures. In this paper, we present JAY, a modular and extensible platform for mobile devices, cloudlets, and clouds that can manage computational tasks spawned by devices and make informed decisions about offloading to neighboring devices, cloudlets, or traditional clouds. JAY is parametric on the scheduling strategy and metrics used to make offloading decisions, providing a useful tool to study the impact of distinct offloading strategies. We illustrate the use of JAY with an evaluation of several offloading strategies in distinct cloud configurations using a real-world machine learning application, firing tasks can be dynamically executed on or offloaded to Android devices, cloudlet servers, or Google Cloud servers. The results obtained show that edge-clouds form competent computing platforms on their own and that they can effectively be meshed with cloudlets and traditional clouds when more demanding processing tasks are considered. In particular, edge computing is competitive with infrastructure clouds in scenarios where data is generated at the edge, high bandwidth is required, and a pool of computationally competent devices or an edge-server is available. The results also highlight JAY's ability of exposing the performance compromises in applications when they are deployed over distinct hybrid cloud configurations using distinct offloading strategies.

2020

Learning in Virtual Reality: Investigating the Effects of Immersive Tendencies and Sense of Presence

Autores
Krassmann, AL; Melo, M; Peixoto, B; Pinto, D; Bessa, M; Bercht, M;

Publicação
Virtual, Augmented and Mixed Reality. Industrial and Everyday Life Applications - 12th International Conference, VAMR 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19-24, 2020, Proceedings, Part II

Abstract
The goal of this study is to examine the effects of the sense of presence and immersive tendencies on learning outcomes while comparing different media formats (Interactive VR, Non-interactive VR and Video). An experiment was conducted with 36 students that watched a Biology lesson about the human cells. Contrary to expected, the results demonstrate that the Non-interactive VR was the most successful format. Sense of presence and immersive tendencies did not have an effect on learning gain, and the latter was not a critical factor to experience the sense of presence. The findings provide empirical evidence to help understand the influence of these variables on learning in VR. © 2020, Springer Nature Switzerland AG.

2020

Efficient procedures for the weighted squared tardiness permutation flowshop scheduling problem

Autores
Costa, MRC; Valente, JMS; Schaller, JE;

Publicação
FLEXIBLE SERVICES AND MANUFACTURING JOURNAL

Abstract
This paper addresses a permutation flowshop scheduling problem, with the objective of minimizing total weighted squared tardiness. The focus is on providing efficient procedures that can quickly solve medium or even large instances. Within this context, we first present multiple dispatching heuristics. These include general rules suited to various due date-related environments, heuristics developed for the problem with a linear objective function, and procedures that are suitably adapted to take the squared objective into account. Then, we describe several improvement procedures, which use one or more of three techniques. These procedures are used to improve the solution obtained by the best dispatching rule. Computational results show that the quadratic rules greatly outperform the linear counterparts, and that one of the quadratic rules is the overall best performing dispatching heuristic. The computational tests also show that all procedures significantly improve upon the initial solution. The non-dominated procedures, when considering both solution quality and runtime, are identified. The best dispatching rule, and two of the non-dominated improvement procedures, are quite efficient, and can be applied to even very large-sized problems. The remaining non-dominated improvement method can provide somewhat higher quality solutions, but it may need excessive time for extremely large instances.

2020

GEdIL-Gamified Education Interoperability Language

Autores
Swacha, J; Paiva, JC; Leal, JP; Queiros, R; Montella, R; Kosta, S;

Publicação
INFORMATION

Abstract
The paper introduces Gamified Education Interoperability Language (GEdIL), designed as a means to represent the set of gamification concepts and rules applied to courses and exercises separately from their actual educational content. This way, GEdIL allows not only for an easy yet effective specification of gamification schemes for educational purposes, but also sharing them among instructors and reusing in various courses. GEdIL is published as an open format, independent from any commercial vendor, and supported with dedicated open-source software.

2020

First International Computer Programming Education Conference, ICPEC 2020, June 25-26, 2020, ESMAD, Vila do Conde, Portugal (Virtual Conference)

Autores
Queirós, R; Portela, F; Pinto, M; Simões, A;

Publicação
ICPEC

Abstract

  • 105
  • 217