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Publicações

Publicações por CSE

2020

Computer Programming Education in Portuguese Universities

Autores
Queirós, R; Pinto, M; Terroso, T;

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

Abstract
Computer programming plays a relevant role in the digital age as a key competency for project leverage and a driver of innovation for today's modern societies. Despite its importance, this domain is also well known for their higher learning failure rates. In this context, the study of how computer programming is taught is fundamental to clarify the teaching-learning process and to ensure the sharing of the best practices. This paper presents a survey on computer programming teaching in the first-year courses of Portuguese Universities, more precisely, what is taught and how it is taught. The study focuses essentially on the following facets: The class characterization, the methodologies used and the languages/technologies taught. Based on these criteria, a survey was done which gathers information of 59 courses included in a wide range of Universities spread across Portugal. The results were collected and analyzed. Based on this analysis a set of conclusions were taken revealing some interesting results on the teaching methods and languages used which can be useful to support a discussion on this subject and, consequently, to find new paths to shape the future of programming teaching. 2012 ACM Subject Classification Social and professional topics ! Computer science education.

2020

YAKE! Keyword extraction from single documents using multiple local features

Autores
Campos, R; Mangaravite, V; Pasquali, A; Jorge, A; Nunes, C; Jatowt, A;

Publicação
INFORMATION SCIENCES

Abstract
As the amount of generated information grows, reading and summarizing texts of large collections turns into a challenging task. Many documents do not come with descriptive terms, thus requiring humans to generate keywords on-the-fly. The need to automate this kind of task demands the development of keyword extraction systems with the ability to automatically identify keywords within the text. One approach is to resort to machine-learning algorithms. These, however, depend on large annotated text corpora, which are not always available. An alternative solution is to consider an unsupervised approach. In this article, we describe YAKE!, a light-weight unsupervised automatic keyword extraction method which rests on statistical text features extracted from single documents to select the most relevant keywords of a text. Our system does not need to be trained on a particular set of documents, nor does it depend on dictionaries, external corpora, text size, language, or domain. To demonstrate the merits and significance of YAKE!, we compare it against ten state-of-the-art unsupervised approaches and one supervised method. Experimental results carried out on top of twenty datasets show that YAKE! significantly outperforms other unsupervised methods on texts of different sizes, languages, and domains.

2020

Game-Based Coding Challenges to Foster Programming Practice

Autores
Paiva, JC; Leal, JP; Queirós, R;

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

Abstract
The practice is the crux of learning to program. Automated assessment plays a key role in enabling timely feedback without access to teachers but alone is insufficient to engage students and maximize the outcome of their practice. Graphical feedback and game-thinking promote positive effects on students' motivation as shown by some serious programming games, but those games are complex to create and adapt. This paper presents Asura, an environment for assessment of game-based coding challenges, built on a specialized framework, in which students are invited to develop a software agent (SA) to play it. During the coding phase, students can take advantage of the graphical feedback to complete the proposed task. Some challenges also encourage students to think of a SA that plays in a setting with interaction among SAs. In such a case, the environment supports the creation and visualization of tournaments among submitted agents. Furthermore, the validation of this environment from the learners' perspective is also described. 2012 ACM Subject Classification Applied computing ! Interactive learning environments; Applied computing ! E-learning.

2020

Design of a Microservices Chaining Gamification Framework

Autores
Queirós, R;

Publicação
Trends and Innovations in Information Systems and Technologies - Volume 3, WorldCIST 2020, Budva, Montenegro, 7-10 April 2020.

Abstract
With the advent of cloud platforms and the IoT paradigm, the concept of micro-services has gained even more strength, making crucial the process of selection, manipulation, and deployment. However, this whole process is time-consuming and error pruning. In this paper, we present the design of a framework that allows the chaining of several microservices as a composite service in order to solve a single problem. The framework includes a client that will allow the orchestration f the composite service based on a straightforward API. The framework also includes a gamification engine to engage users not only to use the framework, by contributing with new microservices. We expect to have briefly a functional prototype of the framework so we can prove this concept. © 2020, The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG.

2020

Live Software Development Environment Using Virtual Reality: A Prototype and Experiment

Autores
Amaral, D; Domingues, G; Dias, JP; Ferreira, HS; Aguiar, A; Nobrega, R; Correia, FF;

Publicação
EVALUATION OF NOVEL APPROACHES TO SOFTWARE ENGINEERING

Abstract
Successful software systems tend to grow considerably, ending up suffering from essential complexity, and very hard to understand as a whole. Software visualization techniques have been explored as one approach to ease software understanding. This work presents a novel approach and environment for software development that explores the use of liveness and virtual reality (VR) as a way to shorten the feedback loop between developers and their software systems in an interactive and immersive way. As a proof-of-concept, the authors developed a prototype that uses a visual city metaphor and allows developers to visit and dive into the system, in a live way. To assess the usability and viability of the approach, the authors carried on experiments to evaluate the effectiveness of the approach, and how to best support a live approach for software development.

2020

Generating Query Suggestions for Cross-language and Cross-terminology Health Information Retrieval

Autores
Santos, PM; Lopes, CT;

Publicação
Advances in Information Retrieval - 42nd European Conference on IR Research, ECIR 2020, Lisbon, Portugal, April 14-17, 2020, Proceedings, Part II

Abstract
Medico-scientific concepts are not easily understood by laypeople that frequently use lay synonyms. For this reason, strategies that help users formulate health queries are essential. Health Suggestions is an existing extension for Google Chrome that provides suggestions in lay and medico-scientific terminologies, both in English and Portuguese. This work proposes, evaluates, and compares further strategies for generating suggestions based on the initial consumer query, using multi-concept recognition and the Unified Medical Language System (UMLS). The evaluation was done with an English and a Portuguese test collection, considering as baseline the suggestions initially provided by Health Suggestions. Given the importance of understandability, we used measures that combine relevance and understandability, namely, uRBP and uRBPgr. Our best method merges the Consumer Health Vocabulary (CHV)-preferred expression for each concept identified in the initial query for lay suggestions and the UMLS-preferred expressions for medico-scientific suggestions. Multi-concept recognition was critical for this improvement. © Springer Nature Switzerland AG 2020.

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