2022
Autores
Pinto, P; Bispo, J; Cardoso, J; Barbosa, JG; Gadioli, D; Palermo, G; Martinovic, J; Golasowski, M; Slaninova, K; Cmar, R; Silvano, C;
Publicação
IEEE TRANSACTIONS ON SOFTWARE ENGINEERING
Abstract
Developing and optimizing software applications for high performance and energy efficiency is a very challenging task, even when considering a single target machine. For instance, optimizing for multicore-based computing systems requires in-depth knowledge about programming languages, application programming interfaces (APIs), compilers, performance tuning tools, and computer architecture and organization. Many of the tasks of performance engineering methodologies require manual efforts and the use of different tools not always part of an integrated toolchain. This paper presents Pegasus, a performance engineering approach supported by a framework that consists of a source-to-source compiler, controlled and guided by strategies programmed in a Domain-Specific Language, and an autotuner. Pegasus is a holistic and versatile approach spanning various decision layers composing the software stack, and exploiting the system capabilities and workloads effectively through the use of runtime autotuning. The Pegasus approach helps developers by automating tasks regarding the efficient implementation of software applications in multicore computing systems. These tasks focus on application analysis, profiling, code transformations, and the integration of runtime autotuning. Pegasus allows developers to program their strategies or to automatically apply existing strategies to software applications in order to ensure the compliance of non-functional requirements, such as performance and energy efficiency. We show how to apply Pegasus and demonstrate its applicability and effectiveness in a complex case study, which includes tasks from a smart navigation system.
2022
Autores
Sousa T.B.;
Publicação
ACM International Conference Proceeding Series
Abstract
2022
Autores
Boldt Sousa, T;
Publicação
ACM International Conference Proceeding Series
Abstract
The internet is used by the majority of the world's population. Many of its contents are free for consumers, supported by digital marketing investment. The current large online population can render digital marketing campaigns inefficient for brands buying ads if the right message is not reaching the right audience. Customer Data Platforms (CDPs) enables brands to collect first-party data about their customers and leverage it to reach the right audience, without sharing private customer data with third parties. This paper documents how CDPs work, by detailing their main components as patterns and relating them as a pattern language. The language is composed of five patterns: Event Tracking, ID Matching, User Profile Storage, Segmentation, and Activation. The pattern language can be used by marketeers and engineers in digital marketing as an introduction or reference to how CDPs are designed and work. © 2022 ACM.
2022
Autores
Amaro, G; Mendes, D; Rodrigues, R;
Publicação
2022 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES (VR 2022)
Abstract
Typical VR interactions can be tiring, including standing up, walking, and mid-air gestures. Such interactions result in decreased comfort and session duration compared with traditional non-VR interfaces, which may, in turn, reduce productivity. Nevertheless, current approaches often neglect this aspect, making the VR experience not as promising as it can be. As we see it, desk VR experiences provide the convenience and comfort of a desktop experience and the benefits of VR immersion, being a good compromise between the overall experience and ergonomics. In this work, we explore navigation techniques targeted at desk VR users, using both controllers and a large multi-touch surface. We address travel and orientation techniques independently, considering only continuous approaches for travel as these are better suited for exploration and both continuous and discrete approaches for orientation. Results revealed advantages for a continuous controller-based travel method and a trend for a dragging-based orientation technique. Also, we identified possible trends towards task focus affecting overall cybersickness symptomatology.
2022
Autores
Dias, J; Carvalho, D; Paredes, H; Martins, P; Rocha, T; Barroso, J;
Publicação
INNOVATIONS IN BIO-INSPIRED COMPUTING AND APPLICATIONS, IBICA 2021
Abstract
This research aims at investigating which web accessibility and usability tools, with the focus on the ones that warrant automation, are available to assess the quality of interfaces for people with disabilities and/or special needs, enabling them to navigate and interact with web and mobile apps. Our search strategy identified 72 scientific articles of the most rated conferences and scientific journals, from which 16 were considered for the systematic literature review (SLR). We found that, despite the existence of various tools either for web or mobile apps, they are not completely effective, covering less than 40% of all the problems encountered. Also, no tool was found capable of adapting the application interfaces according to the type of disabilities that users may present. Therefore, a new tool could be a welcome advancement to provide full accessible and usable experiences.
2022
Autores
Lorgat, MG; Paredes, H; Rocha, T;
Publicação
19TH INTERNATIONAL WEB FOR ALL CONFERENCE
Abstract
Over the last years, accessibility has been gaining more recognition, hence there is a market demand for professionals skilled in accessibility. Therefore, there is a trend towards incorporating accessibility in computer science curricula. Many approaches were presented in order to teach accessibility in the academy, however many failed in the department of motivation and engagement. Moreover, gamification is a strong contender when it comes to engaging, motivating and improving the students' performance using game design elements in non-game context, and it has not been much explored to teach accessibility in the academy. Consequently, this paper proposes to teach accessibility in the academy through a gamification-based approach. The paper starts with a presentation of the proposed approach and finally concludes the paper along with future research direction.
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