2025
Autores
Freitas, T; Novo, C; Correia, ME; Martins, R;
Publicação
CoRR
Abstract
2025
Autores
Vieira, PC; Silva, MEP; Pinto Ribeiro, PM;
Publicação
CoRR
Abstract
2025
Autores
Daniel, P; Silva, VF; Ribeiro, P;
Publicação
COMPLEX NETWORKS & THEIR APPLICATIONS XIII, COMPLEX NETWORKS 2024, VOL 1
Abstract
With the huge amount of data that has been collected over time, many methods are being developed to allow better understanding and forecasting in several domains. Time series analysis is a powerful tool to achieve this goal. Despite being a well-established area, there are some gaps, and new methods are emerging to overcome these limitations, such as visibility graphs. Visibility graphs allow the analyses of times series as complex networks and make possible the use of more advanced techniques from another well-established area, network science. In this paper, we present two new efficient approaches for computing natural visibility graphs from times series, one for online scenarios in.O(n log n) and the other for offline scenarios in.O(nm), the latter taking advantage of the number of different values in the time series (m).
2025
Autores
Queirós, R; Pinto, M; Portela, F; Simões, A;
Publicação
ICPEC
Abstract
2025
Autores
Swacha, J; Muszynska, K; Font Fernández, JM; Kocadere, SA; Queirós, R; Damasevicius, R; Maskeliunas, R;
Publicação
AIED Companion (1)
Abstract
Artificial Intelligence (AI), in particular Generative Artificial Intelligence (GenAI), is a quickly developing field capable of revolutionizing educational digital escape rooms. Traditionally reliant on static content, these immersive environments have faced limitations in adaptability, replayability, and personalization. However, recent advancements in AI and GenAI enable dynamic puzzle generation, adaptive storytelling, and AI-driven non-player characters (NPCs) with agentic AI, allowing for highly responsive and personalized experiences. This paper reviews the state-of-the-art in integrating AI (with the focus on GenAI) into educational digital escape rooms, integrating interdisciplinary insights from cognitive science, game design, and machine learning, and showing how AI can improve engagement, scalability, and content diversity, but also indicates challenges related to ethical AI use, bias in algorithmic decision-making, and the need for robust evaluation frameworks to assess player satisfaction and learning outcomes. © 2025 Elsevier B.V., All rights reserved.
2025
Autores
Queirós, R; Swacha, J; Damasevicius, R; Maskeliunas, R;
Publicação
ADVANCED RESEARCH IN TECHNOLOGIES, INFORMATION, INNOVATION AND SUSTAINABILITY, ARTIIS 2024 INTERNATIONAL WORKSHOPS, PT I
Abstract
This paper presents an overview of the FGPE (Framework for Gamified Programming Education), a set of three Erasmus+ projects aimed at providing a framework for applying gamification to programming education. The overview will encompass all three phases of the framework development, emphasizing the gamification elements embedded in the design and implementation of the outputs of each phase. These outputs will be presented as a unified narrative, including the gamification framework for programming exercises, a format for defining gamification details for programming exercises and courses, the authoring tool for the gamification layer, a gamification Web service, a tutorial on gamifying programming exercises (guidance material), and a tool that automatically generates gamified programming exercises.
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