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Publicações

Publicações por HumanISE

2022

Designing Animated Transitions for Dynamic Streaming Big Data

Autores
Moreira, J; Castanheira, F; Mendes, D; Gonçalves, D;

Publicação
PROCEEDINGS OF THE 17TH INTERNATIONAL JOINT CONFERENCE ON COMPUTER VISION, IMAGING AND COMPUTER GRAPHICS THEORY AND APPLICATIONS (IVAPP), VOL 3

Abstract
Visualizations for Streaming Big Data need to handle high volumes of information in real-time, making it challenging to convey significant data changes without confusing users. A simple first approach would be switching from the current visual idiom to another, highlighting a significant change. Unfortunately, there are no guidelines to design effective transitions between two visual idioms in Streaming Big Data. Therefore, we created a tree of animation concepts to serve as a starting point for designing such animated transitions. The concepts represent several ways in which a visual idiom can be transformed into another. We chose three visual idioms to test our idea and arranged several concepts to apply at each possible pairing (six possibilities). For each pairing, we tested the accuracy of people's perceptions. Finally, we conducted a user study with 100 participants, where each participant answered various questions about transitions between two visual idioms shown in several videos. We concluded that to conceive appropriate animated transitions for Streaming Big Data (which also applies just for Data Streaming) that allow users to understand the changes in incoming data, varying how the proposed concepts are applied is not enough, highlighting the need for future research to address this challenge.

2022

Foreword RAGI

Autores
Silva, PA; Magalhaes, LG; Mendes, D; Giachetti, A;

Publicação
COMPUTERS & GRAPHICS-UK

Abstract

2022

Exploring the Benefits of Combining DevOps and Agile

Autores
Almeida, F; Simões, J; Lopes, S;

Publicação
Future Internet

Abstract
The combined adoption of Agile and DevOps enables organizations to cope with the increasing complexity of managing customer requirements and requests. It fosters the emergence of a more collaborative and Agile framework to replace the waterfall models applied to software development flow and the separation of development teams from operations. This study aims to explore the benefits of the combined adoption of both models. A qualitative methodology is adopted by including twelve case studies from international software engineering companies. Thematic analysis is employed in identifying the benefits of the combined adoption of both paradigms. The findings reveal the existence of twelve benefits, highlighting the automation of processes, improved communication between teams, and reduction in time to market through process integration and shorter software delivery cycles. Although they address different goals and challenges, the Agile and DevOps paradigms when properly combined and aligned can offer relevant benefits to organizations. The novelty of this study lies in the systematization of the benefits of the combined adoption of Agile and DevOps considering multiple perspectives of the software engineering business environment.

2022

The Gamification in Online Environments in the Context of the Flipped Classroom

Autores
Lopes, SFSF; Simões, JMdAP;

Publicação
Online Distance Learning Course Design and Multimedia in E-Learning - Advances in Mobile and Distance Learning

Abstract
Research into teaching and learning methodologies is intense and demonstrates the academic community's unrelenting need to understand how people learn in a continuous effort to improve efficiency in the transmission of knowledge. Teachers are dealing with a growing disengagement of students in recent decades. In part, this is due to the increase in the spread of ICT technologies outside the classroom, particularly those supporting social networking and video games. New trends, such as gamification and flipped classroom, are emerging to try to find ways to stimulate increased student engagement and motivation. In this chapter, the authors present a critical reflection and field experiences, around the potential of joint implementation of gamification with flipped classroom, demonstrating possibilities of positive increment of efficiency and effectiveness of teaching and learning processes.

2022

Perceptions on gamification towards cybersecurity literacy: social sustainability of educative projects

Autores
Morais, J; Simões, J; Lourenço, J; Sargo, S;

Publicação
Revista EDaPECI

Abstract
Covid19 pandemic has stimulated both the discussion on the use of IT related teaching tools and the exposure of the student population to vulnerabilities linked to cybersecurity literacy. The study presented is based on the assumption that the use of gamification as an element or tool that promotes learning within digital environments may be feasible, and more specifically may function as a teaching element on issues related to cybersecurity for students, especially for higher education students. In order to quantify the openness of students to such a tool path, quantitative methodology was used, and a survey was carried out in two Polytechnic Institutions (PI), achieving a sample of 95 students, and seeking perceptions on positive impacts resulting from the creation of a game scenario for better learning. The statistical analysis conducted tested hypotheses regarding representations and practices about gamification and cybersecurity. Results show that students, regardless of their higher education course, clearly understand what Gamification is and its goals, and also that students adopt good cybersecurity practices according to their higher education course. This last result goes accordingly with the supposition that gamification can and should be used in cybersecurity literacy.

2022

A Novel Discrete Particle Swarm Optimization Algorithm for the Travelling Salesman Problems

Autores
Sequeiros, JA; Silva, R; Santos, AS; Bastos, J; Varela, MLR; Madureira, AM;

Publicação
INNOVATIONS IN INDUSTRIAL ENGINEERING

Abstract
There are Optimization Problems that are too complex to be solved efficiently by deterministic methods. For these problems, where deterministic methods have proven to be inefficient, if not completely unusable, it is common to use approximate methods, that is, optimization methods that solve the problems quickly, regardless of their size or complexity, even if they do not guarantee optimal solutions. In other words, methods that find acceptable solutions, efficiently. One particular type of approximate method, which is particularly effective in complex problems, are metaheuristics. Particle Swarm Optimization is a population-based metaheuristic, which has been particularly successful. In order to broaden the application and overcome the limitation of Particle Swarm Optimization, a discrete version of the metaheuristics is proposed. The Discrete Particle Swarm Optimization, DPSO, will change the PSO algorithm so it can be applied to discrete optimization problems. This alteration will focus on the velocity update equation. The DPSO was tested in an instance of the Traveling Salesman Problem, att48, 48 points problems proposed by Padberg and Rinaldi, which showed some promising results.

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