2016
Autores
Rodrigues, J; Silva, J; Martins, R; Lopes, L; Drolia, U; Narasimhan, P; Silva, F;
Publicação
DISTRIBUTED APPLICATIONS AND INTEROPERABLE SYSTEMS, DAIS 2016
Abstract
Recent advances in mobile device technology have triggered research on using their aggregate computational and/or storage resources to form edge-clouds. Whilst traditionally viewed as simple clients, smart-phones and tablets today have hardware resources that allow more sophisticated software to be installed, and can be used as thick clients or even thin servers. Simultaneously, new standards and protocols, such as Wi-Fi Direct and Wi-Fi TDLS (Tunneled Direct Link Setup), have been established that allow mobile devices to talk directly with each other, as opposed to over the Internet or across Wi-Fi access points. This can, potentially, lead to ubiquitous, low-latency, device-to-device (D2D) communication. In this paper, we study whether D2D protocols can support mobile-edge clouds by benchmarking different protocols and configurations for a specific application. The results show that decentralized device-to-device techniques can be used to efficiently disseminate multimedia contents while diminishing contention in the wireless infrastructure, allowing for up to 65% traffic reduction at the access points.
2016
Autores
Aparicio, D; Ribeiro, P; Silva, F;
Publicação
COMPLEX NETWORKS VII
Abstract
This paper introduces a novel ranking system for competitive sports based around the notion of subgraphs. Although the system is targeted specifically to professional tennis it could be applied to any dominance network due to its generality. The results of about 140,000 tennis matches played between Top-100 players are used to create a colored directed network where colors represent different surfaces and edge direction depends on head-to-read results between players. The main contribution of this work is a ranking system which relies on the occurrences of 4-node directed subgraphs and the positions (or orbits) where the players appear on them. Since the concept of orbit is intrinsically connected with node dominance, appearing frequently in dominant orbits indicates that the player himself is dominant. Even in a very sparse network and without any background knowledge on the tournaments or stages of the matches, our proposal is able to extract meaningful rankings which capture the intricate competitive relationships between players from different eras.
2016
Autores
Paiva, JC; Leal, JP; de Queirós, RAP;
Publicação
Gamification-Based E-Learning Strategies for Computer Programming Education
Abstract
This chapter presents the architecture and design of enki, an Integrated Development Environment (IDE) for learning programming languages on massive open online courses (moocs). this environment can be used as a tool by a learning management system (lms) and a typical lms such as moodle can launch it using the learning tool interoperability (lti) api. student authentication tokens are passed via lti, thus integrating enki in the single sign-on domain of the academic institution. the proposed tool has a web user interface similar to those of reference ides, where the learner has access to different integrated tools, from viewing tutorial videos, to solving programming exercises that are automatically evaluated. enki uses several gamification strategies to engage learners, including generic gamifications services provided by odin and the sequencing of educational resources. the course content (videos, pdfs, programming exercises) is progressively disclosed to the learner as he successfully completes exercises. this is similar to what happens in a game, where new levels are unlocked as the previous are completed, thus contributing to the sense of achievement.
2016
Autores
Paiva, JC; Leal, JP; Peixoto Queirós, RA;
Publicação
Proceedings of the 2016 ACM Conference on Innovation and Technology in Computer Science Education, ITiCSE 2016, Arequipa, Peru, July 9-13, 2016
Abstract
This paper presents Enki, a web-based IDE that integrates several pedagogical tools designed to engage students in learning programming languages. Enki achieves this goal (1) by sequencing educational resources, either expository or evaluative, (2) by using gamification services to entice students to solve activities, (3) by promoting social interaction and (4) by helping students with activities, providing feedback on submitted solutions. The paper describes Enki, its concept and architecture, details its design and implementation, and covers also its validation.
2016
Autores
Leal, JP; Correia, H; Paiva, JC;
Publicação
5th Symposium on Languages, Applications and Technologies, SLATE 2016, June 20-21, 2016, Maribor, Slovenia
Abstract
The corner stone of a language development environment is an editor. For programming languages, several code editors are readily available to be integrated in Web applications. However, only few editors exist for diagrammatic languages. Eshu is an extensible diagram editor, embeddable in Web applications that require diagram interaction, such as modeling tools or e-learning environments. Eshu is a JavaScript library with an API that supports its integration with other components, including importing/exporting diagrams in JSON. Eshu was already integrated in a pedagogical environment with automated diagram assessment, configured for extended entityrelationship diagrams, that served as basis for an usability evaluation. © José Paulo Leal, Helder Correia, and José Carlos Paiva;licensed under Creative Commons License CC-BY.
2016
Autores
Paiva, JC; Leal, JP; Queiros, R;
Publicação
COMPUTER SCIENCE AND INFORMATION SYSTEMS
Abstract
Existing gamification services have features that preclude their use by e-learning tools. Odin is a gamification service that mimics the API of state-of-theart services without these limitations. This paper presents Odin as a gamification service for learning activities, describes its role in an e-learning system architecture requiring gamification, and details its implementation. The validation of Odin involved the creation of a small e-learning game, integrated in a Learning Management System (LMS) using the Learning Tools Interoperability (LTI) specification. Odin was also integrated in an e-learning tool that provides formative assessment in online and hybrid courses in an adaptive and engaging way.
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