2014
Autores
Campilho, A; Kamel, M;
Publicação
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Abstract
2014
Autores
Reis, LP; Barros, D; Vasconcelos, R; Costa, AP; Faria, BM;
Publicação
RISTI - Revista Iberica de Sistemas e Tecnologias de Informacao
Abstract
Portuguese higher education national access system, allows every year, thousands of students to enter higher education degrees. These students are allocated according to their classifications and their application including preferences to the institution-course pairs. Despite official statistics provided by the Ministry of Science, Technology and Higher Education (MCTES) it is not always possible for course directors to get sufficient relevant indicators for good decision making in relation to the offering of their courses and respective dissemination strategy. This study evaluated the factors that directors consider that will influence students in their choice of a pair establishment-course as well as understand the different variables that are related to the same influence attribution. It was based on a survey on course directors and its content analysis. The results enable us to conclude that the directors are particularly interested by A3ES accreditations and internal competition, from courses in the department itself, college or institution of higher education. However, many of the directors don't show great concern to identify and defend themselves from external competitors, although that, however, is essential to ensure having a course that attracts high quality students.
2014
Autores
Barisic, A; Amaral, V; Goulão, M; Aguiar, A;
Publicação
MD2P2@MoDELS
Abstract
Domain-Specific Languages (DSLs) developers aim to narrow the gap between the level of abstraction used by domain users and the one provided by the DSL, in order to help taming the increased complexity of computer systems and real-world problems. The quality in use of a DSL is essential for its successful adoption. We illustrate how a usability evaluation process can be weaved into the development process of a concrete DSL - FlowSL - used for specifying humanitarian campaign processes lead by an international Non-Governmental Organization. FlowSL is being developed following an agile process using Model-Driven Development (MDD) tools, to cope with vague and poorly understood requirements in the beginning of the development process.
2014
Autores
Barradas L.s.C.S.; Rodrigues E.M.; Ferreira J.J.P.;
Publicação
Atas da Conferencia da Associacao Portuguesa de Sistemas de Informacao
Abstract
Product differentiation and the ability to compete in today’s demanding markets are biggest drivers of innovation. Innovation can be seen as new knowledge incorporated into products and services and in the process of new knowledge creation, organizations may not be autonomous. To overcome this issue, organizations opened their innovation processes aiming to acquire external knowledge by collaborating with several socio-economic agents (clients, partners, suppliers, universities, etc.). Several strategies and Web 2.0 based software tools were developed or adopted, aiming to include these agents in the initial stage of the innovation process. However, these tools may not be very effective in knowledge systematization – a mandatory requirement to facilitate knowledge transfer and internalization. This paper presents a method for the systematization of knowledge co-created in the process of new concepts development, in the context of user innovation. The method builds on extended conceptual maps collaboratively created and structured following the standard XTM.
2014
Autores
da Costa, JP; Alonso, H; Cardoso, JS;
Publicação
NEURAL NETWORKS
Abstract
2014
Autores
Nogueira, PA; Aguiar, R; Rodrigues, R; Oliveira, E;
Publicação
PROCEEDINGS OF THE 2014 9TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2014)
Abstract
Current approaches to game design improvements rely on gameplay testing, an iterative process following the test, try and fix pattern, relying on target audience feedback via standard questionnaires. Besides being a very time consuming phase, it is also highly subjective. In this paper, we demonstrate a generalizable approach for building predictive models of players' affective reactions across games and genres. Our aim is two-fold: 1) That game developers can use these models to more easily and accurately tune game parameters, allowing improved gaming experiences, and 2) That these models can be used as the basis for parameterisable and adaptive affective gaming. This paper describes our preliminary results regarding a novel, physiological-based method for emotional player profiling, which consists on the following three phases: (i) monitoring players' emotional states and game events, (ii) identifying player's emotional reactions to game events and (iii) individual and cluster-based modelling of players emotional reactions.
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