12 research outputs found
Arquitetura de referĂȘncia para construção, validação e implantação de serviços de integração entre sistemas
Trabalho de ConclusĂŁo de Curso (Graduação)Este documento tem como objetivo apresentar uma arquitetura de referĂȘncia para construção de serviços que permitam a comunicação entre vĂĄrios sistemas de forma transparente, avaliado por ferramentas de code review e implantados de forma automĂĄtica, gerando assim um cĂłdigo eficiente e de fĂĄcil entendimento. Para demonstrar a eficiĂȘncia do modelo apresentado, foi desenvolvido uma API REST utilizando a linguagem JAVA e o framework Spring Boot, alĂ©m disso, o exemplo desenvolvido foi submetido a uma avaliação feita por uma ferramente de code-review e implantada em um servidor Linux de forma automĂĄtica utilizando o Jenkins
Survey of Technologies for Web Application Development
Web-based application developers face a dizzying array of platforms,
languages, frameworks and technical artifacts to choose from. We survey,
classify, and compare technologies supporting Web application development. The
classification is based on (1) foundational technologies; (2)integration with
other information sources; and (3) dynamic content generation. We further
survey and classify software engineering techniques and tools that have been
adopted from traditional programming into Web programming. We conclude that,
although the infrastructure problems of the Web have largely been solved, the
cacophony of technologies for Web-based applications reflects the lack of a
solid model tailored for this domain.Comment: 43 page
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weHelp: A Reference Architecture for Social Recommender Systems
Recommender systems have become increasingly popular. Most of the research on recommender systems has focused on recommendation algorithms. There has been relatively little research, however, in the area of generalized system architectures for recommendation systems. In this paper, we introduce weHelp: a reference architecture for social recommender systems â systems where recommendations are derived automatically from the aggregate of logged activities conducted by the system's users. Our architecture is designed to be application and domain agnostic. We feel that a good reference architecture will make designing a recommendation system easier; in particular, weHelp aims to provide a practical design template to help developers design their own well-modularized systems
Designing Human-Centered Collective Intelligence
Human-Centered Collective Intelligence (HCCI) is an emergent research area that seeks to bring together major research areas like machine learning, statistical modeling, information retrieval, market research, and software engineering to address challenges pertaining to deriving intelligent insights and solutions through the collaboration of several intelligent sensors, devices and data sources. An archetypal contextual CI scenario might be concerned with deriving affect-driven intelligence through multimodal emotion detection sources in a bid to determine the likability of one movie trailer over another. On the other hand, the key tenets to designing robust and evolutionary software and infrastructure architecture models to address cross-cutting quality concerns is of keen interest in the âCloudâ age of today. Some of the key quality concerns of interest in CI scenarios span the gamut of security and privacy, scalability, performance, fault-tolerance, and reliability. I present recent advances in CI system design with a focus on highlighting optimal solutions for the aforementioned cross-cutting concerns. I also describe a number of design challenges and a framework that I have determined to be critical to designing CI systems. With inspiration from machine learning, computational advertising, ubiquitous computing, and sociable robotics, this literature incorporates theories and concepts from various viewpoints to empower the collective intelligence engine, ZOEI, to discover affective state and emotional intent across multiple mediums. The discerned affective state is used in recommender systems among others to support content personalization. I dive into the design of optimal architectures that allow humans and intelligent systems to work collectively to solve complex problems. I present an evaluation of various studies that leverage the ZOEI framework to design collective intelligence
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Social Addictive Gameful Engineering (SAGE): A Game-based Learning and Assessment System for Computational Thinking
At an unrivaled and enduring pace, computing has transformed the world, resulting in demand for a universal fourth foundation beyond reading, writing, and arithmetic: computational thinking (CT). Despite increasingly widespread acceptance of CT as a crucial competency for all, transforming education systems accordingly has proven complex. The principal hypothesis of this thesis is that we can improve the efficiency and efficacy of teaching and learning CT by building gameful learning and assessment systems on top of block-based programming environments. Additionally, we believe this can be accomplished at scale and cost conducive to accelerating CT dissemination for all.
After introducing the requirements, approach, and architecture, we present a solution named Gameful Direct Instruction. This involves embedding Parsons Programming Puzzles (PPPs) in Scratch, which is a block-based programming environment currently used prevalently in grades 6-8. PPPs encourage students to practice CT by assembling into correct order sets of mixed-up blocks that comprise samples of well-written code which focus on individual concepts. The structure provided by PPPs enable instructors to design games that steer learner attention toward targeted learning goals through puzzle-solving play. Learners receive continuous automated feedback as they attempt to arrange programming constructs in correct order, leading to more efficient comprehension of core CT concepts than they might otherwise attain through less structured Scratch assignments. We measure this efficiency first via a pilot study conducted after the initial integration of PPPs with Scratch, and second after the addition of scaffolding enhancements in a study involving a larger adult general population.
We complement Gameful Direct Instruction with a solution named Gameful Constructionism. This involves integrating with Scratch implicit assessment functionality that facilitates constructionist video game (CVG) design and play. CVGs enable learner to explore CT using construction tools sufficiently expressive for personally meaningful gameplay. Instructors are enabled to guide learning by defining game objectives useful for implicit assessment, while affording learners the opportunity to take ownership of the experience and progress through the sequence of interest and motivation toward sustained engagement. When strategically arranged within a learning progression after PPP gameplay produces evidence of efficient comprehension, CVGs amplify the impact of direct instruction by providing the sculpted context in which learners can apply CT concepts more freely, thereby broadening and deepening understanding, and improving learning efficacy. We measure this efficacy in a study of the general adult population.
Since these approaches leverage low fidelity yet motivating gameful techniques, they facilitate the development of learning content at scale and cost supportive of widespread CT uptake. We conclude this thesis with a glance at future work that anticipates further progress in scalability via a solution named Gameful Intelligent Tutoring. This involves augmenting Scratch with Intelligent Tutoring System (ITS) functionality that offers across-activity next-game recommendations, and within-activity just-in-time and on-demand hints. Since these data-driven methods operate without requiring knowledge engineering for each game designed, the instructor can evolve her role from one focused on knowledge transfer to one centered on supporting learning through the design of educational experiences, and we can accelerate the dissemination of CT at scale and reasonable cost while also advancing toward continuously differentiated instruction for each learner
High Social Acceptance of Head Gaze Loosely Synchronized with Speech for Social Robots
This research demonstrates that robots can achieve socially acceptable interactions, using loosely synchronized head gaze-speech, without understanding the semantics of the dialog. Prior approaches used tightly synchronized head gaze-speech, which requires significant human effort and time to manually annotate synchronization events in advance, restricting interactive dialog, and requiring the operator to act as a puppeteer. This approach has two novel aspects. First, it uses affordances in the sentence structure, time delays, and typing to achieve autonomous synchronization of head gaze-speech. Second, it is implemented within a behavioral robotics framework derived from 32 previous implementations. The efficacy of the loosely synchronized approach was validated through a 93-participant 1 x 3 (loosely synchronized head gaze-speech, tightly synchronized head gaze-speech, no-head gazespeech) between-subjects experiment using the âSurvivor Buddyâ rescue robot in a victim management scenario. The results indicated that the social acceptance of loosely synchronized head gaze-speech is similar to tightly synchronized head gazespeech (manual annotation), and preferred to the no head gaze-speech case. These findings contribute to the study of social robotics in three ways. First, the research overall contributes to a fundamental understanding of the role of social head gaze in social acceptance, and the production of social head gaze. Second, it shows that autonomously generated head gaze-speech coordination is both possible and acceptable. Third, the behavioral robotics framework simplifies creation, analysis, and comparison of implementations
Evaluation and Identification of Authentic Smartphone Data
Mobile technology continues to evolve in the 21st century, providing end-users with mobile devices that support improved capabilities and advance functionality. This ever-improving technology allows smartphone platforms, such as Google Android and Apple iOS, to become prominent and popular among end-users. The reliance on and ubiquitous use of smartphones render these devices rich sources of digital data. This data becomes increasingly important when smartphones form part of regulatory matters, security incidents, criminal or civil cases. Digital data is, however, susceptible to change and can be altered intentionally or accidentally by end-users or installed applications. It becomes, therefore, essential to evaluate the authenticity of data residing on smartphones before submitting the data as potential digital evidence.
This thesis focuses on digital data found on smartphones that have been created by smartphone applications and the techniques that can be used to evaluate and identify authentic data. Identification of authentic smartphone data necessitates a better understanding of the smartphone, the related smartphone applications and the environment in which the smartphone operates. Derived from the conducted research and gathered knowledge are the requirements for authentic smartphone data. These requirements are captured in the smartphone data evaluation model to assist digital forensic professionals with the assessment of smartphone data. The smartphone data evaluation model, however, only stipulates how to evaluate the smartphone data and not what the outcome of the evaluation is. Therefore, a classification model is constructed using the identified requirements and the smartphone data evaluation model. The classification model presents a formal classification of the evaluated smartphone data, which is an ordered pair of values. The first value represents the grade of the authenticity of the data and the second value describes the completeness of the evaluation. Collectively, these models form the basis for the developed SADAC tool, a proof of concept digital forensic tool that assists with the evaluation and classification of smartphone data.
To conclude, the evaluation and classification models are assessed to determine the effectiveness and efficiency of the models to evaluate and identify authentic smartphone data. The assessment involved two attack scenarios to manipulate smartphone data and the subsequent evaluation of the effects of these attack scenarios using the SADAC tool. The results produced by evaluating the smartphone data associated with each attack scenario confirmed the classification of the authenticity of smartphone data is feasible. Digital forensic professionals can use the provided models and developed SADAC tool to evaluate and identify authentic smartphone data.
The outcome of this thesis provides a scientific and strategic approach for evaluating and identifying authentic smartphone data, offering needed assistance to digital forensic professionals. This research also adds to the field of digital forensics by providing insights into smartphone forensics, architectural components of smartphone applications and the nature of authentic smartphone data.Thesis (PhD)--University of Pretoria, 2019.Computer SciencePhDUnrestricte
The design of 'possible worlds' as a contribution to the unfinished project of modernity: development of a reference architecture to support the decision-making processes of community-driven sustainable human development initiatives
This dissertationâs central ambitions are to point out and illustrate how design-oriented information systems research (ISR) can be utilized for critical and emancipatory (C&E) purposes as well asâalthough to a lesser extentâto offer a considerably different perspective on how ISR can contribute to the sustainable development (SD) research agenda. Research programs intending to remove entrenched inequalities by changing the status quo exhibit a C&E orientation. A design-oriented methodology tends to be predestinated as underpinning for such endeavors because of its explicitly stated aim of change. The omnipresent SD discussion, at least in its original conceptualization, is one of the most prominent areas where design-oriented research programs with C&E features are urgently needed. In particular, design science research in information systems (DSRIS), the design-oriented research program in ISR, is considered to be a vital ingredient: the design of appropriate technical systems is gaining in importance, because the complexity and dynamics of SD issues exceed human problem-solving capabilities. However, SD concerns cannot be addressed by isolated technical artifacts; technical systems have to be aligned with the social systems in which they are embedded. This broader endeavor is called the design of socio-technical systems. In comparison to research under this heading, DSRIS rarely strives for C&E goals. This curious situation can be traced back to the methodological suggestions given in the hope that they bridge the ârelevance-rigor gapâ: relevant research has to be carried out in response to problems articulated in practice and results have to be rigorously evaluated in practical settings to demonstrate their efficacy to solve the explicated issues. Besides the inherent challenges of both these prescriptions, from the stance of C&E research, it seems implausible that powerful actors would grant access to a setting and support projects that challenge their positions. Hence, the postulated aim of change is merely an euphemism for endeavors that reinforce and solidify the status quoâthey, due to the lack of empowering potential, can solely further what Habermas termed the âcolonization of the lifeworldâ. The method for the design of âpossible worldsâ proposed in the present inquiry not only helps to overcome this limitation, but it simultaneously integrates DSRIS more clearly with the overarching undertaking of devising socio-technical systems. Against this background, a designed `possible worldâ, seen from an explicated value position, is a more desirable, theoretically possible alternative to factual existing contexts in a particular domain. It functions as âcrash barrierâ for the design of social systems and it can at the same time be leveraged as domain model from which it is possible to elicit requirements for the construction of a reference architecture that describes technical systems backing the processes of and within the âpossible worldâ. However, in addition to the methodâs development, the Ph.D. dissertation also illustrates the formerâs application by designing a reference architecture for systems that support the decision-making processes of community-driven sustainable human development initiatives; one at least theoretically possible concretization of SD. As such, the inquiry makes three research contributions: its primary focus is a constructive extension of the disciplinary body of knowledge through the methodical guidance for C&E DSRIS; however, the reflection of SD as part of the exemplary application is also a critique of the way SD issues are currently tackled and of how they are integrated into the ISR canon. To realize these aims the study proceeds as follows: based on a critical reflection of the philosophical underpinnings of DSRIS, it explicates different routes to bridge the relevance-rigor gap. One of these avenues then serves as starting point for the construction of a method that specifically addresses the peculiarities of C&E DSRIS. The core derivation from the traditional conceptualization of design-oriented ISR lies within the sketch of a desirable, hypothetical alternative of factually existing social systems, which, through the contrasting with the latter, allows to carve out intervention entry points, i.e., aspects in which the âfactual worldâ has to change to become more like the âpossible worldâ. To justify the claim that this transition, manifesting itself in the determined intervention entry points, is at least theoretically possible and not utopian, the ârealist synthesisâ as a technique for the gathering of justificatory evidence from the existing body of knowledge is presented. Rooting endeavors of DSRIS in the scientific knowledge base is an important move to free them from being confined to those problems that are articulated by powerful gatekeepers in practical settings. However, for the design of âpossible worldsâ to bear fruit in ISR, this step needs to be complemented. Therefore, the synthesis is adapted to also permit the extraction of, from the perspective of the underpinning normative stance, suitable âdraft meaningsâ, because these progressive (social) structures or organizational options resulting from interventions provide the basis for the design of reference architectures that are aligned with the âpossible worldâ. To illustrate this, from an ISR perspective, fundamental usage scenario, the inquiry, based on a devised preliminary reference architecture development approach, carries out the afore-mentioned exemplary application of the method for the design of âpossible worldsâ