4,729 research outputs found
Developing enterprise sponsored virtual communities: the case of a smeâs knowledge community
Part of this paper result from research work financed by the Fundação para a CiĂȘncia e Tecnologia -
MCTES - POCTI/GES/49202
COLL-CT-2004-500276 KNOW-CONSTRUCT Internet Platform for Knowledge-based Customer
Needs Management and Collaboration among SMEs (2005-2007). Project co-funded by the European
Community. "Horizontal Research Activities Involving SMEs-Collective Research Programme.This paper presents a case in the development of a knowledge
community support system in the context of an industrial association group in
the construction sector. This system is a result of the Know-Construct project
which aims at providing association sponsored SME communities of the
construction sector with a sophisticated information management platform and
community building tools for knowledge sharing. The paper begins by
characterizing the so-called construction industry knowledge community. The
Know-Construct system concept and the its general architecture are described,
focusing on the semantic resources, in particular the ontologies structure. The
final part of the paper depicts the approach to the actual introduction of the
system in the community. An action-research approach was planned to obtain
research results regarding the social acceptance of semantic resources such as
the ontologies and technical classifications used in system.info:eu-repo/semantics/publishedVersio
Language technologies for an eLearning scenario
One of the problems with eLearning platforms when collating together documents from different resources is the retrieval of documents and their accessibility. By providing documents with additional metadata using Language Technologies one enables users to access information more effectively. In this paper we present an overview of the objectives and results achieved for the LT4eL Project, which aims at providing Language Technologies to eLearning platforms and to integrate semantic knowledge to facilitate the management, distribution and retrieval of the learning material.peer-reviewe
On the Integration of Adaptive and Interactive Robotic Smart Spaces
© 2015 Mauro Dragone et al.. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 3.0 License. (CC BY-NC-ND 3.0)Enabling robots to seamlessly operate as part of smart spaces is an important and extended challenge for robotics R&D and a key enabler for a range of advanced robotic applications, such as AmbientAssisted Living (AAL) and home automation. The integration of these technologies is currently being pursued from two largely distinct view-points: On the one hand, people-centred initiatives focus on improving the userâs acceptance by tackling human-robot interaction (HRI) issues, often adopting a social robotic approach, and by giving to the designer and - in a limited degree â to the final user(s), control on personalization and product customisation features. On the other hand, technologically-driven initiatives are building impersonal but intelligent systems that are able to pro-actively and autonomously adapt their operations to fit changing requirements and evolving usersâ needs,but which largely ignore and do not leverage human-robot interaction and may thus lead to poor user experience and user acceptance. In order to inform the development of a new generation of smart robotic spaces, this paper analyses and compares different research strands with a view to proposing possible integrated solutions with both advanced HRI and online adaptation capabilities.Peer reviewe
User-Centred BCI Videogame Design
International audienceThis chapter aims to offer a user-centred methodological framework to guide the design and evaluation of Brain-Computer Interface videogames. This framework is based on the contributions of ergonomics to ensure these games are well suited for their users (i.e., players). It provides methods, criteria and metrics to complete the different phases required by ae human-centred design process. This aims to understand the context of use, specify the user needs and evaluate the solutions in order to define design choices. Several ergonomic methods (e.g., interviews, longitudinal studies, user based testing), objective metrics (e.g., task success, number of errors) and subjective metrics (e.g., mark assigned to an item) are suggested to define and measure the usefulness, usability, acceptability, hedonic qualities, appealingness, emotions related to user experience, immersion and presence to be respected. The benefits and contributions of the user centred framework for the ergonomic design of these Brain-Computer Interface Videogames are discussed
MOVIO: A Toolkit for Creating Curated Digital Exhibitions
AbstractIn 2011, the Italian Ministry for Cultural Heritage and Tourism (MiBACT) published a guideline reference book analysing the state of the art and best practices of digital exhibitions made available on-line and offered a handbook successfully translated in English and even in Arabic. To satisfy the needs expressed by museum curators (but not limiting to them) GruppoMeta has implemented the MOVIO platform under the coordination of ICCU: MOVIO is a semantic CMS which provides tools to support the development of virtual/digital exhibitions, touristic and didactic applications. MOVIO supports the creation of a media archive and ânon-scaringâ ontology builder for a storytelling approach and it allows cultural content publishing (it includes the creation of visit paths, up to mapping, time-line, galleries and social tools). The MOVIO open source SCMS platform is an easy and ready to use toolkit to build online and mobile virtual/digital exhibitions and narrations. It has begun to be experimented by several Italian institutions and several European partners from the AthenaPlus consortium
Automatic management tool for attribution and monitorization of projects/internships
No Ășltimo ano acadĂ©mico, os estudantes do ISEP necessitam de realizar um projeto final para
obtenção do grau académico que pretendem alcançar. O ISEP fornece uma plataforma digital
onde Ă© possĂvel visualizar todos os projetos que os alunos se podem candidatar. Apesar das
vantagens que a plataforma digital traz, esta também possui alguns problemas, nomeadamente
a difĂcil escolha de projetos adequados ao estudante devido Ă excessiva oferta e falta de
mecanismos de filtragem. Para além disso, existe também uma indecisão acrescida para
selecionar um supervisor que seja compatĂvel para o projeto selecionado.
Tendo o aluno escolhido o projeto e o supervisor, dĂĄ-se inĂcio Ă fase de monitorização do
mesmo, que possui também os seus problemas, como o uso de diversas ferramentas que
posteriormente levam a possĂveis problemas de comunicação e dificuldade em manter um
histórico de versÔes do trabalho desenvolvido.
De forma a responder aos problemas mencionados, realizou-se um estudo aprofundado dos
tópicos de sistemas de recomendação aplicados a Machine Learning e Learning Management
Systems. Para cada um desses grandes temas, foram analisados sistemas semelhantes capazes
de solucionar o problema proposto, tais como sistemas de recomendação desenvolvidos em
artigos cientĂficos, aplicaçÔes comerciais e ferramentas como o ChatGPT.
Através da anålise do estado da arte, concluiu-se que a solução para os problemas propostos
seria a criação de uma aplicação Web para alunos e supervisores, que juntasse as duas
temåticas analisadas. O sistema de recomendação desenvolvido possui filtragem colaborativa
com factorização de matrizes, e filtragem por conteĂșdo com semelhança de cossenos. As
tecnologias utilizadas no sistema centram-se em Python no back-end (com o uso de TensorFlow
e NumPy para funcionalidades de Machine Learning) e Svelte no front-end. O sistema foi
inspirado numa arquitetura em microsserviços em que cada serviço é representado pelo seu
prĂłprio contentor de Docker, e disponibilizado ao pĂșblico atravĂ©s de um domĂnio pĂșblico.
O sistema foi avaliado atravĂ©s de trĂȘs mĂ©tricas: performance, confiabilidade e usabilidade. Foi
utilizada a ferramenta Quantitative Evaluation Framework para definir dimensÔes, fatores e
requisitos(e respetivas pontuaçÔes). Os estudantes que testaram a solução avaliaram o sistema
de recomendação com um valor de aproximadamente 7 numa escala de 1 a 10, e os valores de
precision, recall, false positive rate e F-Measure foram avaliados em 0.51, 0.71, 0.23 e 0.59
respetivamente. Adicionalmente, ambos os grupos classificaram a aplicação como intuitiva e
de fåcil utilização, com resultados a rondar o 8 numa escala de 1 em 10.In the last academic year, students at ISEP need to complete a final project to obtain the
academic degree they aim to achieve. ISEP provides a digital platform where all the projects
that students can apply for can be viewed. Besides the advantages this platform has, it also
brings some problems, such as the difficult selection of projects suited for the student due to
the excessive offering and lack of filtering mechanisms. Additionally, there is also increased
difficulty in selecting a supervisor compatible with their project.
Once the student has chosen the project and the supervisor, the monitoring phase begins,
which also has its issues, such as using various tools that may lead to potential communication
problems and difficulty in maintaining a version history of the work done.
To address the mentioned problems, an in-depth study of recommendation systems applied to
Machine Learning and Learning Management Systems was conducted. For each of these
themes, similar systems that could solve the proposed problem were analysed, such as
recommendation systems developed in scientific papers, commercial applications, and tools
like ChatGPT.
Through the analysis of the state of the art, it was concluded that the solution to the proposed
problems would be the creation of a web application for students and supervisors that
combines the two analysed themes. The developed recommendation system uses collaborative
filtering with matrix factorization and content-based filtering with cosine similarity. The
technologies used in the system are centred around Python on the backend (with the use of
TensorFlow and NumPy for Machine Learning functionalities) and Svelte on the frontend. The
system was inspired by a microservices architecture, where each service is represented by its
own Docker container, and it was made available online through a public domain.
The system was evaluated through performance, reliability, and usability. The Quantitative
Evaluation Framework tool was used to define dimensions, factors, and requirements (and their
respective scores). The students who tested the solution rated the recommendation system
with a value of approximately 7 on a scale of 1 to 10, and the precision, recall, false positive
rate, and F-Measure values were evaluated at 0.51, 0.71, 0.23, and 0.59, respectively.
Additionally, both groups rated the application as intuitive and easy to use, with ratings around
8 on a scale of 1 to 10
User-centred design of flexible hypermedia for a mobile guide: Reflections on the hyperaudio experience
A user-centred design approach involves end-users from the very beginning. Considering users at the early stages compels designers to think in terms of utility and usability and helps develop the system on what is actually needed. This paper discusses the case of HyperAudio, a context-sensitive adaptive and mobile guide to museums developed in the late 90s. User requirements were collected via a survey to understand visitorsâ profiles and visit styles in Natural Science museums. The knowledge acquired supported the specification of system requirements, helping defining user model, data structure and adaptive behaviour of the system. User requirements guided the design decisions on what could be implemented by using simple adaptable triggers and what instead needed more sophisticated adaptive techniques, a fundamental choice when all the computation must be done on a PDA. Graphical and interactive environments for developing and testing complex adaptive systems are discussed as a further
step towards an iterative design that considers the user interaction a central point. The paper discusses
how such an environment allows designers and developers to experiment with different systemâs behaviours and to widely test it under realistic conditions by simulation of the actual context evolving over time. The understanding gained in HyperAudio is then considered in the perspective of the
developments that followed that first experience: our findings seem still valid despite the passed time
Differentiator factors in the implementation of social network sites
EstĂĄgio realizado na Business Analyst da Documento CrĂtico - Desenvolvimento de Software, S. A. (Cardmobili) e orientado pelo Eng.ÂȘ Catarina MaiaTese de mestrado integrado. Engenharia InformĂĄtica e Computação. Faculdade de Engenharia. Universidade do Porto. 200
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