139 research outputs found

    ERS: Evaluating Reputations of Scientific Journals

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    International audienceCurrent methods for evaluating research are based on counting the number of citations received for publications. Thus, the more an article is cited and the more its impact is considered as important. In this article, we propose a new method for assessing the reputation of scientific journals, based on aWeb application in which are gathered the votes of expert researchers. The voting results indicate degrees of preference for one journal over another. Our system uses, in addition, the publications of an expert in order to quantify his expertise in specific fields. These values are coupled with those of votes to determine the relevance, according to the field, of each journal in each topic. An iterative process of transferring values given to journals by experts to values of the experts themselves given their publications has been implemented

    Extracting Plane Graphs from Images

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    International audienceIn order to use structural techniques from graph-based pattern recognition, a first necessary step consists in extracting a graph in an automatic way from an image. We propose to extract plane graphs, because of algorithmic properties these graphs have for isomorphism elated problems. We also consider the problem of extracting semantically well-founded graphs as a compression issue: we get simple graphs from which can be rebuilt images similar to the initial image. The technique we introduce consists in segmenting the original image, extracting interest pixels on the segmented image, then converting these pixels into pointels, which in turn can be related by region-based triangulation. We show the feasibility and interest of this approach in a series of experiments

    Polynomial Algorithm for Submap Isomorphism: Application to searching patterns in images

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    International audienceIn this paper, we address the problem of searching for a pattern in a plane graph, i.e., a planar drawing of a planar graph. To do that, we propose to model plane graphs with 2-dimensional combinatorial maps, which provide nice data structures for modelling the topology of a subdivision of a plane into nodes, edges and faces. We define submap isomorphism, we give a polynomial algorithm for this problem, and we show how this problem may be used to search for a pattern in a plane graph. First experimental results show the validity of this approach to efficiently search for patterns in images

    A Polynomial Algorithm for Subisomorphism of Open Plane Graphs

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    International audienceWe address the problem of searching for a pattern in a plane graph, that is, a planar drawing of a planar graph. We define plane subgraph isomorphism and give a polynomial algorithm for this problem. We show that this algorithm may be used even when the pattern graph has holes

    Catch the Open! A Gamified Interactive Immersion Into Open Educational Practices for Higher Education Educators

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    Open Education (OE) opens up learning opportunities to, potentially, every person in the world. Additionally, it allows teachers, researchers, and practitioners to find, share, reuse, and improve existing resources under a dependable legal framework. Aiming to spread and foster the introduction of open policies in Higher Education (HE) institutions, the gamified interactive learning experience Catch the Open! was developed. Catch the Open! targets HE educators who wish to learn, or who wish to deepen their existing knowledge, about OE and Open Educational Practices (OEP). Within the gamified learning experience, the user becomes an educator, Alex, the game character, who receives a task from the Rector: to investigate how to best include OE and OEP in teaching and learning practice within the institution. Alex proceeds to explore and gather information in a web-based 2D virtual HE institution where students, colleagues, and guest researchers will help her to develop a comprehensive understanding of OE and the practical application of OEP. The educational content within Catch the Open! is underpinned by an OE competences framework for HE educators, developed in a previous phase of the Erasmus+ OpenGame project. In this paper, the design process to link pedagogical and technological approaches, which results in the Catch the Open! gamified web-based interactive application, is presented as well as the application itself. Moreover, two phases of piloting with 153 HE educators from six different HE institutions are presented. The obtained findings showed that the gamified environment helped in learning about OE. On the other hand, learners also suggested several improvement aspects of the gamified environment, such as the length of finishing a learning mission while playing
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