Cookies Policy
The website need some cookies and similar means to function. If you permit us, we will use those means to collect data on your visits for aggregated statistics to improve our service. Find out More
Accept Reject
  • Menu
Publications

Publications by HumanISE

2021

Identifying and ranking super spreaders in real world complex networks without influence overlap

Authors
Maji, G; Dutta, A; Malta, MC; Sen, S;

Publication
EXPERT SYSTEMS WITH APPLICATIONS

Abstract
In the present-days complex networks modeled on real-world data contain millions of nodes and billions of links. Identifying super spreaders in such an extensive network is a challenging task. Super spreaders are the most important or influential nodes in the network that play the central role during an infection spreading or information diffusion process. Depending on the application, either the most influential node needs to be identified, or a set of initial seed nodes are identified that can maximize the collective influence or the total spread in the network. Many centrality measures have been proposed to rank nodes in a complex network such as 'degree', 'closeness', 'betweenness', 'coreness' or 'k-shell' centrality, among others. All have some kind of inherent limitations. Mixed degree decomposition or m-shell is an improvement over k-shell that yields better ranking. Many researchers have employed single node identification heuristics to select multiple seed nodes by considering top-k nodes from the ranked list. This approach does not results in the optimal seed nodeset due to the considerable overlap in total spreading influence. Influence overlap occurs when multiple nodes from the seed nodeset influence a specific node, and it is counted multiple times during total collective influence computation. In this paper, we exploit the 'node degree', 'closeness' and 'coreness' among the nodes and propose novel heuristic template to rank the super spreaders in a network. We employ k-shell and m-shell as a coreness measure in two variants for a comparative evaluation. We use a geodesic-based constraint (enforcing a minimum distance between seed nodes) to select an initial seed nodeset from that ranked nodes for influence maximization instead of selecting the top-k nodes naively. All models and metrics are updated to avoid overlapping influence during total spread computation. Experimental simulation with the SIR (Susceptible-Infectious-Recovered) spreading model and an evaluation with performance metrics like spreadability, monotonicity of ranking, Kendall's rank correlation on some benchmark real-world networks establish the superiority of the proposed methods and the improved seed node selection technique.

2020

Serious Pervasive Games

Authors
Coelho, A; Rodrigues, R; Nóbrega, R; Jacob, J; Morgado, L; Cardoso, P; Zeller, Mv; Santos, L; de Sousa, AA;

Publication
Frontiers Comput. Sci.

Abstract
Serious Pervasive Games extend themagic circle (Huizinga, 1938) to the players’ context and surrounding environment. The blend of both physical and fictive game worlds provides a push in player engagement and promotes situated learning approaches. Space and time, as well as social context, acquire a more meaningful impact on the gameplay. From pervasive learning towards science communication with location-based games, this article presents research and case studies that exemplify their benefits and related problems. Pervasive learning can be defined as “learning at the speed of need through formal, informal and social learning modalities” (Pontefract, 2013). The first case study—the BEACONING project—aims to contextualize the teaching and learning process, connecting it with problem-based game mechanics within STEM. The main goal of this project is to provide the missing connection between STEM subjects and real-world interactions and applications. The pedagogical foundation is supported on problem-based learning (PBL), in which active learning is in the center, and learners have to work with different tools and resources in order to solve problems (quests). Teachers create, facilitate, and assess pervasive and gamified learning activities (missions). Furthermore, these quests are gamified in order to provide non-linear game plots. In a second case study, we demonstrate and evaluate how natural heritage can benefit from pervasive games. This study is based on a set of location-based games for an existing natural park, which have been developed in order to provide enhanced experiences, as well as additional information about some species that are more difficult to observe or that are seasonal. Throughout the research and development of these projects, we have encountered and identified several problems, of different nature, present in pervasive games.

2020

Proceedings of the 15th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2020, Volume 1: GRAPP, Valletta, Malta, February 27-29, 2020

Authors
Bouatouch, K; de Sousa, AA; Braz, J;

Publication
VISIGRAPP (1: GRAPP)

Abstract

2020

Institutional Support for Data Management Plans: Five Case Studies

Authors
Karimova, Y; Ribeiro, C; David, G;

Publication
Metadata and Semantic Research - 14th International Conference, MTSR 2020, Madrid, Spain, December 2-4, 2020, Revised Selected Papers

Abstract
Researchers are being prompted by funders and institutions to expose the variety of results of their projects and to submit a Data Management Plan as part of their funding requests. In this context, institutions are looking for solutions to provide support to research data management activities in general, including DMP creation. We propose a collaborative approach where a researcher and a data steward create a DMP, involving other parties as required. We describe this collaborative method and its implementation, by means of a set of case studies that show the importance of the data steward in the institution. Feedback from researchers shows that the DMP are simple enough to lead people to engage in data management, but present enough challenges to constitute an entry point to the next level, the machine-actionable DMP. © 2021, Springer Nature Switzerland AG.

2020

ArchOnto, a CIDOC-CRM-Based Linked Data Model for the Portuguese Archives

Authors
Koch, I; Ribeiro, C; Lopes, CT;

Publication
Digital Libraries for Open Knowledge - 24th International Conference on Theory and Practice of Digital Libraries, TPDL 2020, Lyon, France, August 25-27, 2020, Proceedings

Abstract
Archives are faced with great challenges due to the vast amounts of data they have to curate. New data models are required, and work is underway. The International Council on Archives is creating the RiC-CM (Records in Context), and there is a long line of work in museums with the CIDOC-CRM (CIDOC Conceptual Reference Model). Both models are based on ontologies to represent cultural heritage data and link them to other information. The Portuguese National Archives hold a collection with over 3.5 million metadata records, described with the ISAD(G) standard. The archives are designing a new linked data model and a technological platform with applications for archive contributors, archivists, and the public. The current work extends CIDOC-CRM into ArchOnto, an ontology-based model for archives. The model defines the relevant archival entities and properties and will be used to migrate existing records. ArchOnto accommodates the existing ISAD(G) information and takes into account its implementation with current technologies. The model is evaluated with records from representative fonds. After the test on these samples, the model is ready to be populated with the semi-automatic transformation of the ISAD records. The evaluation of the model and the population strategies will proceed with experiments involving professional and lay users. © 2020, Springer Nature Switzerland AG.

2020

Evaluating the quality of an online course in information literacy applied to engineering students

Authors
Ramos, TO; Morais, C; Ribeiro, C;

Publication
Handbook of Research on Determining the Reliability of Online Assessment and Distance Learning

Abstract
An academic library created an online course in information literacy skills in 2007 for engineering students. This chapter reports the evaluation of the course's effectiveness in developing those skills. In the academic year 2015/2016, a case study with a mixed-methods approach was applied to 5th-year students (N=91) enrolled in a course unit for Master Dissertation's preparation in the informatics and computing engineering programme. Students showed high confidence in their information literacy skills. Online assignments' performance was good, but activities revealed quality issues. Performance in the course unit's assignments reveals a poor application of acquired skills. But satisfaction is high: students value independent learning and online access to resources and content. Despite evidence of some positive impact, the course lacks effectiveness due to issues in the course unit's assignments. Needed improvements include a better realignment with students' needs and a redesign with an instructional model to assure the promotion of students' success. © 2021 by IGI Global. All rights reserved.

  • 138
  • 589