2021
Authors
Rocha, R; Formisano, A; Liu, YA; Areias, M; Angelopoulos, N; Bogaerts, B; Dodaro, C; Alviano, M; Brik, A; Vennekens, J; Pozzato, GL; Zhou, NF; Dahl, V; Fodor, P;
Publication
Electronic Proceedings in Theoretical Computer Science, EPTCS
Abstract
2021
Authors
Queirós, R; Pinto, M; Simões, A; Portela, F; Pereira, MJ;
Publication
SLATE
Abstract
2021
Authors
Esteves, T; Miranda, M; Paulo, J; Portela, B;
Publication
IACR Cryptol. ePrint Arch.
Abstract
2021
Authors
Areias, M; Rocha, R;
Publication
Proceedings - 2021 20th International Symposium on Parallel and Distributed Computing, ISPDC 2021
Abstract
A key aspect of any hash map design is the problem of dynamically resizing it in order to deal with hash collisions. In this context, elasticity refers to the ability to automatically resize the internal data structures that support the hash map operations in order to meet varying workloads, thus optimizing the overall memory consumption of the hash map. This work extends a previous lock-free hash trie design to support elastic hashing, i.e., expand saturated hash levels and compress unused hash levels, such that, at each point in time, the number of levels in a path matches the current demand as closely as possible. Experimental results show that elasticity effectively improves the search operation and, in doing so, our design becomes very competitive when compared to other state-of-the-art designs implemented in Java. © 2021 IEEE.
2021
Authors
Brito, C; Ferreira, P; Portela, B; Oliveira, R; Paulo, J;
Publication
IACR Cryptol. ePrint Arch.
Abstract
2021
Authors
Pinto, RD; Monteiro, P; Melo, M; Cabral, L; Bessa, M;
Publication
International Conference on Graphics and Interaction, ICGI 2021, Porto, Portugal, November 4-5, 2021
Abstract
Previous works have shown the great potential of Virtual Reality (VR) in the area of Education. This paper studies if users can learn a second language when using a gamified VR application through an English learning test and how learning influences user satisfaction, sense of presence, cybersickness, and quality of experience through questionnaires. For this purpose, the VirtualeaRn game was developed. 20 Portuguese participants were exposed to the application, and the learning test was used before and after using the application. Result analysis shows an increase in learning results after using the VR gamified application, indicating the technology's efficacy in learning a second language. A positive user satisfaction, sense of presence, and quality of experience were also found. Some cases of cybersickness were reported. The outcomes are promising and provide enough information to show the potential of the gamification of VR technology for the area of learning a second language.
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