2020
Authors
Barros, C; Rocio, V; Sousa, A; Paredes, H;
Publication
2020 INTERNATIONAL CONFERENCE ON INFORMATION TECHNOLOGY SYSTEMS AND INNOVATION (ICITSI)
Abstract
According to the author's knowledge task scheduling in fog paradigm is highly complex and in the literature there are still few studies on it. In the cloud architecture, it is widely studied and in many researches, it is approached from the perspective of service providers. Trying to bring innovative contributions in these areas, in this paper, we propose a solution to the context-aware task-scheduling problem for fog paradigm. In our proposal, different context parameters are normalized through Min Max normalization, requisition priorities are defined through the application of the Multiple Linear Regression (MLR) technique and scheduling is performed using Multi-Objective Non-Linear Programming Optimization (MONLIP) technique.
2020
Authors
Aguiar Castro, JD; Landeira, C; da Silva, JR; Ribeiro, C;
Publication
Int. J. Digit. Curation
Abstract
2020
Authors
Coelho, H; Melo, M; Martins, J; Bessa, M;
Publication
Multim. Tools Appl.
Abstract
2020
Authors
Santos, L; Reis, P; Costa, F; Esteves, M; Teixeira, R; Coelho, A;
Publication
14TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE (INTED2020)
Abstract
Invasive species present a global problem that requires better awareness from the general population. Serious games can serve as a tool for bringing attention to issues of this kind. People who are not informed cannot distinguish the invasive species apart from the ones native to a particular ecosystem. In this wok we present a serious game designed with the primary objective of informing people about the main characteristics of invasive plant species in Portugal, as well as showing proper ways of removing and disposing it, without allowing to spread throughout the local ecosystem. A game prototype was developed for mobile devices, since these are the most widely used platform, allowing the game's message to have a wider reach. Currently, the game has a single level focusing on a plant species, the water hyacinth, that thrive in rivers and lakes. User tests were performed to evaluate the prototype and to gather feedback and suggestions for future improvements. Results revealed a positive reception and an interest in further developments.
2020
Authors
Carvalho, P; Lima, SR; Sabucedo, LA; Santos Gago, JM; Silva, JMC;
Publication
COMPUTING
Abstract
Monitoring current communication networks and services is an increasingly complex task as a result of a growth in the number and variety of components involved. Moreover, different perspectives on network monitoring and optimisation policies must be considered to meet context-dependent monitoring requirements. To face these demanding expectations, this article proposes a semantic-based approach to support the flexible configuration of context-aware network monitoring, where traffic sampling is used to improve efficiency. Thus, a semantic layer is proposed to provide with a standard and interoperable description of the elements, requirements and relevant features in the monitoring domain. On top of this description, semantic rules are applied to make decisions regarding monitoring and auditing policies in a proactive and context-aware manner. Use cases focusing on traffic accounting and traffic classification as monitoring tasks are also provided, demonstrating the expressiveness of the ontology and the contribution of smart SWRL rules for recommending optimised configuration profiles.
2020
Authors
Rua, R; Fraga, T; Couto, M; Saraiva, J;
Publication
MOBILESoft '20: IEEE/ACM 7th International Conference on Mobile Software Engineering and Systems, Seoul, Republic of Korea, July 13-15, 2020
Abstract
During this still increasing mobile devices proliferation age, much of human-computer interaction involves text input, and the task of typing text is provided via virtual keyboards. In a mobile setting, energy consumption is a key concern for both hardware manufacturers and software developers. Virtual keyboards are software applications, and thus, inefficient applications have a negative impact on the overall energy consumption of the underlying device. Energy consumption analysis and optimization of mobile software is a recent and active area of research. Surprisingly, there is no study analyzing the energy efficiency of the most used software keyboards and evaluating the performance advantage of its features. In this paper, we studied the energy performance of five of the most used virtual keyboards in the Android ecosystem. We measure and analyze the energy consumption in different keyboard scenarios, namely with or without using word prediction. This work presents the results of two studies: one where we instructed the keyboards to simulate the writing of a predefined input text, and another where we performed an empirical study with real users writing the same text. Our studies show that there exist relevant performance differences among the most used keyboards of the considered ecosystem, and it is possible to save nearly 18% of energy by replacing the most used keyboard in Android by the most efficient one. We also showed that is possible to save both energy and time by disabling keyboard intrinsic features and that the use of word suggestions not always compensate for energy and time. © 2020 ACM.
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