2024
Autores
de Jesus G.; Nunes S.;
Publicação
2024 Joint International Conference on Computational Linguistics, Language Resources and Evaluation, LREC-COLING 2024 - Main Conference Proceedings
Abstract
This paper proposes Labadain Crawler, a data collection pipeline tailored to automate and optimize the process of constructing textual corpora from the web, with a specific target to low-resource languages. The system is built on top of Nutch, an open-source web crawler and data extraction framework, and incorporates language processing components such as a tokenizer and a language identification model. The pipeline efficacy is demonstrated through successful testing with Tetun, one of Timor-Leste's official languages, resulting in the construction of a high-quality Tetun text corpus comprising 321.7k sentences extracted from over 22k web pages. The contributions of this paper include the development of a Tetun tokenizer, a Tetun language identification model, and a Tetun text corpus, marking an important milestone in Tetun text information retrieval.
2024
Autores
Santos, T; Bispo, J; Cardoso, JMP;
Publicação
PROCEEDINGS OF THE 25TH ACM SIGPLAN/SIGBED INTERNATIONAL CONFERENCE ON LANGUAGES, COMPILERS, AND TOOLS FOR EMBEDDED SYSTEMS, LCTES 2024
Abstract
Modern hardware accelerators, such as FPGAs, allow offloading large regions of C/C++ code in order to improve the execution time and/or the energy consumption of software applications. An outstanding challenge with this approach, however, is solving the Hardware/Software (Hw/Sw) partitioning problem. Given the increasing complexity of both the accelerators and the potential code regions, one needs to adopt a holistic approach when selecting an offloading region by exploring the interplay between communication costs, data usage patterns, and target-specific optimizations. To this end, we propose representing a C application as an extended task graph (ETG) with flexible granularity, which can be manipulated through the merging and splitting of tasks. This approach involves generating a task graph overlay on the program's Abstract Syntax Tree (AST) that maps tasks to functions and the flexible granularity operations onto inlining/outlining operations. This maintains the integrity and readability of the original source code, which is paramount for targeting different accelerators and enabling code optimizations, while allowing the offloading of code regions of arbitrary complexity based on the data patterns of their tasks. To evaluate the ETG representation and its compiler, we use the latter to generate ETGs for the programs in Rosetta and MachSuite benchmark suites, and extract several metrics regarding data communication, task-level parallelism, and dataflow patterns between pairs of tasks. These metrics provide important information that can be used by Hw/Sw partitioning methods.
2024
Autores
Josipovic, L; Zhou, P; Shanker, S; Cardoso, JMP; Anderson, J; Yuichiro, S;
Publicação
HEART
Abstract
2024
Autores
Assaf, R; Mendes, D; Rodrigues, R;
Publicação
COMPUTER GRAPHICS FORUM
Abstract
Collaboration in extended reality (XR) environments presents complex challenges that revolve around how users perceive the presence, intentions, and actions of their collaborators. This paper delves into the intricate realm of group awareness, focusing specifically on workspace awareness and the innovative visual cues designed to enhance user comprehension. The research begins by identifying a spectrum of collaborative situations drawn from an analysis of XR prototypes in the existing literature. Then, we describe and introduce a novel classification for workspace awareness, along with an exploration of visual cues recently employed in research endeavors. Lastly, we present the key findings and shine a spotlight on promising yet unexplored topics. This work not only serves as a reference for experienced researchers seeking to inform the design of their own collaborative XR applications but also extends a welcoming hand to newcomers in this dynamic field.
2024
Autores
Paulino, D; Correia, A; Barroso, J; Paredes, H;
Publicação
USER MODELING AND USER-ADAPTED INTERACTION
Abstract
Online microtask labor has increased its role in the last few years and has provided the possibility of people who were usually excluded from the labor market to work anytime and without geographical barriers. While this brings new opportunities for people to work remotely, it can also pose challenges regarding the difficulty of assigning tasks to workers according to their abilities. To this end, cognitive personalization can be used to assess the cognitive profile of each worker and subsequently match those workers to the most appropriate type of work that is available on the digital labor market. In this regard, we believe that the time is ripe for a review of the current state of research on cognitive personalization for digital labor. The present study was conducted by following the recommended guidelines for the software engineering domain through a systematic literature review that led to the analysis of 20 primary studies published from 2010 to 2020. The results report the application of several cognition theories derived from the field of psychology, which in turn revealed an apparent presence of studies indicating accurate levels of cognitive personalization in digital labor in addition to a potential increase in the worker's performance, most frequently investigated in crowdsourcing settings. In view of this, the present essay seeks to contribute to the identification of several gaps and opportunities for future research in order to enhance the personalization of online labor, which has the potential of increasing both worker motivation and the quality of digital work.
2024
Autores
Lorgat, MG; Paredes, H; Rocha, T;
Publicação
Lecture Notes in Networks and Systems
Abstract
The human population with disability is rapidly expanding, more than 15% of people worldwide suffer from a disability and, despite the availability of accessibility guidelines, the websites are still inaccessible. Moreover, professionals with knowledge of accessibility and design abilities are hard to come by. Therefore, the current paper addresses the introduction of accessibility to the Software Engineering students through AccessCademy, a gamification-based tool, in a fun way. The activity is delivered via a Web-based learning environment, that presents bad accessibility scenarios or failures based on the Web Content Accessibility Guidelines (WCAG), and then encourages the students to solve them. Furthermore, a case study will be presented that evaluated the learning effectiveness of the tool in the context of a university course. The results demonstrated the potential of AccessCademy which offers students a fun and engaging way to learn about accessibility, to understand the importance of accessible design with WCAG and gain accessible design skills as well. © The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2024.
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