2015
Autores
Castro, H; Andrade, MT; Almeida, F; Tropea, G; Melazzi, NB; Mousas, AS; Kaklamani, DI; Chiariglione, L; Difino, A;
Publicação
MULTIMEDIA TOOLS AND APPLICATIONS
Abstract
The Web is rapidly becoming the prime medium for human socialization. The resources that enable that process (social web sites, blogs, media objects, etc.) present growing complexity and, collectively, weave an ever more intricate web of relationships. Current technology for declaring those relationships is predominantly implicit, ambiguous and semantically poor. As a consequence, their automatic assessment is complex and error prone, preventing the satisfaction of users' needs such as effective semantic searches. To address these limitations, whilst enabling the explicit declaration of semantically unambiguous relationships between digital resources, a solution employing structured semantic descriptors and ontologies was conceived, based on MPEG-21. This paper explains the functioning of the devised mechanism, and goes beyond that, into the definition of two novel employment venues for it, at the service of two real-world usage scenarios. These demonstrate the mechanism's added value as a powerful alternative for the semantically aware interconnection of web resources, and highlight the increased QoE that said mechanism enables.
2017
Autores
Almeida, F; Simões, J;
Publicação
Encyclopedia of Information Science and Technology, Fourth Edition
Abstract
2014
Autores
Almeida, F; Castro, H; Andrade, MT; Tropea, G; Melazzi, NB; Signorello, S; Mousas, A; Anadiotis, A; Kaklamani, D; Venieris, I; Minelli, S; Difino, A;
Publicação
NEW REVIEW OF HYPERMEDIA AND MULTIMEDIA
Abstract
The Web is rapidly becoming the prime medium for human socialization. As it evolves towards an information-centric operation, it records everything and forgets nothing, assuming that every online resource disclosed by people (photos, posts, multimedia files, etc.) is permanently valid and is to be stored forever. However, throughout their lives, people tend to change, both in their habits as well as in their views and opinions. In many situations, as the years go by, information released loses relevance or people may decide they no longer want others to access information they have previously published. The work presented in this paper strives for a new information persistence paradigm, whereby the enforcement of "digital forgetting" is implemented over an information-centric model for the Internet. The defined solution enables the definitive elimination of digital objects, either on-demand or on a pre-scheduled basis, and, hence, their "forgetting." The solution, conceived within the framework of the European project CONVERGENCE, is based on the employment of metadata descriptions about resources, which unambiguously identify their rightful owners. This additional data is efficiently bound to the resource through the use of an extended version of the MPEG-21 Digital Item specification, and its prescriptions are enforced by CONVERGENCE's distributed provisions.
2014
Autores
Almeida, F; Andrade, MT; Blefari Melazzi, N; Walker, R; Hussmann, H; Venieris, IS;
Publicação
Signals and Communication Technology
Abstract
2015
Autores
Almeida, F; Bolaert, H; Dowdall, S; Lourenco, J; Milczarski, P;
Publicação
EDUCATION AND INFORMATION TECHNOLOGIES
Abstract
Learning through games is increasingly gaining acceptance as a valuable training tool within the education and training community due to its simplicity, cost-effectiveness and essentially because most people prefer playing over learning. However, the use of games by students brings additional challenges regarding the design of games and their adoption in different learning, academic and interdisciplinary contexts, where issues such as planning, teachers and students participation have an important role in the success of contextual learning initiatives. This paper introduces a novel development framework and a learning process called WalkAbout for contextual learning mobile game systems that enables learners to practice and enhance 21st century skills, while generating and playing mobile contextual games. In our research, we investigate the main issues regarding the process of creating contextual mobile games and we detail the adopted methodology used in the design and implementation process of the WalkAbout framework. Finally, in order to preliminarily validate the platform and adopted methodology, we present and discuss the main results obtained after the games development, by looking at the potential of our design approach, the software framework and the learning experience that was offered to the students.
2013
Autores
Almeida, FLF; Calistru, C;
Publicação
International Journal of Research Studies in Computing
Abstract
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