2016
Autores
Sousa, PR; Faria, P; Correia, ME; Resende, JS; Antunes, L;
Publicação
Electronic Government and the Information Systems Perspective - 5th International Conference, EGOVIS 2016, Porto, Portugal, September 5-8, 2016, Proceedings
Abstract
There are some obstacles, towards a paperless office. One of them is the collection of signatures, since nearly half of all documents are printed for the sole purpose of collecting them. Digital signatures can have the same legal evidential validity as handwritten signatures, provided they are based on certificates issued by accredited certification authorities and the associated private keys are stored on tamper proof token security devices like smart cards. In this article, we propose a platform for secure digital signature workflow management that integrates secure token based digital signatures with the Enterprise Content Management Alfresco, where each user can associate a set of smart cards to his account. The documents can then be signed with the citizen card or other smart card that has digital signatures capabilities. We have implemented an Alfresco module that allows us to explore several workflow techniques to implement real task secure digital signatures workflows, as people for example do when they pass a paper document between various departments to be signed. Since all users can see the current state of the documents being signed during the entire signage process, important security properties like system trust are preserved. We also describe an external validation web service, that provides a way for users to validate signed documents. The validation service then shows to the user important document security properties like timestamps, certificates attributes and highlights the document integrity in face of the digital signatures that have been collected in the workflows defined by our module in Alfresco. © Springer International Publishing Switzerland 2016.
2016
Autores
Augusto, AB; Correia, ME;
Publicação
Psychology and Mental Health
Abstract
2016
Autores
Araujo, M; Ribeiro, P; Faloutsos, C;
Publicação
ADVANCES IN KNOWLEDGE DISCOVERY AND DATA MINING, PAKDD 2016, PT I
Abstract
Matrix Decomposition methods are applied to a wide range of tasks, such as data denoising, dimensionality reduction, co-clustering and community detection. However, in the presence of boolean inputs, common methods either do not scale or do not provide a boolean reconstruction, which results in high reconstruction error and low interpretability of the decomposition. We propose a novel step decomposition of boolean matrices in non-negative factors with boolean reconstruction. By formulating the problem using threshold operators and through suitable relaxation of this problem, we provide a scalable algorithm that can be applied to boolean matrices with millions of non-zero entries. We show that our method achieves significantly lower reconstruction error when compared to standard state of the art algorithms. We also show that the decomposition keeps its interpretability by analyzing communities in a flights dataset (where the matrix is interpreted as a graph in which nodes are airports) and in a movie-ratings dataset with 10 million non-zeros.
2016
Autores
Paredes, P; Ribeiro, PMP;
Publicação
Advances in Network Science - 12th International Conference and School, NetSci-X 2016, Wroclaw, Poland, January 11-13, 2016, Proceedings
Abstract
A Subgraph Census (determining the frequency of smaller subgraphs in a network) is an important computational task at the heart of several graph mining algorithms. Here we focus on the g-tries, an efficient state-of-the art data structure. Its algorithm makes extensive use of the graph primitive that checks if a certain edge exists. The original implementation used adjacency matrices in order to make this operation as fast as possible, as is the case with most past approaches. This representation is very expensive in memory usage, limiting the applicability. In this paper we study a number of possible approaches that scale linearly with the number of edges. We make an extensive empirical study of these alternatives in order to find an efficient hybrid approach that combines the best representations. We achieve a performance that is less than 50% slower than the adjacency matrix on average (almost 3 times more efficient than a naive binary search implementation), while being memory efficient and tunable for different memory restrictions. © Springer-Verlag Berlin Heidelberg 2016.
2016
Autores
de Queirós, RAP;
Publicação
Gamification-Based E-Learning Strategies for Computer Programming Education
Abstract
The industry of video games is one of the fastest growing sectors in the worldwide economy. One of the key factors to increase engagement and player retention, was the use of various common game concepts such as leaderboards and achievements. The massive use of this approach and the impressive growth of players led to the concept of gamification as a service, later materialized in Game Backend as a Service (GBaaS). Instead of replicating the implementation of the game features in each version of the game for several platforms, GBaaS adhere to a service oriented architecture providing cross-platform game services that lets you easily integrate popular gaming features such as achievements, leaderboards, remote storage and real-time multiplayer in games. This chapter surveys several GBaaS based on the features they offer and on their openness for the integration with computer programming environments.
2016
Autores
Queirós, R; Simões, A;
Publicação
5th Symposium on Languages, Applications and Technologies, SLATE 2016, June 20-21, 2016, Maribor, Slovenia
Abstract
Today we use the Web for almost everything, even to program. There are several specialized code editors gravitating on the Web and emulating most of the features inherited from traditional IDEs, such as, syntax highlight, code folding, autocompletion and even code refactorization. One of the techniques to speed the code development is the use of snippets as predefined code blocks that can be automatically included in the code. Although several Web editors support this functionality, they come with a limited set of snippets, not allowing the contribution of new blocks of code. Even if that would be possible, they would be available only to the code's owner or to the editors' users through a private cloud repository. This paper describes the design and implementation of Sni'per, a RESTful API that allows public access for multi-language programming code-blocks ordered by popularity. Besides being able to access code snippets from other users and score them, we can also contribute with our own snippets creating a global network of shared code. In order to make coding against this API easier, we create a client library that reduces the amount of code required to write and make the code more robust. © Ricardo Queirós and Alberto Simões;licensed under Creative Commons License CC-BY.
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