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Publicações

Publicações por CSE

2019

Readability of web content An analysis by topic

Autores
Antunes, H; Lopes, CT;

Publicação
2019 14TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI)

Abstract
Readability is determined by the characteristics of the text that influence their understanding. The web is composed of content on various topics and the results retrieved in the top positions by the main search engines are expected to be those with the highest number of views. In this study, we analyzed the readability of web pages according to the topic to which it belongs and their position in the search result. For that, we collected the top-20 results retrieved by Google to 23,779 queries from 20 topics and used several readability metrics. The results of the analysis showed that the content from organizations (like colleges and other institutions) and health-related content have lower readability values. Categories Games and Home are on the opposite side. For the categories identified as having less readability, tools can be developed that help the user understand their content. We also found that top-ranked pages have higher values of readability. One can conclude that, directly or indirectly, readability is a factor that seems to be being considered by the Google search engine or has an influence on page popularity.

2019

Predictive multi-view content buffering applied to interactive streaming system

Autores
Costa, TS; Andrade, MT; Viana, P;

Publicação
ELECTRONICS LETTERS

Abstract
This Letter discusses the benefits of introducing Machine Learning techniques in multi-view streaming applications. Widespread use of machine learning techniques has contributed to significant gains in numerous scientific and industry fields. Nonetheless, these have not yet been specifically applied to adaptive interactive multimedia streaming systems where, typically, the encoding bit rate is adapted based on resources availability, targeting the efficient use of network resources whilst offering the best possible user quality of experience (QoE). Intrinsic user data could be coupled with such existing quality adaptation mechanisms to derive better results, driven also by the preferences of the user. Head-tracking data, captured from camera feeds available at the user side, is an example of such data to which Recurrent Attention Models could be applied to accurately predict the focus of attention of users within videos frames. Information obtained from such models could be used to assist a preemptive buffering approach of specific viewing angles, contributing to the joint goal of maximising QoE. Based on these assumptions, a research line is presented, focusing on obtaining better QoE in an already existing multi-view streaming system

2019

Virtual Reality Games: A Study about the Level of Interaction vs. Narrative and the Gender in Presence and Cybersickness

Autores
Gonçalves, G; Melo, M; Bessa, M;

Publicação
Proceedings - ICGI 2018: International Conference on Graphics and Interaction

Abstract
Virtual reality (VR) games have the potential to produce immersive experiences. To better explore the potential of VR games, it becomes necessary to understand what affects the player's presence in VR games. This work measures and compares the levels of presence and cybersickness in VR environments. Two games with different levels of interaction and narrative were compared. Presence and cybersickness were measured in a sample of 32 subjects using the IPQp questionnaire and a Portuguese version of the SSQ respectively. The results indicate that there were no differences in presence and cybersickness between the interaction and the narrative dimensions. To extend the study, the gender of participants was also considered an independent variable where we found significant differences in the metrics of presence and experienced realism, nausea and disorientation with female participants getting higher scores. © 2018 IEEE.

2019

Empowering Distributed Analysis Across Federated Cohort Data Repositories Adhering to FAIR Principles

Autores
Rocha, A; Ornelas, JP; Lopes, JC; Camacho, R;

Publicação
ERCIM NEWS

Abstract
Novel data collection tools, methods and new techniques in biotechnology can facilitate improved health strategies that are customised to each individual. One key challenge to achieve this is to take advantage of the massive volumes of personal anonymous data, relating each profile to health and disease, while accounting for high diversity in individuals, populations and environments. These data must be analysed in unison to achieve statistical power, but presently cohort data repositories are scattered, hard to search and integrate, and data protection and governance rules discourage central pooling.

2019

CloudCity: A Live Environment for the Management of Cloud Infrastructures

Autores
Lourenco, P; Dias, JP; Aguiar, A; Ferreira, HS;

Publicação
PROCEEDINGS OF THE 14TH INTERNATIONAL CONFERENCE ON EVALUATION OF NOVEL APPROACHES TO SOFTWARE ENGINEERING (ENASE)

Abstract
Cloud computing has emerged as the de facto approach for providing services over the Internet. Although having increased popularity, challenges arise in the management of such environments, especially when the cloud service providers are constantly evolving their services and technology stack in order to maintain position in a demanding market. This usually leads to a combination of different services, each one managed individually, not providing a big picture of the architecture. In essence, the end state will be too many resources under management in an overwhelming heterogeneous environment. An infrastructure that has considerable growth will not be able to avoid its increasing complexity. Thus, this papers introduces liveness as an attempt to increase the feedback-loop to the developer in the management of cloud architectures. This aims to ease the process of developing and integrating cloud-based systems, by giving the possibility to understand the system and manage it in an interactive and immersive experience, thus perceiving how the infrastructure reacts to change. This approach allows the real-time visualization of a cloud infrastructure composed of a set of Amazon Web Services resources, using visual city metaphors.

2019

Assisting software engineering students in analyzing their performance in software development

Autores
Raza, M; Faria, JP; Salazar, R;

Publicação
SOFTWARE QUALITY JOURNAL

Abstract
Collecting product and process measures in software development projects, particularly in education and training environments, is important as a basis for assessing current performance and opportunities for improvement. However, analyzing the collected data manually is challenging because of the expertise required, the lack of benchmarks for comparison, the amount of data to analyze, and the time required to do the analysis. ProcessPAIR is a novel tool for automated performance analysis and improvement recommendation; based on a performance model calibrated from the performance data of many developers, it automatically identifies and ranks potential performance problems and root causes of individual developers. In education and training environments, it increases students' autonomy and reduces instructors' effort in grading and feedback. In this article, we present the results of a controlled experiment involving 61 software engineering master students, half of whom used ProcessPAIR in a Personal Software Process (PSP) performance analysis assignment, and the other half used a traditional PSP support tool (Process Dashboard) for performing the same assignment. The results show significant benefits in terms of students' satisfaction (average score of 4.78 in a 1-5 scale for ProcessPAIR users, against 3.81 for Process Dashboard users), quality of the analysis outcomes (average grades achieved of 88.1 in a 0-100 scale for ProcessPAIR users, against 82.5 for Process Dashboard users), and time required to do the analysis (average of 252 min for ProcessPAIR users, against 262 min for Process Dashboard users, but with much room for improvement).

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