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Publicações

Publicações por CSE

2023

Plickers to support similarities learning: An experience on 7th grade Portuguese basic education

Autores
Nunes, PS; Catarino, P; Martins, P; Nascimento, MM;

Publicação
CONTEMPORARY EDUCATIONAL TECHNOLOGY

Abstract
There are several educational software (ES) used in the classroom environment for the teaching and learning of geometric contents that are part of the Portuguese basic education mathematics program. There are studies that show that the use of this type of artifact has a fundamental role in the behavior of students, raising, among other aspects, a greater motivation for learning mathematics. The aim of this work is to explore and describe implications for the behavior and learning of students in the 7th grade of Portuguese basic education, in face of a pedagogical practice that involves carrying out tasks using ES Plickers, in the theme similarities of the domain geometry and measurement, throughout intervention carried out. The adopted methodology presents characteristics of a quasi-experimental study. The participants were 61 students from three classes of a school in the north of Portugal, followed during eight consecutive classes. A set of tasks using Plickers, tests and a questionnaire survey were used as instruments for data collection. The results point to positive increments, at a behavioral level, as well as in the evolution of learning, in view of the use of this methodology in the classroom.

2023

GATUGU: Six Perspectives of Evaluation of Gamified Systems

Autores
Swacha, J; Queiros, R; Paiva, JC;

Publicação
INFORMATION

Abstract
As gamification spreads to new areas, new applications are being developed and the interest in evaluating gamified systems continues to grow. To date, however, no one has comprehensively approached this topic: multiple evaluation dimensions and measures have been proposed and applied without any effort to organize them into a full gamut of tools for the multi-dimensional evaluation of gamified systems. This paper addresses this gap by proposing GATUGU, a set of six perspectives of evaluation of gamified systems: General effects of gamification, Area-specific effects of gamification, Technical quality of gamified systems, Use of gamified systems, Gamefulness of gamified systems, and User experience of gamified systems. For each perspective, GATUGU indicates the relevant dimensions of evaluation, and, for each dimension, one measure is suggested. GATUGU does not introduce any new measurement tools but merely recommends one of the available tools for each dimension, considering their popularity and ease of use. GATUGU can guide researchers in selecting gamification system evaluation perspectives and dimensions and in finding adequate measurement tools. Thanks to conforming to GATUGU, the published gamification system evaluation results will become easier to compare and to perform various kinds of meta-analyses on them.

2023

A methodology for refactoring ORM-based monolithic web applications into microservices

Autores
Freitas, F; Ferreira, A; Cunha, J;

Publicação
JOURNAL OF COMPUTER LANGUAGES

Abstract
In the last few years we have been seeing a drastic change in the way software is developed. Large-scale software projects are being assembled by a flexible composition of many (small) components possibly written in different programming languages and deployed anywhere in the cloud - the so-called microservices-based applications. The dramatic growth in popularity of microservices-based applications has pushed several companies to apply major refactorings to their software systems. However, this is a challenging task that may take several months or even years. We propose a methodology to automatically evolve monolithic web applications that use object-relational mapping into microservices-based ones. Our methodology receives the source code and a microservices proposal and refactors the original code to create each microservice. Our methodology creates an API for each method call to classes that are in other services. The database entities are also refactored to be included in the corresponding service. The evaluation performed in 120 applications shows that our tool can successfully refactor about 72% of them. The execution of the unit tests in both versions of the applications yield exactly the same results.

2023

Adding Records to Alloy

Autores
Brunel, J; Chemouil, D; Cunha, A; Macedo, N;

Publicação
Rigorous State-Based Methods - 9th International Conference, ABZ 2023, Nancy, France, May 30 - June 2, 2023, Proceedings

Abstract
Records are a composite data type available in most programming and specification languages, but they are not natively supported by Alloy. As a consequence, users often find themselves having to simulate records in ad hoc ways, a strategy that is error prone and often encumbers the analysis procedures. This paper proposes a conservative extension to the Alloy language to support record signatures. Uniqueness and completeness is imposed on the atoms of such signatures, while still supporting Alloy’s flexible signature hierarchy. The Analyzer has been extended to internally expand such record signatures as partial knowledge for the solving procedure. Evaluation shows that the proposed approach is more efficient than commonly used idioms. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

2023

Procedural Point Cloud Modelling in Scan-to-BIM and Scan-vs-BIM Applications: A Review

Autores
Abreu, N; Pinto, A; Matos, A; Pires, M;

Publicação
ISPRS INTERNATIONAL JOURNAL OF GEO-INFORMATION

Abstract
Point cloud processing is an essential task in many applications in the AEC domain, such as automated progress assessment, quality control and 3D reconstruction. As much of the procedure used to process the point clouds is shared among these applications, we identify common processing steps and analyse relevant algorithms found in the literature published in the last 5 years. We start by describing current efforts on both progress and quality monitoring and their particular requirements. Then, in the context of those applications, we dive into the specific procedures related to processing point clouds acquired using laser scanners. An emphasis is given to the scan planning process, as it can greatly influence the data collection process and the quality of the data. The data collection phase is discussed, focusing on point cloud data acquired by laser scanning. Its operating mode is explained and the factors that influence its performance are detailed. Data preprocessing methodologies are presented, aiming to introduce techniques used in the literature to, among other aspects, increase the registration performance by identifying and removing redundant data. Geometry extraction techniques are described, concerning both interior and outdoor reconstruction, as well as currently used relationship representation structures. In the end, we identify certain gaps in the literature that may constitute interesting topics for future research. Based on this review, it is evident that a key limitation associated with both Scan-to-BIM and Scan-vs-BIM algorithms is handling missing data due to occlusion, which can be reduced by multi-platform sensor fusion and efficient scan planning. Another limitation is the lack of consideration for laser scanner performance characteristics when planning the scanning operation and the apparent disconnection between the planning and data collection stages. Furthermore, the lack of representative benchmark datasets is hindering proper comparison of Scan-to-BIM and Scan-vs-BIM techniques, as well as the integration of state-of-the-art deep-learning methods that can give a positive contribution in scene interpretation and modelling.

2023

An Exploratory Study about the Effect of COVID-19 on the Intention to Adopt Virtual Reality in the Tourism Sector

Autores
Sousa, N; Jorge, F; Teixeira, MS; Losada, N; Melo, M; Bessa, M;

Publicação
SUSTAINABILITY

Abstract
During the health crisis caused by COVID-19, virtual reality (VR) proved to be useful for the tourism industry, allowing this industry to continue working despite the restrictions imposed. However, it remains to be seen if the impact of this sanitary crisis in the tourism industry influenced managers' intention to adopt this technology in the post-pandemic period. To fill this gap, a qualitative methodological approach was adopted, using the MAXQDA20 software and interviews with managers of tourism enterprises. The results show that the willingness to invest in technology, the perception of VR as a business strategy, and the perception of the impact of the pandemic are factors that regulate the intention of companies to adopt VR. In addition, prior experience with VR and the perception of technical support are also important for its adoption. Thus, it was concluded that VR can be a valuable sustainable strategy for tourism companies to address the challenges imposed by the pandemic. However, adopting the technology depends on factors such as financial availability, business strategy, and previous experience with VR. Furthermore, tourism companies must also receive adequate technical support to ensure its correct implementation.

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