Search results for "020207 software engineering"
showing 10 items of 475 documents
HOWERD: A Hidden Markov Model for Automatic OWL-ERD Alignment
2016
The HOWERD model for estimating the most likely alignment between an OWL ontology and an Entity Relation Diagram (ERD) is presented. Automatic alignment between relational schema and ontology represents a big challenge in Semantic Web research due to the different expressiveness of these representations. A relational schema is less expressive than the ontology; this is a non trivial problem when accessing data via an ontology and for ontology storing by means of a relational schema. Existent alignment methodologies fail in loosing some contents of the involved representations because the ontology captures more semantic information, and several elements are left unaligned. HOWERD relies on a…
Teaching master's degree students to read research literature
2017
The skill to read research literature critically belongs in every university graduate’s toolbox. I have attempted to teach this skill in a master’s degree level course in programming languages over 15 years using, at various times, simulated conferences, voluntary reading exercises, evidence-based practice training, and a flipped classroom with mandatory reading assignments. I discuss my experience and analyze preliminary qualitative data on the use of evidence-based practice and a flipped classroom for this purpose. I present no firm conclusions, but expect that future work (by me or others) will be able to use my experience as a baseline for better teaching of research literature reading.…
Towards Experiencing Eating as a Form of Play
2018
There is an increasing trend in interaction design to engage with food. We note that most prior work targets instrumental benefits (for example see food tracking apps to manage nutritional intake). In contrast, in this article, we highlight the potential of technology to support eating as a form of play. We reflect on our own work to articulate two design strategies for game designers on how they can facilitate playful eating experiences using novel technologies. Ultimately, with our work, we aim to facilitate a more playful engagement around the way we eat.
Co-riding With My eBike to Get Green Lights
2019
Researchers are increasingly exploring interactive technology supporting human-system partnership in an exertion context, such as cycling. So far, most investigations have supported the rider cognitively, by the system "sensing and presenting" information to assist the rider to make informed decisions. In contrast, we propose systems that promote user-system co-operation, by "sensing and acting" on information to assist the rider, not only "cognitively" but also "physically", with the aim of facilitating user-system co-operation in an exertion context. Our prototype, "Ari", is a novel augmented eBike designed to facilitate user-system co-operation, where the information that each party can …
Regularization Preserving Localization of Close Edges
2007
International audience; In this letter, we address the problem of the influence of neighbor edges and their effect on the edge delocalization while extracting a neighbor contour by a derivative approach. The properties to be fulfilled by the regularization operators to minimize or suppress this side effect are deduced, and the best detectors are pointed out. The study is carried out in 1-D for discrete signal. We show that among the derivative filters, one of them can correctly detect our model edges without being influenced by a neighboring transition, whatever their separation distance is and their respective amplitude is. A model of contour and close transitions is presented and used through…
A scalable multiagent system architecture for interactive applications
2013
Interactive applications like crowd simulations need to properly render the virtual world while simulating the interaction of thousands of agents at the same time. The computational workload generated by these two tasks highly increases with the number of the simulated agents, requiring a scalable design of the multiagent system. In this paper, we present, in an unified manner, a distributed multiagent system architecture that can manage large crowds of autonomous agents at interactive rates while rendering multiple views of the virtual world being simulated. This architecture consists of a distributed multiagent system and a complementary distributed visualization subsystem. We also presen…
Extension du domaine du sacré
2013
Faisant le constat qu’il releve d’un monde aujourd’hui completement revolu, Paul Ricœur (1974 : 71) ecrivait : « Le sacre est l’archaique ». Demarche bien temeraire, donc, celle d’engager Questions de communication dans un debat referme sur le passe, voire depasse. La discussion serait close et le sujet entendu. Tournons la page. Pourtant le sacre reste d’une etonnante acuite. Il y a quelques annees, il trouvait encore a s’exposer dans ce temple de la creation moderne et de l’avant-garde qu’e...
Bibliometrics applied to gamification as a digital learning strategy
2019
Este trabajo se interesa por un tema de actualidad como es la gamificación en educación, una interesante estrategia didáctica para responder a los alarmantes datos sobre fracaso y abandono escolar obtenidos año tras año en las pruebas diagnósticas realizadas en el ámbito europeo. A través del estudio bibliométrico de la producción científica se ha analizado las principales tendencias en gamificación, como práctica mediada por la tecnología en las aulas de las diferentes etapas educativas, a través de 137 documentos alojados en la base de datos Scopus y publicados en la última década. En los resultados se revela que el número de documentos se ha incrementado notablemente en los últimos años;…
Factory Workers' Ordinary User Experiences: An Overlooked Perspective
2018
Experiences with technology often are described as exciting and outstanding, for instance, in relation to novel technologies at home or at work. In this article, we aim to complement this perspective by emphasizing people’s mundane and ordinary experiences with technology, that is, unremarkable experiences happening in the background of people’s attention. Based on our investigations of user experience in a semiconductor factory, we show how such ordinary experiences are substantial in workers’ everyday interactions with technology, which are mainly shaped by repetitive activities and routines. However, current conceptions of user experience seem to overlook those mundane experiences and ho…
A Curvature Based Method for Blind Mesh Visual Quality Assessment Using a General Regression Neural Network
2016
International audience; No-reference quality assessment is a challenging issue due to the non-existence of any information related to the reference and the unknown distortion type. The main goal is to design a computational method to objectively predict the human perceived quality of a distorted mesh and deal with the practical situation when the reference is not available. In this work, we design a no reference method that relies on the general regression neural network (GRNN). Our network is trained using the mean curvature which is an important perceptual feature representing the visual aspect of a 3D mesh. Relatively to the human subjective scores, the trained network successfully asses…