Search results for "software engineering"
showing 10 items of 1151 documents
Improving Serendipity and Accuracy in Cross-Domain Recommender Systems
2017
Cross-domain recommender systems use information from source domains to improve recommendations in a target domain, where the term domain refers to a set of items that share attributes and/or user ratings. Most works on this topic focus on accuracy but disregard other properties of recommender systems. In this paper, we attempt to improve serendipity and accuracy in the target domain with datasets from source domains. Due to the lack of publicly available datasets, we collect datasets from two domains related to music, involving user ratings and item attributes. We then conduct experiments using collaborative filtering and content-based filtering approaches for the purpose of validation. Ac…
Metamodeling editor as a front end tool for a CASE shell
1992
Customizable Computer Aided Software Engineering (CASE) tools, often called CASE shells, are penetrating in the market. CASE shells provide a flexible environment to support a variety of information systems development methods. CASE shells are often cumbersome to use and in practice few people can model and implement methods in them. To overcome these problems we have developed a graphical metamodeling environment called MetaEdit and a method modeling interface to the CASE shell RAMATIC. Using this interface the methodology engineer can develop graphical models in RAMATIC's model definition language and then easily generate the resource files that control the operations of RAMATIC. MetaEdit…
K-12 game programming course concept using textual programming
2011
Several programming environments have been constructed to facilitate novice programming at K-12 and CS0/CS1 levels. The environments can be roughly divided into those using visual or textual programming. This paper presents a K-12 game programming course concept based on textual programming. The concept is based on an easy-to-use C# library, called Jypeli, built on top of Microsoft XNA Framework. The library tries to maintain advantages of visual programming and avoid challenges of textual programming. In particular, the library helps beginners to program their first games in a short period of time and without a heavy syntactic load. The course concept and an initial evaluation consisting o…
A framework for evaluating student interaction with automatically assessed exercises
2016
Automatic assessment has become a widely used technique in programming courses. Even though modern techniques can practically ensure functional correctness of student solutions, it is less clear how to promote quality interaction between students and the automatic assessment systems. In this article we propose a simple analytical framework for studying student interaction with the automatic assessment systems and use it to study our functional programming course.
Novel threat-based AI strategies that incorporate adaptive data structures for multi-player board games
2016
This paper considers the problem of designing novel techniques for multi-player game playing, in a range of board games and configurations. Compared to the well-known case of two-player game playing, multi-player game playing is a more complex problem with unique requirements. To address the unique challenges of this domain, we examine the potential of employing techniques inspired by Adaptive Data Structures (ADSs) to rank opponents based on their relative threats, and using this information to achieve gains in move ordering and tree pruning. We name our new technique the Threat-ADS heuristic. We examine the Threat-ADS’ performance within a range of game models, employing a number of diffe…
On Addressing the Challenges of Complex Stochastic Games Using “Representative” Moves
2018
The problem of achieving competitive game play in a board game, against an intelligent opponent, is a well-known and studied field of Artificial Intelligence (AI). This area of research has seen major breakthroughs in recent years, particularly in the game of Go. However, popular hobby board games, and particularly Trading Card Games, have unique qualities that make them very challenging to existing game playing techniques, partly due to enormous branching factors. This remains a largely unexamined domain and is the arena we operate in. To attempt to tackle some of these daunting requirements, we introduce the novel concept of “Representative” Moves (RMs). Rather than examine the complete l…
Reduced reference 3D mesh quality assessment based on statistical models
2015
International audience; During their geometry processing and transmission 3D meshes are subject to various visual processing operations like compression, watermarking, remeshing, noise addition and so forth. In this context it is indispensable to evaluate the quality of the distorted mesh, we talk here about the mesh visual quality (MVQ) assessment. Several works have tried to evaluate the MVQ using simple geometric measures, However this metrics do not correlate well with the subjective score since they fail to reflect the perceived quality. In this paper we propose a new objective metric to evaluate the visual quality between a mesh with a perfect quality called reference mesh and its dis…
No-Reference 3D Mesh Quality Assessment Based on Dihedral Angles Model and Support Vector Regression
2016
International audience; 3D meshes are subject to various visual distortions during their transmission and geometrical processing. Several works have tried to evaluate the visual quality using either full reference or reduced reference approaches. However, these approaches require the presence of the reference mesh which is not available in such practical situations. In this paper, the main contribution lies in the design of a computational method to automatically predict the perceived mesh quality without reference and without knowing beforehand the distortion type. Following the no-reference (NR) quality assessment principle, the proposed method focuses only on the distorted mesh. Specific…
A critical review on the implementation of static data sampling techniques to detect network attacks
2021
International audience; Given that the Internet traffic speed and volume are growing at a rapid pace, monitoring the network in a real-time manner has introduced several issues in terms of computing and storage capabilities. Fast processing of traffic data and early warnings on the detected attacks are required while maintaining a single pass over the traffic measurements. To palliate these problems, one can reduce the amount of traffic to be processed by using a sampling technique and detect the attacks based on the sampled traffic. Different parameters have an impact on the efficiency of this process, mainly, the applied sampling policy and sampling ratio. In this paper, we investigate th…
Robust Light Field Watermarking by 4D Wavelet Transform
2020
Unlike common 2D images, the light field representation of a scene delivers spatial and angular description which is of paramount importance for 3D reconstruction. Despite the numerous methods proposed for 2D image watermarking, such methods do not address the angular information of the light field. Hence the exploitation of such methods may cause severe destruction of the angular information. In this paper, we propose a novel method for light field watermarking with extensive consideration of the spatial and angular information. Considering the 4D innate of the light field, the proposed method incorporates 4D wavelet for the purpose of watermarking and converts the heavily-correlated chann…