9 resultados para Annotation informatisée
em Instituto Politécnico do Porto, Portugal
Resumo:
Com o crescimento da informação disponível na Web, arquivos pessoais e profissionais, protagonizado tanto pelo aumento da capacidade de armazenamento de dados, como pelo aumento exponencial da capacidade de processamento dos computadores, e do fácil acesso a essa mesma informação, um enorme fluxo de produção e distribuição de conteúdos audiovisuais foi gerado. No entanto, e apesar de existirem mecanismos para a indexação desses conteúdos com o objectivo de permitir a pesquisa e acesso aos mesmos, estes apresentam normalmente uma grande complexidade algorítmica ou exigem a contratação de pessoal altamente qualificado, para a verificação e categorização dos conteúdos. Nesta dissertação pretende-se estudar soluções de anotação colaborativa de conteúdos e desenvolver uma ferramenta que facilite a anotação de um arquivo de conteúdos audiovisuais. A abordagem implementada é baseada no conceito dos “Jogos com Propósito” (GWAP – Game With a Purpose) e permite que os utilizadores criem tags (metadatos na forma de palavras-chave) de forma a atribuir um significado a um objecto a ser categorizado. Assim, e como primeiro objectivo, foi desenvolvido um jogo com o propósito não só de entretenimento, mas também que permita a criação de anotações audiovisuais perante os vídeos que são apresentados ao jogador e, que desta forma, se melhore a indexação e categorização dos mesmos. A aplicação desenvolvida permite ainda a visualização dos conteúdos e metadatos categorizados, e com o objectivo de criação de mais um elemento informativo, permite a inserção de um like num determinado instante de tempo do vídeo. A grande vantagem da aplicação desenvolvida reside no facto de adicionar anotações a pontos específicos do vídeo, mais concretamente aos seus instantes de tempo. Trata-se de uma funcionalidade nova, não disponível em outras aplicações de anotação colaborativa de conteúdos audiovisuais. Com isto, o acesso aos conteúdos será bastante mais eficaz pois será possível aceder, por pesquisa, a pontos específicos no interior de um vídeo.
Resumo:
The latest medical diagnosis devices enable the performance of e-diagnosis making the access to these services easier, faster and available in remote areas. However this imposes new communications and data interchange challenges. In this paper a new XML based format for storing cardiac signals and related information is presented. The proposed structure encompasses data acquisition devices, patient information, data description, pathological diagnosis and waveform annotation. When compared with similar purpose formats several advantages arise. Besides the full integrated data model it may also be noted the available geographical references for e-diagnosis, the multi stream data description, the ability to handle several simultaneous devices, the possibility of independent waveform annotation and a HL7 compliant structure for common contents. These features represent an enhanced integration with existent systems and an improved flexibility for cardiac data representation.
Resumo:
Existent computer programming training environments help users to learn programming by solving problems from scratch. Nevertheless, initiating the resolution of a program can be frustrating and demotivating if the student does not know where and how to start. Skeleton programming facilitates a top-down design approach, where a partially functional system with complete high level structures is available, so the student needs only to progressively complete or update the code to meet the requirements of the problem. This paper presents CodeSkelGen - a program skeleton generator. CodeSkelGen generates skeleton or buggy Java programs from a complete annotated program solution provided by the teacher. The annotations are formally described within an annotation type and processed by an annotation processor. This processor is responsible for a set of actions ranging from the creation of dummy methods to the exchange of operator types included in the source code. The generator tool will be included in a learning environment that aims to assist teachers in the creation of programming exercises and to help students in their resolution.
Resumo:
The developments of digital technology have opened new outlooks for online education which offer students the flexibility to learn at any time and any place. With all this instructional changes instructors, in all levels of the educational chain have been compelled to adapt quickly to this reality. They have a wide diversity of tools available to grab student’s attention and motivate them to embrace the knowledge in their own learning process. One of these resources is the use of videos. Through them lecturers can deliver complex information and contents to students and, if used creatively, videos can become a powerful technological tool in education. In this article we will explore some of the potential benefits and challenges associated with the use of videos in the teaching and learning process at higher education levels. We will also discuss some thoughts and examples for the use of teaching materials to enhance student’s learning and try to change ideas about the potentialities and future of video’s annotation new software resources, as incoming open tools for group work involvement.
Resumo:
The developments of digital technology have opened new outlooks for online education which offer students the flexibility to learn at any time and any place. With all this instructional changes teachers, in all levels of the educational chain have been compelled to adapt quickly to this reality. They have a wide diversity of tools available to grab student’s attention and to motivate them to embrace the knowledge in their own learning process. One of these resources is the use of videos. Through them teachers can deliver complex information and contents to students and, if used creatively, videos can become a powerful technological tool in education. In this article we will explore some of the potential benefits and challenges associated with the use of videos in the teaching and learning process at higher education levels. We will also discuss some thoughts and examples for the use of teaching materials to enhance student’s learning and try to share ideas about the potentialities and future of video’s annotation new software resources, as incoming open tools for group work involvement.
Resumo:
O objetivo fundamental deste estudo consiste em analisar a inovação das organizações do setor da saúde em Portugal, com vista a identificar os respetivos fatores críticos de sucesso. Efetuamos um estudo quantitativo, exploratório, descritivo e transversal, através da análise e tratamento dos dados recolhidos através do Inquérito Comunitário à Inovação. O setor revela dinamismo na introdução de produtos novos para o mercado e para a empresa, onde a cooperação externa é preferencialmente orientada à investigação e desenvolvimento (I&D), existindo ainda um reduzido envolvimento dos agentes de mercado nas atividades de I&D através de parcerias.
Resumo:
A monitorização da atividade física é um tema que tem adquirido cada vez mais importância. Tal deve-se ao crescente sedentarismo da população em geral e adquirindo níveis muito elevados de importância devido a vários fatores como por exemplo o enorme crescimento tecnológico e menor tempo de lazer. Cada vez mais a população tem a tendência de substituir atividades como uma simples caminhada para o trabalho ou escola por algum tipo de tecnologia que reduz o consumo energético do corpo, sendo paradigmático o uso (excessivo) de viaturas automóveis. Em consequência da escassez de atividade física, doenças como a obesidade e problemas cardíacos têm vindo a aumentar nas várias faixas etárias, mas assume uma particular relevância em crianças. Nas últimas décadas têm aumentado as iniciativas de investigação com o objetivo de compreender os fatores que afetam a prática de atividade física para posteriormente a potenciar. Existem diversos métodos contudo, destaca-se preferencialmente os de observação direta, com observadores presentes. No entanto estes apresentam algumas limitações. Consequentemente são necessários esforços de investigação adicionais e novas técnicas ou metodologias. Nesta dissertação pretende-se contribuir ativamente para a investigação na área da promoção de atividade física através da utilização de vídeo, com uma análise realizada sobre dois pontos principais. Primeiro são analisadas métodos do estado de arte que requerem a presença de observadores e de que forma a captura de vídeos pode ser utilizada como alternativa ou complemento. De seguida, é realizado um estudo e avançada uma proposta inicial para utilizar mecanismos de processamento e classificação automática da atividade em alternativa ao observador humano.
Resumo:
Applications are subject of a continuous evolution process with a profound impact on their underlining data model, hence requiring frequent updates in the applications' class structure and database structure as well. This twofold problem, schema evolution and instance adaptation, usually known as database evolution, is addressed in this thesis. Additionally, we address concurrency and error recovery problems with a novel meta-model and its aspect-oriented implementation. Modern object-oriented databases provide features that help programmers deal with object persistence, as well as all related problems such as database evolution, concurrency and error handling. In most systems there are transparent mechanisms to address these problems, nonetheless the database evolution problem still requires some human intervention, which consumes much of programmers' and database administrators' work effort. Earlier research works have demonstrated that aspect-oriented programming (AOP) techniques enable the development of flexible and pluggable systems. In these earlier works, the schema evolution and the instance adaptation problems were addressed as database management concerns. However, none of this research was focused on orthogonal persistent systems. We argue that AOP techniques are well suited to address these problems in orthogonal persistent systems. Regarding the concurrency and error recovery, earlier research showed that only syntactic obliviousness between the base program and aspects is possible. Our meta-model and framework follow an aspect-oriented approach focused on the object-oriented orthogonal persistent context. The proposed meta-model is characterized by its simplicity in order to achieve efficient and transparent database evolution mechanisms. Our meta-model supports multiple versions of a class structure by applying a class versioning strategy. Thus, enabling bidirectional application compatibility among versions of each class structure. That is to say, the database structure can be updated because earlier applications continue to work, as well as later applications that have only known the updated class structure. The specific characteristics of orthogonal persistent systems, as well as a metadata enrichment strategy within the application's source code, complete the inception of the meta-model and have motivated our research work. To test the feasibility of the approach, a prototype was developed. Our prototype is a framework that mediates the interaction between applications and the database, providing them with orthogonal persistence mechanisms. These mechanisms are introduced into applications as an {\it aspect} in the aspect-oriented sense. Objects do not require the extension of any super class, the implementation of an interface nor contain a particular annotation. Parametric type classes are also correctly handled by our framework. However, classes that belong to the programming environment must not be handled as versionable due to restrictions imposed by the Java Virtual Machine. Regarding concurrency support, the framework provides the applications with a multithreaded environment which supports database transactions and error recovery. The framework keeps applications oblivious to the database evolution problem, as well as persistence. Programmers can update the applications' class structure because the framework will produce a new version for it at the database metadata layer. Using our XML based pointcut/advice constructs, the framework's instance adaptation mechanism is extended, hence keeping the framework also oblivious to this problem. The potential developing gains provided by the prototype were benchmarked. In our case study, the results confirm that mechanisms' transparency has positive repercussions on the programmer's productivity, simplifying the entire evolution process at application and database levels. The meta-model itself also was benchmarked in terms of complexity and agility. Compared with other meta-models, it requires less meta-object modifications in each schema evolution step. Other types of tests were carried out in order to validate prototype and meta-model robustness. In order to perform these tests, we used an OO7 small size database due to its data model complexity. Since the developed prototype offers some features that were not observed in other known systems, performance benchmarks were not possible. However, the developed benchmark is now available to perform future performance comparisons with equivalent systems. In order to test our approach in a real world scenario, we developed a proof-of-concept application. This application was developed without any persistence mechanisms. Using our framework and minor changes applied to the application's source code, we added these mechanisms. Furthermore, we tested the application in a schema evolution scenario. This real world experience using our framework showed that applications remains oblivious to persistence and database evolution. In this case study, our framework proved to be a useful tool for programmers and database administrators. Performance issues and the single Java Virtual Machine concurrent model are the major limitations found in the framework.