904 resultados para Gamification,User experience,Tecnologie Web,Mobile devices,Web app,Beni culturali,Casa Bufalini


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Die vorliegende Forschungsarbeit siedelt sich im Dreieck der Erziehungswissenschaften, der Informatik und der Schulpraxis an und besitzt somit einen starken interdisziplinären Charakter. Aus Sicht der Erziehungswissenschaften handelt es sich um ein Forschungsprojekt aus den Bereichen E-Learning und Multimedia Learning und der Fragestellung nach geeigneten Informatiksystemen für die Herstellung und den Austausch von digitalen, multimedialen und interaktiven Lernbausteinen. Dazu wurden zunächst methodisch-didaktische Vorteile digitaler Lerninhalte gegenüber klassischen Medien wie Buch und Papier zusammengetragen und mögliche Potentiale im Zusammenhang mit neuen Web 2.0-Technologien aufgezeigt. Darauf aufbauend wurde für existierende Autorenwerkzeuge zur Herstellung digitaler Lernbausteine und bestehende Austauschplattformen analysiert, inwieweit diese bereits Web 2.0-Technologien unterstützen und nutzen. Aus Sicht der Informatik ergab sich aus der Analyse bestehender Systeme ein Anforderungsprofil für ein neues Autorenwerkzeug und eine neue Austauschplattform für digitale Lernbausteine. Das neue System wurde nach dem Ansatz des Design Science Research in einem iterativen Entwicklungsprozess in Form der Webapplikation LearningApps.org realisiert und stetig mit Lehrpersonen aus der Schulpraxis evaluiert. Bei der Entwicklung kamen aktuelle Web-Technologien zur Anwendung. Das Ergebnis der Forschungsarbeit ist ein produktives Informatiksystem, welches bereits von tausenden Nutzern in verschiedenen Ländern sowohl in Schulen als auch in der Wirtschaft eingesetzt wird. In einer empirischen Studie konnte das mit der Systementwicklung angestrebte Ziel, die Herstellung und den Austausch von digitalen Lernbausteinen zu vereinfachen, bestätigt werden. Aus Sicht der Schulpraxis liefert LearningApps.org einen Beitrag zur Methodenvielfalt und zur Nutzung von ICT im Unterricht. Die Ausrichtung des Werkzeugs auf mobile Endgeräte und 1:1-Computing entspricht dem allgemeinen Trend im Bildungswesen. Durch die Verknüpfung des Werkzeugs mit aktuellen Software-Entwicklungen zur Herstellung von digitalen Schulbüchern werden auch Lehrmittelverlage als Zielgruppe angesprochen.

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Current “Internet of Things” concepts point to a future where connected objects gather meaningful information about their environment and share it with other objects and people. In particular, objects embedding Human Machine Interaction (HMI), such as mobile devices and, increasingly, connected vehicles, home appliances, urban interactive infrastructures, etc., may not only be conceived as sources of sensor information, but, through interaction with their users, they can also produce highly valuable context-aware human-generated observations. We believe that the great promise offered by combining and sharing all of the different sources of information available can be realized through the integration of HMI and Semantic Sensor Web technologies. This paper presents a technological framework that harmonizes two of the most influential HMI and Sensor Web initiatives: the W3C’s Multimodal Architecture and Interfaces (MMI) and the Open Geospatial Consortium (OGC) Sensor Web Enablement (SWE) with its semantic extension, respectively. Although the proposed framework is general enough to be applied in a variety of connected objects integrating HMI, a particular development is presented for a connected car scenario where drivers’ observations about the traffic or their environment are shared across the Semantic Sensor Web. For implementation and evaluation purposes an on-board OSGi (Open Services Gateway Initiative) architecture was built, integrating several available HMI, Sensor Web and Semantic Web technologies. A technical performance test and a conceptual validation of the scenario with potential users are reported, with results suggesting the approach is sound

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Este trabajo trata cómo se pueden aplicar las técnicas de análisis de usabilidad al desarrollo de plataformas web. Actualmente es común que los servicios sean ofrecidos mediante plataformas web para un grupo muy heterogéneo de personas. Por otra parte, los análisis de usabilidad son una herramienta muy útil para conocer cómo interactúan las personas con los ordenadores y mejorar el diseño de las aplicaciones. Realizar un buen diseño permite mejorar la experiencia de usuario, factor fundamental para el éxito de cualquier producto que requiera interacción con el usuario. A continuación se describen las diferentes fases de los test de usabilidad y se detalla cómo han sido aplicadas durante el desarrollo del proyecto. Finalmente, se presentarán los resultados obtenidos durante la evaluación de la plataforma y el análisis de los mismos indicando cómo han afectado al diseño de la plataforma. ---ABSTRACT---This document discusses how to apply usability test techniques over web platform development. Nowadays, it is common that services are offered through web platforms for a large group of heterogeneous people. Moreover, usability tests are a very useful tool to understand human-computer interaction and improve the design of the applications. A good design can improve user experience, which is essential for the success of any product that requires user interaction. The following pages describes the different phases of usability testing and detail how these have been applied during the development of the project. Finally, the results obtained during the platform evaluation are presented and analysed, explaining how they have affected the design of the platform.

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A lo largo de este documento se describe el trabajo llevado a cabo para el logro de todos objetivos de este Trabajo Fin de Grado, el cual tiene como objetivo principal la mejora de la herramienta de edición de las conexiones internas de un mashup proporcionada actualmente por la plataforma web WireCloud. WireCloud es una plataforma web centrada en la construcción visual de mashups de aplicaciones a partir de la interconexión de pequeñas aplicaciones web denominadas widgets. Los principales inconvenientes presentes en el actual editor de conexiones que incluye esta plataforma afectan principalmente a sus usuarios con poca experiencia en diseño web. Estos usuarios tienen dificultades a la hora de interpretar el esquema de conexiones de un mashup ajeno y también, de crear el esquema de conexiones de un mashup propio. La mejora realizada supone un cambio en la metáfora utilizada para la creación de las conexiones, que ahora se organiza en torno a unidades conceptuales denominadas comportamientos que representan subconjuntos cohesionados de conexiones con significado (representando por si mismos comportamientos relevantes del mashup). Con este cambio se logra solventar los inconvenientes que presenta el actual sistema, principalmente la necesidad de crear (y visualizar) simultáneamente todas las conexiones requeridas por el mashup, lo cual supone que: a) es difícil identificar con qué propósito se ha creado cada conexión y qué relación guardan unas conexiones con otras. b) existe un riesgo de olvidar alguna conexión, fundamentalmente por ser difícil la interpretación del propósito de cada conexión y por la imposibilidad de identificar y nombrar conjuntos de conexiones que tienen un propósito determinado. Antes de implementar el código fuente se realizó un estudio pormenorizado de las tecnologías que actualmente utiliza WireCloud, además de un estudio en profundidad de la situación del anterior editor y de las nuevas características y ventajas buscadas en este nuevo editor. Con este último propósito se definieron varios casos de estudio que ayudaron a concretar qué se ha de entender por un comportamiento en el diseño de las conexiones de un mashup y también, ayudaron a definir la mejor organización visual del nuevo editor en torno al concepto de comportamiento. El resto del trabajo consistió en la implementación del nuevo editor y en la elaboración de toda la documentación relacionada: principalmente el manual de uso del nuevo editor que estará disponible como parte de la documentación online de WireCloud.---ABSTRACT---This document describes the work carried out for the achievement of all targets of this Final Project, which has as its main objective the improvement of the edition tool of the mashup’s internal connections that is currently provided by WireCloud. WireCloud is a web platform focused on building visual of web mashups from the interconnection of web applications called web widgets. The main drawbacks present in the current web editor of connections, includes on this platform, mainly affect to users with little experience in web design. These users have difficulties for interpreting the wiring diagram of any web mashup and also, creating the wiring diagram of an own web mashup. The improvement made a change in the metaphor used for creating connections, now managing a conceptual units called behaviors that represent subsets of meaningful connections. This change overcomes the drawbacks of the current system, mainly the need to create and display simultaneously all connections required by the web mashup, which means that: a) Difficultly identify what purpose is created each connection and how they relate to each other connections. b) There is the risk of forgetting some connection, mainly for being difficult to interpret the purpose of each connection and the inability to identify and name sets of connections that have a specific purpose. Before deploying the source code, the study of the technologies currently used WireCloud was performed, plus the study of the situation of the previous editor and new features and advantages searched for this new editor was performed too. For the latter purpose was defined several case studies that helped to specify what understood by behavior in the design of the connections of a web mashup and also that helped to define the best visual organization of the new behavior-oriented wiring editor. The rest of the work involved in implementing the new wiring web editor and in the preparation of all documentation related: mainly user manual for using the new wiring web editor that will be available as part of the WireCloud online documentation.

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Usability guidelines are a useful tool for the developers to improve interaction with systems. It includes knowledge of different disciplines related to usability and provides solutions and best practices to achieve the objectives of usability. Heuristic evaluation is one of the methods most widely used to evaluate and user interfaces. The objective of this study is to enrich the process of heuristic evaluation with the design guidelines focusing it on the evaluation of applications for mobile devices. As well as generate a homogeneous classification of guidelines content, in order to help that from design and development process, be included solutions and good practices provided by the guidelines. In order to achieve the objectives of this work, it is provides a method for generating heuristics for mobile applications, with which four applications were evaluated, and a web tool has also been developed that allows access to the content of the guidelines using the homogeneous classification of guidelines content. The results showed the ease and utility of performing heuristic evaluations using a set of heuristics focused on mobile applications.

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The mobile apps market is a tremendous success, with millions of apps downloaded and used every day by users spread all around the world. For apps’ developers, having their apps published on one of the major app stores (e.g. Google Play market) is just the beginning of the apps lifecycle. Indeed, in order to successfully compete with the other apps in the market, an app has to be updated frequently by adding new attractive features and by fixing existing bugs. Clearly, any developer interested in increasing the success of her app should try to implement features desired by the app’s users and to fix bugs affecting the user experience of many of them. A precious source of information to decide how to collect users’ opinions and wishes is represented by the reviews left by users on the store from which they downloaded the app. However, to exploit such information the app’s developer should manually read each user review and verify if it contains useful information (e.g. suggestions for new features). This is something not doable if the app receives hundreds of reviews per day, as happens for the very popular apps on the market. In this work, our aim is to provide support to mobile apps developers by proposing a novel approach exploiting data mining, natural language processing, machine learning, and clustering techniques in order to classify the user reviews on the basis of the information they contain (e.g. useless, suggestion for new features, bugs reporting). Such an approach has been empirically evaluated and made available in a web-­‐based tool publicly available to all apps’ developers. The achieved results showed that the developed tool: (i) is able to correctly categorise user reviews on the basis of their content (e.g. isolating those reporting bugs) with 78% of accuracy, (ii) produces clusters of reviews (e.g. groups together reviews indicating exactly the same bug to be fixed) that are meaningful from a developer’s point-­‐of-­‐view, and (iii) is considered useful by a software company working in the mobile apps’ development market.

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La web vive un proceso de cambio constante, basado en una interacción mayor del usuario. A partir de la actual corriente de paradigmas y tecnologías asociadas a la web 2.0, han surgido una serie de estándares de gran utilidad, que cubre la necesidad de los desarrollos actuales de la red. Entre estos se incluyen los componentes web, etiquetas HTML definidas por el usuario que cubren una función concreta dentro de una página. Existe una necesidad de medir la calidad de dichos desarrollos, para discernir si el concepto de componente web supone un cambio revolucionario en el desarrollo de la web 2.0. Para ello, es necesario realizar una explotación de componentes web, considerada como la medición de calidad basada en métricas y definición de un modelo de interconexión de componentes. La plataforma PicBit surge como respuesta a estas cuestiones. Consiste en una plataforma social de construcción de perfiles basada en estos elementos. Desde la perspectiva del usuario final se trata de una herramienta para crear perfiles y comunidades sociales, mientras que desde una perspectiva académica, la plataforma consiste en un entorno de pruebas o sandbox de componentes web. Para ello, será necesario implementar el extremo servidor de dicha plataforma, enfocado a la labor de explotación, por medio de la definición de una interfaz REST de operaciones y un sistema para la recolección de eventos de usuario en la plataforma. Gracias a esta plataforma se podrán discernir qué parámetros influyen positivamente en la experiencia de uso de un componente, así como descubrir el futuro potencial de este tipo de desarrollos.---ABSTRACT---The web evolves into a more interactive platform. From the actual version of the web, named as web 2.0, many paradigms and standards have arisen. One of those standards is web components, a set of concepts to define new HTML tags that covers a specific function inside a web page. It is necessary to measure the quality of this kind of software development, and the aim behind this approach is to determine if this new set of concepts would survive in the actual web paradigm. To achieve this, it is described a model to analyse components, in the terms of quality measure and interconnection model description. PicBit consists of a social platform to use web components. From the point of view of the final user, this platform is a tool to create social profiles using components, whereas from the point of view of technicians, it consists of a sandbox of web components. Thanks to this platform, we will be able to discover those parameters that have a positive effect in the user experience and to discover the potential of this new set of standards into the web 2.0.

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El mundo actual es una fuente ilimitada de información. El manejo y análisis de estas enormes cantidades de información es casi imposible, pero también es difícil poder capturar y relacionar diferentes tipos de datos entre sí y, a partir de este análisis, sacar conclusiones que puedan conllevar a la realización, o no, de un conjunto de acciones. Esto hace necesario la implementación de sistemas que faciliten el acceso, visualización y manejo de estos datos; con el objetivo de poder relacionarlos, analizarlos, y permitir al usuario que, de la manera más sencilla posible, pueda sacar conclusiones de estos. De esta necesidad de manejar, visualizar y relacionar datos nació la plataforma Wirecloud. Wirecloud ha sido desarrollado en el laboratorio Computer Networks & Web Technologies Lab (CoNWeT Lab) del grupo CETTICO, ubicado en la Escuela Técnica Superior de Ingenieros Informáticos de la Universidad Politécnica de Madrid. Wirecloud es una plataforma de código abierto que permite, utilizando las últimas tecnologías web, recoger la información que se quiere analizar de diferentes fuentes en tiempo real e, interconectando entre sí una serie de componentes y operadores, realizar una mezcla y procesado de esta información para después usarla y mostrarla de la manera más usable posible al usuario. Un ejemplo de uso real de la plataforma podría ser: utilizar la lista de repartidores de una empresa de envío urgente para conocer cuáles son sus posiciones en tiempo real sobre un mapa utilizando el posicionamiento GPS de sus dispositivos móviles, y poder asignarles el destino y la ruta más óptima; todo esto desde la misma pantalla. El proyecto Wirecloud Mobile corresponde a la versión móvil de la plataforma Wirecloud, cuyo objetivos principales pretenden compatibilizar Wirecloud con el mayor número de sistemas operativos móviles que actualmente hay en el mercado, permitiendo su uso en cualquier parte del mundo; y poder enriquecer los componentes mencionados en el párrafo anterior con las características y propiedades nativas de los dispositivos móviles actuales, como por ejemplo el posicionamiento GPS, el acelerómetro, la cámara, el micrófono, los altavoces o tecnologías de comunicación como el Bluetooth o el NFC.---ABSTRACT---The current world is a limitless source of information. Use and analysis of this huge amount of information is nearly impossible; but it is also difficult being able to capture and relate different kinds of data to each other and, from this analysis, draw conclusions that can lead to the fulfilment or not of a set of relevant actions. This requires the implementation of systems to facilitate the access, visualization and management of this data easier; with the purpose of being capable of relate, analyse, and allow the user to draw conclusions from them. And out of this need to manage, visualize and relate data, the Wirecloud platform was born. Wirecloud has been developed at the Computer Networks & Web Technologies Lab (CoNWeT Lab) of CETTICO group, located at Escuela Técnica Superior de Ingenieros Informáticos of Universidad Politécnica de Madrid. Wirecloud is an open-source platform that allows, using the latest web technologies, to collect the information from different sources in real time and interlinking a set of widgets and operators, make a mixture and processing of this information, so then use it and show it in the most usable way. An example of the actual use of the platform could be: using the list of deliverymen from an express delivery company in order to know, using GPS positioning from their mobile devices, which are their current locations in a map; and be able to assign them the destination and optimum route; all of this from the same display/screen. Wirecloud Mobile Project is the mobile version of the Wirecloud platform, whose main objectives aim to make Wirecloud compatible with the largest amount of mobile operative systems that are currently available, allowing its use everywhere; and enriching and improving the previously mentioned components with the native specifications and properties of the present mobile devices, such as GPS positioning, accelerometer, camera, microphone, built-in speakers, or communication technologies such as Bluetooth or NFC (Near Field Communications).

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La forma de consumir contenidos en Internet ha cambiado durante los últimos años. Inicialmente se empleaban webs estáticas y con contenidos pobres visualmente. Con la evolución de las redes de comunicación, esta tendencia ha variado. A día de hoy, deseamos páginas agradables, accesibles y que nos presenten temas variados. Todo esto ha cambiado la forma de crear páginas web y en todos los casos se persigue el objetivo de atraer a los usuarios. El gran auge de los smartphones y las aplicaciones móviles que invaden el mercado actual han revolucionado el mundo del estudio de los idiomas permitiendo compatibilizar los recursos punteros con el aprendizaje tradicional. La popularidad de los dispositivos móviles y de las aplicaciones ha sido el principal motivo de la realización de este proyecto. En él se realizará un análisis de las diferentes tecnologías existentes y se elegirá la mejor opción que se ajuste a nuestras necesidades para poder desarrollar un sistema que implemente el enfoque llamado Mobile Assisted Language Learning (MALL) que supone una aproximación innovadora al aprendizaje de idiomas con la ayuda de un dispositivo móvil. En este documento se va a ofrecer una panorámica general acerca del desarrollo de aplicaciones para dispositivos móviles en el entorno del e-learning. Se estudiarán características técnicas de diferentes plataformas seleccionando la mejor opción para la implementación de un sistema que proporcione los contenidos básicos para el aprendizaje de un idioma, en este caso del inglés, de forma intuitiva y divertida. Dicho sistema permitirá al usuario mejorar su nivel de inglés mediante una interfaz web de forma dinámica y cercana empleando los recursos que ofrecen los dispositivos móviles y haciendo uso del diseño adaptativo. Este proyecto está pensado para los usuarios que dispongan de poco tiempo libre para realizar un curso de forma presencial o, mejor aún, para reforzar o repasar contenidos ya aprendidos por otros medios más tradicionales o no. La aplicación ofrece la posibilidad de que se haga uso del sistema de forma fácil y sencilla desde cualquier dispositivo móvil del que se disponga como es un smartphone, tablet o un ordenador personal, compitiendo con otros usuarios o contra uno mismo y mejorando así el nivel de partida a través de las actividades propuestas. Durante el proyecto se han comparado diversas soluciones, la mayoría de código abierto y de libre distribución que permiten desplegar servicios de almacenamiento accesibles mediante Internet. Se concluirá con un caso práctico analizando los requisitos técnicos y llevando a cabo las fases de análisis, diseño, creación de la base de datos, implementación y pruebas dentro del ciclo de vida del software. Finalmente, se migrará la aplicación con toda la información a un servidor en la nube. ABSTRACT. The way of consuming content on the Internet has changed over the past years. Initially, static websites were used with poor visual contents. Nevertheless, with the evolution of communication networks this trend has changed. Nowadays, we expect pleasant, accessible and varied topic pages and such expectations have changed the way to create web pages generally aiming at appealing and therefore, attracting users. The great boom of smartphones and mobile applications in the current market, have revolutionized the world of language learning as they make it possible to combine computing with traditional learning resources. The popularity of mobile devices and applications has been the main reason for the development of this project. Here, the different existing technologies will be examined and we will try to select the best option that adapts to our needs in order to develop a system that implements Mobile Assisted Language Learning (MALL) that in broad terms implies an approach to language learning with the help of a mobile device. This report provides an overview of the development of applications for mobile devices in the e-learning environment. We will study the technical characteristics of different platforms and we will select the best option for the implementation of a system that provide the basic content for learning a language, in this case English, by means of an intuitive and fun method. This system will allow the user to improve their level of English with a web interface in a dynamic and close way employing the resources offered by mobile devices using the adaptive design. This project is intended for users who do not have enough free time to make a classroom course or to review contents from more traditional courses as it offers the possibility to make use of the system quickly and easily from any mobile device available such as a smartphone, a tablet or a personal computer, competing with other users or against oneself and thus improving their departing level through different activities. During the project, different solutions have been compared. Most of them, open source and free distribution that allow to deploy storage services accessible via the Internet. It will conclude with a case study analyzing the technical requirements and conducting phases of analysis, design and creation of a database, implementation and testing in the software lifecycle. Finally, the application will be migrated with all the information to a server in the cloud.

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With the quick advance of web service technologies, end-users can conduct various on-line tasks, such as shopping on-line. Usually, end-users compose a set of services to accomplish a task, and need to enter values to services to invoke the composite services. Quite often, users re-visit websites and use services to perform re-occurring tasks. The users are required to enter the same information into various web services to accomplish such re-occurring tasks. However, repetitively typing the same information into services is a tedious job for end-users. It can negatively impact user experience when an end-user needs to type the re-occurring information repetitively into web services. Recent studies have proposed several approaches to help users fill in values to services automatically. However, prior studies mainly suffer the following drawbacks: (1) limited support of collecting and analyzing user inputs; (2) poor accuracy of filling values to services; (3) not designed for service composition. To overcome the aforementioned drawbacks, we need maximize the reuse of previous user inputs across services and end-users. In this thesis, we introduce our approaches that prevent end-users from entering the same information into repetitive on-line tasks. More specifically, we improve the process of filling out services in the following 4 aspects: First, we investigate the characteristics of input parameters. We propose an ontology-based approach to automatically categorize parameters and fill values to the categorized input parameters. Second, we propose a comprehensive framework that leverages user contexts and usage patterns into the process of filling values to services. Third, we propose an approach for maximizing the value propagation among services and end-users by linking a set of semantically related parameters together and similar end-users. Last, we propose a ranking-based framework that ranks a list of previous user inputs for an input parameter to save a user from unnecessary data entries. Our framework learns and analyzes interactions of user inputs and input parameters to rank user inputs for input parameters under different contexts.

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Questo volume di tesi descrive lo sviluppo di un'applicazione cross-platform per la raccolta dati sull'accessibilità urbana. E' stato creato un Pervasive GWAP strutturato in modo tale da raccogliere, tramite un gioco in mixed-reality, dati sulla geolocalizzazione delle barriere/facility architettoniche in ambiente urbano, in modo da mappare il territorio. Il gioco è rivolto a bambini accompagnati da insegnanti/genitori e prevede l'utilizzo di dispositivi mobili quali tablet e smartphone con sistema operativo Andoid. E' stata utilizzata la funzione GPS dei dispositivi per la geolocalizzazione dei giocatori e delle barriere/facility segnalate e la CAMERA per lo scan dei Qr-Code utilizzati come incentivo per intrattenere gli utenti. L'applicazione è scritta utilizzando tecnologie web quali HTML, CSS, JavaScript, PHP, JSON e grazie all'utilizzo del framework Apache Cordova è stato possibile lo sviluppo multipiattaforma. Questo strumento permette di utilizzare tecnologie web per lo sviluppo di applicazioni mobile, generando codice nativo supportato da sistemi operativi quali Android, iOS, BlackBerry.

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Relatório de Estágio para a obtenção do grau de Mestre na área de Educação e Comunicação Multimédia

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With the quick advance of web service technologies, end-users can conduct various on-line tasks, such as shopping on-line. Usually, end-users compose a set of services to accomplish a task, and need to enter values to services to invoke the composite services. Quite often, users re-visit websites and use services to perform re-occurring tasks. The users are required to enter the same information into various web services to accomplish such re-occurring tasks. However, repetitively typing the same information into services is a tedious job for end-users. It can negatively impact user experience when an end-user needs to type the re-occurring information repetitively into web services. Recent studies have proposed several approaches to help users fill in values to services automatically. However, prior studies mainly suffer the following drawbacks: (1) limited support of collecting and analyzing user inputs; (2) poor accuracy of filling values to services; (3) not designed for service composition. To overcome the aforementioned drawbacks, we need maximize the reuse of previous user inputs across services and end-users. In this thesis, we introduce our approaches that prevent end-users from entering the same information into repetitive on-line tasks. More specifically, we improve the process of filling out services in the following 4 aspects: First, we investigate the characteristics of input parameters. We propose an ontology-based approach to automatically categorize parameters and fill values to the categorized input parameters. Second, we propose a comprehensive framework that leverages user contexts and usage patterns into the process of filling values to services. Third, we propose an approach for maximizing the value propagation among services and end-users by linking a set of semantically related parameters together and similar end-users. Last, we propose a ranking-based framework that ranks a list of previous user inputs for an input parameter to save a user from unnecessary data entries. Our framework learns and analyzes interactions of user inputs and input parameters to rank user inputs for input parameters under different contexts.

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Relatório de Estágio para a obtenção do grau de Mestre na área de Educação e Comunicação Multimédia

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Machine (and deep) learning technologies are more and more present in several fields. It is undeniable that many aspects of our society are empowered by such technologies: web searches, content filtering on social networks, recommendations on e-commerce websites, mobile applications, etc., in addition to academic research. Moreover, mobile devices and internet sites, e.g., social networks, support the collection and sharing of information in real time. The pervasive deployment of the aforementioned technological instruments, both hardware and software, has led to the production of huge amounts of data. Such data has become more and more unmanageable, posing challenges to conventional computing platforms, and paving the way to the development and widespread use of the machine and deep learning. Nevertheless, machine learning is not only a technology. Given a task, machine learning is a way of proceeding (a way of thinking), and as such can be approached from different perspectives (points of view). This, in particular, will be the focus of this research. The entire work concentrates on machine learning, starting from different sources of data, e.g., signals and images, applied to different domains, e.g., Sport Science and Social History, and analyzed from different perspectives: from a non-data scientist point of view through tools and platforms; setting a problem stage from scratch; implementing an effective application for classification tasks; improving user interface experience through Data Visualization and eXtended Reality. In essence, not only in a quantitative task, not only in a scientific environment, and not only from a data-scientist perspective, machine (and deep) learning can do the difference.