945 resultados para natiivi XML -tietokanta
Resumo:
The content of a Learning Object is frequently characterized by metadata from several standards, such as LOM, SCORM and QTI. Specialized domains require new application profiles that further complicate the task of editing the metadata of learning object since their data models are not supported by existing authoring tools. To cope with this problem we designed a metadata editor supporting multiple metadata languages, each with its own data model. It is assumed that the supported languages have an XML binding and we use RDF to create a common metadata representation, independent from the syntax of each metadata languages. The combined data model supported by the editor is defined as an ontology. Thus, the process of extending the editor to support a new metadata language is twofold: firstly, the conversion from the XML binding of the metadata language to RDF and vice-versa; secondly, the extension of the ontology to cover the new metadata model. In this paper we describe the general architecture of the editor, we explain how a typical metadata language for learning objects is represented as an ontology, and how this formalization captures all the data required to generate the graphical user interface of the editor.
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Recent studies of mobile Web trends show a continuous explosion of mobile-friendly content. However, the increasing number and heterogeneity of mobile devices poses several challenges for Web programmers who want to automatically get the delivery context and adapt the content to mobile devices. In this process, the devices detection phase assumes an important role where an inaccurate detection could result in a poor mobile experience for the enduser. In this paper we compare the most promising approaches for mobile device detection. Based on this study, we present an architecture for a system to detect and deliver uniform m-Learning content to students in a Higher School. We focus mainly on the devices capabilities repository manageable and accessible through an API. We detail the structure of the capabilities XML Schema that formalizes the data within the devices capabilities XML repository and the REST Web Service API for selecting the correspondent devices capabilities data according to a specific request. Finally, we validate our approach by presenting the access and usage statistics of the mobile web interface of the proposed system such as hits and new visitors, mobile platforms, average time on site and rejection rate.
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XSLT is a powerful and widely used language for transforming XML documents. However its power and complexity can be overwhelming for novice or infrequent users, many of which simply give up on using this language. On the other hand, many XSLT programs of practical use are simple enough to be automatically inferred from examples of source and target documents. An inferred XSLT program is seldom adequate for production usage but can be used as a skeleton of the final program, or at least as scaffolding in the process of coding it. It should be noted that the authors do not claim that XSLT programs, in general, can be inferred from examples. The aim of Vishnu - the XSLT generator engine described in this paper – is to produce XSLT programs for processing documents similar to the given examples and with enough readability to be easily understood by a programmer not familiar with the language. The architecture of Vishnu is composed by a graphical editor and a programming engine. In this paper we focus on the editor as a GWT web application where the programmer loads and edits document examples and pairs their content using graphical primitives. The programming engine receives the data collected by the editor and produces an XSLT program.
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Several standards appeared in recent years to formalize the metadata of learning objects, but they are still insufficient to fully describe a specialized domain. In particular, the programming exercise domain requires interdependent resources (e.g. test cases, solution programs, exercise description) usually processed by different services in the programming exercise life-cycle. Moreover, the manual creation of these resources is time-consuming and error-prone leading to what is an obstacle to the fast development of programming exercises of good quality. This paper focuses on the definition of an XML dialect called PExIL (Programming Exercises Interoperability Language). The aim of PExIL is to consolidate all the data required in the programming exercise life-cycle, from when it is created to when it is graded, covering also the resolution, the evaluation and the feedback. We introduce the XML Schema used to formalize the relevant data of the programming exercise life-cycle. The validation of this approach is made through the evaluation of the usefulness and expressiveness of the PExIL definition. In the former we present the tools that consume the PExIL definition to automatically generate the specialized resources. In the latter we use the PExIL definition to capture all the constraints of a set of programming exercises stored in a learning objects repository.
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The concept of Learning Object (LO) is crucial for the standardization on eLearning. The latest LO standard from IMS Global Learning Consortium is the IMS Common Cartridge (IMS CC) that organizes and distributes digital learning content. By analyzing this new specification we considered two interoperability levels: content and communication. A common content format is the backbone of interoperability and is the basis for content exchange among eLearning systems. Communication is more than just exchanging content; it includes also accessing to specialized systems and services and reporting on content usage. This is particularly important when LOs are used for evaluation. In this paper we analyze the Common Cartridge profile based on the two interoperability levels we proposed. We detail its data model that comprises a set of derived schemata referenced on the CC schema and we explore the use of the IMS Learning Tools Interoperability (LTI) to allow remote tools and content to be integrated into a Learning Management System (LMS). In order to test the applicability of IMS CC for automatic evaluation we define a representation of programming exercises using this standard. This representation is intended to be the cornerstone of a network of eLearning systems where students can solve computer programming exercises and obtain feedback automatically. The CC learning object is automatically generated based on a XML dialect called PExIL that aims to consolidate all the data need to describe resources within the programming exercise life-cycle. Finally, we test the generated cartridge on the IMS CC online validator to verify its conformance with the IMS CC specification.
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Recent studies of mobile Web trends show the continued explosion of mobile-friend content. However, the wide number and heterogeneity of mobile devices poses several challenges for Web programmers, who want automatic delivery of context and adaptation of the content to mobile devices. Hence, the device detection phase assumes an important role in this process. In this chapter, the authors compare the most used approaches for mobile device detection. Based on this study, they present an architecture for detecting and delivering uniform m-Learning content to students in a Higher School. The authors focus mainly on the XML device capabilities repository and on the REST API Web Service for dealing with device data. In the former, the authors detail the respective capabilities schema and present a new caching approach. In the latter, they present an extension of the current API for dealing with it. Finally, the authors validate their approach by presenting the overall data and statistics collected through the Google Analytics service, in order to better understand the adherence to the mobile Web interface, its evolution over time, and the main weaknesses.
Resumo:
Several standards have appeared in recent years to formalize the metadata of learning objects, but they are still insufficient to fully describe a specialized domain. In particular, the programming exercise domain requires interdependent resources (e.g. test cases, solution programs, exercise description) usually processed by different services in the programming exercise lifecycle. Moreover, the manual creation of these resources is time-consuming and error-prone, leading to an obstacle to the fast development of programming exercises of good quality. This chapter focuses on the definition of an XML dialect called PExIL (Programming Exercises Interoperability Language). The aim of PExIL is to consolidate all the data required in the programming exercise lifecycle from when it is created to when it is graded, covering also the resolution, the evaluation, and the feedback. The authors introduce the XML Schema used to formalize the relevant data of the programming exercise lifecycle. The validation of this approach is made through the evaluation of the usefulness and expressiveness of the PExIL definition. In the former, the authors present the tools that consume the PExIL definition to automatically generate the specialized resources. In the latter, they use the PExIL definition to capture all the constraints of a set of programming exercises stored in a learning objects repository.
Resumo:
XSLT is a powerful and widely used language for transforming XML documents. However, its power and complexity can be overwhelming for novice or infrequent users, many of whom simply give up on using this language. On the other hand, many XSLT programs of practical use are simple enough to be automatically inferred from examples of source and target documents. An inferred XSLT program is seldom adequate for production usage but can be used as a skeleton of the final program, or at least as scaffolding in the process of coding it. It should be noted that the authors do not claim that XSLT programs, in general, can be inferred from examples. The aim of Vishnu—the XSLT generator engine described in this chapter—is to produce XSLT programs for processing documents similar to the given examples and with enough readability to be easily understood by a programmer not familiar with the language. The architecture of Vishnu is composed by a graphical editor and a programming engine. In this chapter, the authors focus on the editor as a GWT Web application where the programmer loads and edits document examples and pairs their content using graphical primitives. The programming engine receives the data collected by the editor and produces an XSLT program.
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This paper reports on a first step towards the implementation of a framework for remote experimentation of electric machines ? the RemoteLabs platform. This project was focused on the development of two main modules: the user Web-based and the electric machines interfaces. The Web application provides the user with a front-end and interacts with the back-end ? the user and experiment persistent data. The electric machines interface is implemented as a distributed client server application where the clients, launched by the Web application, interact with the server modules located in platforms physically connected the electric machines drives. Users can register and authenticate, schedule, specify and run experiments and obtain results in the form of CSV, XML and PDF files. These functionalities were successfully tested with real data, but still without including the electric machines. This inclusion is part of another project scheduled to start soon.
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A Geografia tem a ver com o lugar, com a localização, com a sociedade, com o ambiente, com o espaço e com a região. Uma vez que no ciberespaço algumas destas variáveis são difíceis de definir, o campo de pesquisa da geografia virtual terá que ser aprofundado,. Este novo domínio da análise geográfica apresenta-se como uma forma de percepcionar a representação do(s) espaço(s) físico(s) no espaço virtual da Internet. Este artigo pretende mostrar um exemplo de um ‘interface’ de cartografia digital, disponível on-line, que pelas suas características inovadoras representa ‘o estado da arte’ na análise dos espaços reais ou geográficos, no espaço virtual da Internet. A sua escolha prende-se com o facto desta ferramenta utilizar conceitos e fundamentos da Geografia, aos quais foram aplicadas as modernas tecnologias de programação para ambientes da www, como as linguagens VRML, XML, Java e Flash.
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O objectivo deste trabalho é a criação de um modelo do mercado energético da pequena geração dispersa através de serviços Web, agentes m´oveis e leilões. Neste cenário, o mercado, supervisionado pelo leiloeiro, ´e constituído basicamente por dois tipos de actores: os vendedores – com uma determinada carteira de pequenos produtores de energia, equipados com diversos tipos de geradores, e os compradores – entidades que distribuem e comercializam energia, bem como grandes consumidores. Apresenta-se a arquitectura adoptada, composta por agentes estáticos e agentes m´oveis, assim como a metodologia de desenvolvimento integrado elegida. Esta metodologia especifica uma abordagem, suportada pela tecnologia XML, que permite, a partir da informação relativa aos intervenientes, criar uma ontologia comum de representação do conhecimento do domínio, gerar automaticamente os agentes que modelam os intervenientes e, por ultimo, ´ transformá-los em serviços Web. Os agentes compradores e vendedores participam no mercado através de agentes m´oveis, a quem delegam a sua representação durante o leilão. O trabalho, que está em curso, encontra-se na fase do desenvolvimento dos agentes/serviços Web.
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Develop a client-server application for a mobile environment can bring many challenges because of the mobile devices limitations. So, in this paper is discussed what can be the more reliable way to exchange information between a server and an Android mobile application, since it is important for users to have an application that really works in a responsive way and preferably without any errors. In this discussion two data transfer protocols (Socket and HTTP) and three serialization data formats (XML, JSON and Protocol Buffers) were tested using some metrics to evaluate which is the most practical and fast to use.
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Mestrado em Engenharia Informática - Área de Especialização em Tecnologias do Conhecimento e Decisão
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Dissertação para obtenção do Grau de Mestre em Engenharia Electrotécnica e de Computadores
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This paper studies several topics related with the concept of “fractional” that are not directly related with Fractional Calculus, but can help the reader in pursuit new research directions. We introduce the concept of non-integer positional number systems, fractional sums, fractional powers of a square matrix, tolerant computing and FracSets, negative probabilities, fractional delay discrete-time linear systems, and fractional Fourier transform.