721 resultados para Informatics Engineering
Resumo:
The goal of this work was to provide professional and amateur writers with a new way of enhancing their productivity and mental well-being, by helping them overcoming writers block and being able to achieve a state of optimal experience while writing. Our approach is based on bringing together different components to create what we call a creative moment. A creative moment is composed by an image, a text, a mood, a location and a color. The color presented in the creative moment varied according to the mood that was associated to the creative moment. With the creative moments we hoped that our users could have a way to easily trigger their creativity and have a kick start in their work. The prototyping of a web crowdsourcing platform, named CreativeWall, and a Microsoft Word Add-In, that was used on the user study performed, is described and their implementations are discussed. The user study reveals that our approach does have a positive influence in the productivity of the participants when compared with another existing approach. The study also revealed that our approach can ease the process of achieving a state of optimal experience by enhancing one of the dimensions presented on the Flow Theory. At the end we present what we consider would be some possible future developments for the concept created during the development of this work.
Resumo:
The goal of this work was to provide professional and amateur writers with a new way of enhancing their productivity and mental well-being, by helping them overcoming writers block and being able to achieve a state of optimal experience while writing. Our approach is based on bringing together different components to create what we call a creative moment. A creative moment is composed by an image, a text, a mood, a location and a color. The color presented in the creative moment varied according to the mood that was associated to the creative moment. With the creative moments we hoped that our users could have a way to easily trigger their creativity and have a kick start in their work. The prototyping of a web crowdsourcing platform, named CreativeWall, and a Microsoft Word Add-In, that was used on the user study performed, is described and their implementations are discussed. The user study reveals that our approach does have a positive influence in the productivity of the participants when compared with another existing approach. The study also revealed that our approach can ease the process of achieving a state of optimal experience by enhancing one of the dimensions presented on the Flow Theory. At the end we present what we consider would be some possible future developments for the concept created during the development of this work.
Resumo:
Trabalho apresentado em PAEE/ALE’2016, 8th International Symposium on Project Approaches in Engineering Education (PAEE) and 14th Active Learning in Engineering Education Workshop (ALE)
Resumo:
Esta dissertação contextualiza e descreve a actividade prática do quotidiano de um gestor de redes informáticas modernas. Define Network Operations Center (NOC) e a sua importância como provedor de serviços de Internet, e aborda a gestão de redes como alicerce teórico mediante a tomada de decisões que a tarefa de gestão coloca. É com base na complexidade da tarefa de gestão que surge a necessidade e o aparecimento consequente de Plataformas de Gestão. Estas plataformas não só auxiliam na tarefa para a qual foram desenvolvidas como substituem todo um conjunto de ferramentas tradicionais, limitadas para a realidade das infraestruturas de telecomunicações actuais. O estudo do NOC da NOS Madeira enfatiza a problemática que as infra-estruturas de média e grande dimensão comportam para os gestores de redes que lá operam. As limitações da plataforma de gestão em uso referentes à definição e organização de utilizadores, dispositivos e grupos respectivos, conjuntamente com a falta de parametrização em notificações justificam uma solução. Aqui, é feita uma análise e um levantamento de requisitos para a selecção da nova plataforma de gestão seguida da proposta de uma solução integrada para resolução do problema. Esta proposta envolve a definição de uma arquitectura, o desenho e a implementação de software próprios para um sistema particular ao qual designamos: ZenDash.
Resumo:
This thesis presents a cloud-based software platform for sharing publicly available scientific datasets. The proposed platform leverages the potential of NoSQL databases and asynchronous IO technologies, such as Node.JS, in order to achieve high performances and flexible solutions. This solution will serve two main groups of users. The dataset providers, which are the researchers responsible for sharing and maintaining datasets, and the dataset users, that are those who desire to access the public data. To the former are given tools to easily publish and maintain large volumes of data, whereas the later are given tools to enable the preview and creation of subsets of the original data through the introduction of filter and aggregation operations. The choice of NoSQL over more traditional RDDMS emerged from and extended benchmark between relational databases (MySQL) and NoSQL (MongoDB) that is also presented in this thesis. The obtained results come to confirm the theoretical guarantees that NoSQL databases are more suitable for the kind of data that our system users will be handling, i. e., non-homogeneous data structures that can grow really fast. It is envisioned that a platform like this can lead the way to a new era of scientific data sharing where researchers are able to easily share and access all kinds of datasets, and even in more advanced scenarios be presented with recommended datasets and already existing research results on top of those recommendations.
Resumo:
In this thesis we aimed to explore the potential of gamification - defined as “the use of game elements in non-game contexts” [30] - in increasing children's (aged 5 to 6) engagement with the task. This is mainly due to the fact that our world is living a technological era, and videogames are an example of this engagement by being able to maintain children’s (and adults) engagement for hours straight. For the purpose of limiting complexity, we only addressed the feedback element by introducing it with an anthropomorphic virtual agent (human-like aspect), because research shows that virtual agents (VA’s) can influence behavioural change [17], or even induce emotions on humans both through the use of feedback provided and their facial expressions, which can interpreted in the same way as of humans’ [2]. By pairing the VA with the gamification concept, we wanted to 1) create a VA that is likely to be well-received by children (appearance and behaviour), and 2) have the immediate feedback that games have, so we can give children an assessment of their actions in real-time, as opposed to waiting for feedback from someone (traditional teaching), and with this give students more chances to succeed [32, 43]. Our final system consisted on a virtual environment, where children formed words that corresponded to a given image. In order to measure the impact that the VA had on engagement, the system was developed in two versions: one version of the system was limited to provide a simple feedback environment, where the VA provided feedback, by responding with simple phrases (i.e. “correct” or “incorrect”); for the second version, the VA had a more complex approach where it tried to encourage children to complete the word – a motivational feedback - even when they weren’t succeeding. Lastly we conducted a field study with two groups of children, where one group tested the version with the simple feedback, and the other group tested the ‘motivational’ version of the system. We used a quantitative approach to analyze the collected data that measured the engagement, based on the number of tasks (words) completed and time spent with system. The results of the evaluation showed that the use of motivational feedback may carry a positive effect on engaging children.
Resumo:
With increasing concerns about the impact of global warming on human life, policy makers around the world and researchers have sought for technological solutions that have the potential to attenuate this process. This thesis describes the design and evaluation of an information appliance that aims to increase the use of public transportation. We developed a mobile glanceable display that, being aware of the user’s transportation routines, provides awareness cues about bus arrival time, grounded upon the vision of Ambient Intelligence. We present the design process we followed, from ideation to building a prototype and conducting a field study, and conclude with a set of guidelines for the design of relevant personal information systems. More specifically we seek to test the following hypotheses: 1) That the tangible prototype that provides ambient cues will be used more frequently than a similar purpose mobile app, 2) That the tangible prototype will reduce the waiting time at the bus stop, 3) That the tangible prototype will result to reduced anxiety on passengers, 4) That the tangible prototype will result to an increase in the perceived reliability of the transit service, 5) That the tangible prototype will enhance users’ efficiency in reading the bus schedules and 6) That the tangible prototype will make individuals more likely to use public transit. In a field study, we compare the tangible prototype against the mobile app and a control condition where participants were given no external support in obtaining bus arrival information, other than their existing routines. Using qualitative and quantitative data, we test the aforementioned hypotheses and explore users’ reactions to the prototype we developed.
Resumo:
Esta dissertação contextualiza e descreve a actividade prática do quotidiano de um gestor de redes informáticas modernas. Define Network Operations Center (NOC) e a sua importância como provedor de serviços de Internet, e aborda a gestão de redes como alicerce teórico mediante a tomada de decisões que a tarefa de gestão coloca. É com base na complexidade da tarefa de gestão que surge a necessidade e o aparecimento consequente de Plataformas de Gestão. Estas plataformas não só auxiliam na tarefa para a qual foram desenvolvidas como substituem todo um conjunto de ferramentas tradicionais, limitadas para a realidade das infraestruturas de telecomunicações actuais. O estudo do NOC da NOS Madeira enfatiza a problemática que as infra-estruturas de média e grande dimensão comportam para os gestores de redes que lá operam. As limitações da plataforma de gestão em uso referentes à definição e organização de utilizadores, dispositivos e grupos respectivos, conjuntamente com a falta de parametrização em notificações justificam uma solução. Aqui, é feita uma análise e um levantamento de requisitos para a selecção da nova plataforma de gestão seguida da proposta de uma solução integrada para resolução do problema. Esta proposta envolve a definição de uma arquitectura, o desenho e a implementação de software próprios para um sistema particular ao qual designamos: ZenDash.
Resumo:
This thesis presents a cloud-based software platform for sharing publicly available scientific datasets. The proposed platform leverages the potential of NoSQL databases and asynchronous IO technologies, such as Node.JS, in order to achieve high performances and flexible solutions. This solution will serve two main groups of users. The dataset providers, which are the researchers responsible for sharing and maintaining datasets, and the dataset users, that are those who desire to access the public data. To the former are given tools to easily publish and maintain large volumes of data, whereas the later are given tools to enable the preview and creation of subsets of the original data through the introduction of filter and aggregation operations. The choice of NoSQL over more traditional RDDMS emerged from and extended benchmark between relational databases (MySQL) and NoSQL (MongoDB) that is also presented in this thesis. The obtained results come to confirm the theoretical guarantees that NoSQL databases are more suitable for the kind of data that our system users will be handling, i. e., non-homogeneous data structures that can grow really fast. It is envisioned that a platform like this can lead the way to a new era of scientific data sharing where researchers are able to easily share and access all kinds of datasets, and even in more advanced scenarios be presented with recommended datasets and already existing research results on top of those recommendations.
Resumo:
In this thesis we aimed to explore the potential of gamification - defined as “the use of game elements in non-game contexts” [30] - in increasing children's (aged 5 to 6) engagement with the task. This is mainly due to the fact that our world is living a technological era, and videogames are an example of this engagement by being able to maintain children’s (and adults) engagement for hours straight. For the purpose of limiting complexity, we only addressed the feedback element by introducing it with an anthropomorphic virtual agent (human-like aspect), because research shows that virtual agents (VA’s) can influence behavioural change [17], or even induce emotions on humans both through the use of feedback provided and their facial expressions, which can interpreted in the same way as of humans’ [2]. By pairing the VA with the gamification concept, we wanted to 1) create a VA that is likely to be well-received by children (appearance and behaviour), and 2) have the immediate feedback that games have, so we can give children an assessment of their actions in real-time, as opposed to waiting for feedback from someone (traditional teaching), and with this give students more chances to succeed [32, 43]. Our final system consisted on a virtual environment, where children formed words that corresponded to a given image. In order to measure the impact that the VA had on engagement, the system was developed in two versions: one version of the system was limited to provide a simple feedback environment, where the VA provided feedback, by responding with simple phrases (i.e. “correct” or “incorrect”); for the second version, the VA had a more complex approach where it tried to encourage children to complete the word – a motivational feedback - even when they weren’t succeeding. Lastly we conducted a field study with two groups of children, where one group tested the version with the simple feedback, and the other group tested the ‘motivational’ version of the system. We used a quantitative approach to analyze the collected data that measured the engagement, based on the number of tasks (words) completed and time spent with system. The results of the evaluation showed that the use of motivational feedback may carry a positive effect on engaging children.
Resumo:
With increasing concerns about the impact of global warming on human life, policy makers around the world and researchers have sought for technological solutions that have the potential to attenuate this process. This thesis describes the design and evaluation of an information appliance that aims to increase the use of public transportation. We developed a mobile glanceable display that, being aware of the user’s transportation routines, provides awareness cues about bus arrival time, grounded upon the vision of Ambient Intelligence. We present the design process we followed, from ideation to building a prototype and conducting a field study, and conclude with a set of guidelines for the design of relevant personal information systems. More specifically we seek to test the following hypotheses: 1) That the tangible prototype that provides ambient cues will be used more frequently than a similar purpose mobile app, 2) That the tangible prototype will reduce the waiting time at the bus stop, 3) That the tangible prototype will result to reduced anxiety on passengers, 4) That the tangible prototype will result to an increase in the perceived reliability of the transit service, 5) That the tangible prototype will enhance users’ efficiency in reading the bus schedules and 6) That the tangible prototype will make individuals more likely to use public transit. In a field study, we compare the tangible prototype against the mobile app and a control condition where participants were given no external support in obtaining bus arrival information, other than their existing routines. Using qualitative and quantitative data, we test the aforementioned hypotheses and explore users’ reactions to the prototype we developed.
Resumo:
Background: Constructive alignment (CA) is a pedagogical approach that emphasizes the alignment between the intended learning outcomes (ILOs), teaching and learning activities (TLAs) and assessment tasks (ATs) as well as creation of a teaching/learning environment where students will be able to actively create their knowledge. Objectives: This paper aims at investigating the extent of constructively-aligned courses in Computer Engineering and Informatics department at Dalarna University, Sweden. This study is based on empirical observations of teacher’s perceptions of implementation of CA in their courses. Methods: Ten teachers (5 from each department) were asked to fill a paper-based questionnaire, which included a number of questions related to issues of implementing CA in courses. Results: Responses to the items of the questionnaire were mixed. Teachers clearly state the ILOs in their courses and try to align the TLAs and ATs to the ILOs. Computer Engineering teachers do not explicitly communicate the ILOs to the students as compared to Informatics teachers. In addition, Computer Engineering teachers stated that their students are less active in learning activities as compared to Informatics teachers. When asked about their subjective ratings of teaching methods all teachers stated that their current teaching is teacher-centered but they try to shift the focus of activity from them to the students. Conclusions: From teachers’ perspectives, the courses are partially constructively-aligned. Their courses are “aligned”, i.e. ILOs, TLAs and ATs are aligned to each other but they are not “constructive” since, according to them, there was a low student engagement in learning activities, especially in Computer Engineering department.
Resumo:
Speaker: Lynda Hardman Organiser: Time: 04/02/2015 12:30-13:30 Location: B32/3077 Abstract The challenges of addressing gender inequalities in science, technology, engineering, mathematics and medicine is widely acknowledged. We currently hold a bronze award and ECS is one of many academic units in the University which has gained Athena Swan Charter status. In this seminar, Professor Lynda Hardman, Chair of the Informatics Europe working group "Women in Informatics Research and Education” will be explaining the causes of issued underlying gender inequality and constructive routes to addressing this important agenda. In undertaking to commit to an action plan which is a prerequisite of gaining charter status, the University or academic department agreed to accept and incorporate the Athena Swan six principles listed below: * To address gender inequalities requires commitment and action from everyone, at all levels of the organisation * To tackle the unequal representation of women in science requires changing cultures and attitudes across the organisation * The absence of diversity at management and policy-making levels has broad implications which the organisation will examine * The high loss rate of women in science is an urgent concern which the organisation will address * The system of short-term contracts has particularly negative consequences for the retention and progression of women in science, which the organisation recognises * There are both personal and structural obstacles to women making the transition from PhD into a sustainable academic career in science, which require the active consideration of the organisation. This seminar is designed to provide an opportunity to explore these issues NOTE: Lynda will be basing here talk on some of the work she directed as chair of the "Women in Informatics Research and Education” working group. The purpose of the working group is to actively participate and promote actions that contribute to improve gender balance in Information and Communication Sciences and Technologies. The first concrete result of the working group's activities was the publication of the booklet "More Women in Informatics Research and Education" in 2013. The booklet is a compact source of clear and simple best practices to deans and heads of departments that aim to increase the participation of women as both students and employees in their institutions. Many tips included were also inspired by colleagues already in leading positions who have already implemented actions in their institutions to attract more women and ensure their continued participation in the organization at commensurate ratios with their male colleagues. The booklet is endorsed by the European Commission and features a foreword by Neelie Kroes, Vice-President of the European Commission, responsible for the Digital Agenda.