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The modern world is faced with the issues and concerns of business intelligence. Methodologies and techniques have been developed to facilitate the process of business analysis and comprehension. One such scientific field is focused on achieving the intelligent data before it can be utilized for intelligent analysis. The current size of information is huge and the tasks aimed out of analysis present...
Within real-world social networks people are linked with multiple types of relationships, which brings new challenges in community detection for multilayer social network where each layer represents one type of relationships. However, most of existing approaches consist on transforming the problem into a classical problem of community detection in monoplex network. In this work, we propose a new hybrid...
The overload of information can become a significant challenge in relation to information retrieval systems. Often users will need to carry out extensive research to get the information they desire. This issue will only become more challenging as the quantity of data available on the internet increases. This increase shows no signs of slowing down and inevitably demands better solutions. One such...
The incorporation of peer code reviews as being part of a developer's work flow, and hence the software development lifecycle, has steadily grown in popularity over the past three decades. During the process of statically inspecting code, developers of a codebase are able to collaboratively detect possible code defects, as well as use code reviews as a means of transferring knowledge to improve the...
Information and Communication Technologies (ICT) are playing an increasing role in our daily lives and it is changing knowledge delivering. For engineers and related careers, where new trends and technologies are delivery continuously, having professional success depends on being updated with them. By adopting web-based learning so that both, students and professionals may accelerate such achievement...
Engineering education scholars have pointed to the need of cultural change in engineering education. To address this need, we propose this special session about the use of one strategy that bridges research and practice and has been underutilized in engineering education - culturally responsive practices. We aim to engage the audience in discussion about culturally responsive practices via collaborate...
In the last decade, virtual computer laboratories have been successfully used to provide students with hands-on experimentation in information technology fields in a cost effective and secure manner. In this paper, we study the effect of collaborative learning on student perception and acceptance of virtual computing as a learning medium. Virtual computing is a relatively new technology and can be...
Active learning is a popular concept for motivating learning. Learning agreements are one strategy towards this goal. They can be used to aid the students to take ownership of their learning and in becoming more active in a course. Learning Agreements are especially useful tools for scaffolding learning in courses with a focus on developing the professional competencies of students, such as in Open...
As technology infiltrates every aspect of students' daily lives, game design acquires a bigger and more influential impact on shaping students' personalities and development of learning competencies. Considering the continuously increasing research on the use of educational games in classrooms, the researcher identifies another great interest in the constructivistic perspective of game design for...
We present a design space exploration of interaction techniques for supporting multiple collaborators exploring data on a shared large display. Our proposed solution is based on users controlling individual lenses using both explicit gestures as well as proxemics: the spatial relations between people and physical artifacts such as their distance, orientation, and movement. We discuss different design...
Nowadays large portion of web-based businesses, research projects, and scientist use recommendation systems to help their business to thrive & flourish. Standard recommendation system utilises either user CF, item CF or content based recommendation system, these furthermore confront issues like item cold start, user cold start and real-time prediction problem. In the perspective of these challenges,...
DBLP (Digital Bibliography & Library Project) has the huge collection (around 3.4 million) of journal articles with its meta data, papers published in various national and international conferences, and other number of online publications in the field of computer science. Research data on DBLP increases enormously which arises many research problems in the domain of bibliography data network analysis...
This article presents a collaborative game based on tangible interaction, called ITCol (Tangible Interaction for Collaboration). It has been developed to tackle a specific educational need in the context of a post-graduate course at a School of Computer Science. The purpose of the application is, through a detective game, to help adult students experience and experiment with collaborative work. ITCol...
In recent years virtual reality, augmented reality, wearables, and deep learning became more and more widely used. Thus emerged a new challenge for human-computer interface design: understanding the human user. In the current work, I describe four areas of understanding, which are human behavior, human limits, human needs and human cognition. These together form the basis of a new way of interaction...
Practical courses in software engineering domain is a crucial task where students start to make their first steps in programming domain. For several purposes, Practical courses are managed by the teachers using appropriate collaborative approaches. These latter seems to be very difficult to be applied using traditional software engineering tools. Practical works are deployed mainly in an Integrated...
Despite the efforts and global policies to achieve universal primary education, there are still 58 million children, roughly between the ages of 6 and 11, out of school globally. Although previous studies showed the value of serious games for learning, not enough efforts were made to apply serious games to reduce children illiteracy. Understanding the complexity of this problem, we put together a...
Proxy re-encryption (PRE) enables a semi-trustedproxy to transfer Alice's secrets into Bob's secrets but withoutseeing the secrets. This functionality is very interesting formaking balance between the information confidentiality and themutual accessibility in various scenarios such as public cloudstorage systems. During the past decades, many smart PREschemes were built based on intractability assumptions...
By considering the fuzzy collaborative clustering, in this paper we investigate the ranking problem of factor granules, where the factor granule is composed by the patterns, the factors and the factor-induced information. Since the ideology of TOPSIS method is applied to obtain the finial ranking result, a referential factor granule is pre-provided. The collaborative information, i.e., the partition...
This article describes the design and implementation of the course Introduction to Computational Thinking (PC-01) for primary and secondary education. The course introduces the “concepts” and core “processes” of Computational Thinking using a visual programming environment. The design of the course PC-01 includes a set of multimedia content, learning tools and technologies that help teachers and students...
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