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2022 IEEE 16th International Scientific Conference on Informatics (Informatics)最新文献

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Implementation of the psychomotor task typology in the teaching of technically oriented subjects at primary and secondary school (ISCED 1, ISCED 2) 心理运动任务类型在中小学技术型学科教学中的应用(ISCED 1、ISCED 2)
Pub Date : 2022-11-23 DOI: 10.1109/Informatics57926.2022.10083429
Michal Mrázek, P. Částková
The didactics of technically oriented subjects with a focus on students' creative activity and the development of their competencies in the technical field in the context of basic education in the Czech Republic lacks a comprehensive elaboration of the theory of psychomotor tasks applicable in the work of the teacher. The aim of this paper is to present the initial results of a research investigation focused on feedback from practicing teachers, including the methodology of validation of the research instrument, and in relation to the results to discuss the possibilities of implementing the developed typology of teaching tasks at the 1 st and 2nd level of primary school.
在捷克共和国的基础教育背景下,以技术为导向的学科教学注重学生的创造性活动和他们在技术领域能力的发展,缺乏对教师工作中适用的精神运动任务理论的全面阐述。本文的目的是介绍一项研究调查的初步结果,该调查侧重于实践教师的反馈,包括研究工具的验证方法,并与结果相关,讨论在小学一年级和二年级实施已开发的教学任务类型学的可能性。
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引用次数: 0
Luxury in the Time of COVID-19 COVID-19时代的奢侈品
Pub Date : 2022-11-23 DOI: 10.1109/Informatics57926.2022.10083451
Renáta Cenková, William Steingartner
Luxury is a measurable value in society, but every customer perceives this concept differently. Luxury represented different values before the outbreak of the COVID-19 pandemic than it represents today. The aim of this article is to examine and statistically evaluate, on the basis of questionnaires, the view of respondents in Slovakia, especially on luxury in the time of COVID-19.
奢侈品在社会上是一种可衡量的价值,但每个顾客对这个概念的理解都不同。在新冠疫情爆发之前,奢侈品所代表的价值与今天不同。本文的目的是在问卷调查的基础上,检查和统计评估斯洛伐克受访者的观点,特别是在2019冠状病毒病期间对奢侈品的看法。
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引用次数: 0
New results in SAT – cryptanalysis of the AES AES的SAT密码分析新成果
Pub Date : 2022-11-23 DOI: 10.1109/Informatics57926.2022.10083461
Sylwia Stachowiak, M. Kurkowski, Artur Soboń
Many significant computational problems can be converted to SAT problems. Although these problems are often encoded by formulas with hundreds of thousands of clauses and propositional variables such formulas can sometimes be effectively solved by contemporary SAT solvers. Such solvers can be successfully used for cryptanalysis of symmetric ciphers. In this case, operations of the cipher are written in the form of Boolean formulas. Then, together with randomly selected bits of the plaintext and the key, it is transformed into a set of clauses corresponding to the encryption of the given algorithm. The ciphertext obtained using SAT solvers is used to create a set of decryption clauses. Using the SAT solver again, we go to the cryptanalysis of the cipher with the selected open text, looking for the bits of the encryption key. In this article, we examine how SAT techniques behave to the AES cipher, the current standard for symmetric encryption. We also compare the results obtained in this case by several SAT solvers.
许多重要的计算问题可以转化为SAT问题。尽管这些问题通常是由包含数十万子句和命题变量的公式编码的,但这些公式有时可以被当代SAT解算者有效地解决。这种解算器可以成功地用于对称密码的密码分析。在这种情况下,密码的操作以布尔公式的形式编写。然后,与随机选择的明文位和密钥一起,将其转换为一组与给定算法的加密相对应的子句。使用SAT解算器获得的密文用于创建一组解密子句。再次使用SAT求解器,我们使用选定的开放文本对密码进行密码分析,寻找加密密钥的位。在本文中,我们将研究SAT技术如何处理AES密码(对称加密的当前标准)。我们还比较了几个SAT求解器在这种情况下获得的结果。
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引用次数: 0
Report on a Field Experiment of the Comprehension Strategies of Computer Science MSc Students 计算机科学硕士生理解策略的实地实验报告
Pub Date : 2022-11-23 DOI: 10.1109/Informatics57926.2022.10083413
A. Fekete, Z. Porkoláb
Program comprehension takes up a significant amount of the average developer's work time. Most development tasks require broad understanding of the code base. Modern integrated development environments (IDEs) possess a basic program comprehension toolset, but the primary goal of such tools is supporting program development, not comprehension. Standalone or built-in code comprehension tools provide a wider function set. Such tools could be especially important for junior programmers who lack experience with understanding large foreign codebase. In this paper, we describe an experiment we conducted with the participation of a group of Computer Science MSc students. The participants were given a simple programming task to solve which required understanding the software they modified. The students used CodeCompass, an open-source comprehension framework. During the experiment we collected various data on the students' comprehension strate-gies. We compare the results to previous comprehension models, considering the amount of programming experience and feedback from students.
程序理解占据了开发人员平均工作时间的很大一部分。大多数开发任务需要对代码库有广泛的了解。现代集成开发环境(ide)拥有基本的程序理解工具集,但是这些工具的主要目标是支持程序开发,而不是理解。独立或内置的代码理解工具提供了更广泛的功能集。这些工具对于缺乏理解大型外部代码库经验的初级程序员尤其重要。在这篇论文中,我们描述了我们在一组计算机科学硕士学生的参与下进行的一个实验。参与者被要求完成一个简单的编程任务,这个任务需要了解他们修改的软件。学生们使用了CodeCompass,一个开源的理解框架。在实验过程中,我们收集了学生理解策略的各种数据。考虑到编程经验的数量和学生的反馈,我们将结果与以前的理解模型进行比较。
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引用次数: 2
Using Word2Vec for news articles recommendations: Considering evaluation options for hyperparameter optimization and different input options 使用Word2Vec进行新闻文章推荐:考虑超参数优化的评估选项和不同的输入选项
Pub Date : 2022-11-23 DOI: 10.1109/Informatics57926.2022.10083395
Bogdan Walek, Patrik Müller
Evaluation of unsupervised and semi-supervised learning methods, especially in the field of information retrieval and recommender systems is a problematic and resource-intensive task. Often, there is no way to evaluate the used machine learning model until user testing is performed. We investigated hyperparameter optimization options of Gensim's Word2Vec implementation by evaluating model performance on word analogies and word pairs tests and statistics of out-of-vocabulary ratio. These automatic and task-independent offline (pre-) evaluations techniques could provide a simple way to reduce the set of final model variants used for resource-demanding user testing or hybrid recommender models, thus we investigated whether those tests were useful for the accuracy of our final task of providing similar articles to a chosen article. We also consider options of using Wikipedia articles for the model training input or the pre-trained FastText model.
评估无监督和半监督学习方法,特别是在信息检索和推荐系统领域,是一项有问题且资源密集型的任务。通常,在执行用户测试之前,没有办法评估使用的机器学习模型。通过评价模型在单词类比和单词对测试上的性能以及词汇外率的统计,研究了Gensim的Word2Vec实现的超参数优化选项。这些自动和任务独立的离线(预)评估技术可以提供一种简单的方法来减少用于资源要求高的用户测试或混合推荐模型的最终模型变体集,因此我们研究了这些测试是否有助于我们为所选文章提供类似文章的最终任务的准确性。我们还考虑使用维基百科文章作为模型训练输入或预训练的FastText模型的选项。
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引用次数: 0
Heuristics for Multi-objective Service System Designing 多目标服务系统设计的启发式方法
Pub Date : 2022-11-23 DOI: 10.1109/Informatics57926.2022.10083411
Marek Kvet
This paper brings a short overview of heuristics developed for solving the problem of multi-objective service system designing. Even though there are plenty of effective exact and approximate solving tools for different mathematical models, they are usually not able to manage more than one objective function simultaneously. Furthermore, multi-criteria optimization assumes producing a set of non-dominated solutions instead of one resulting center deployment. Since obtaining the complete Pareto front of non-dominated solutions is extremely demanding, the development of efficient heuristics is necessary from the practical point of view. In this paper, the quality of the resulting set of solutions is studied together with the dynamics of the heuristic itself. All suggested approaches are experimentally verified making use of a dataset from real world.
本文简要概述了为解决多目标服务系统设计问题而开发的启发式方法。尽管对于不同的数学模型有大量有效的精确和近似求解工具,但它们通常无法同时处理多个目标函数。此外,多标准优化假设生成一组非主导解决方案,而不是一个中心部署。由于获得非支配解的完全Pareto前是非常困难的,因此从实际的角度来看,开发有效的启发式是必要的。本文研究了启发式算法本身的动态性,并对结果解集的质量进行了研究。所有建议的方法都利用来自现实世界的数据集进行了实验验证。
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引用次数: 0
Visualization of imperative programs translation with Structural Operational Semantics 命令式程序翻译的结构操作语义可视化
Pub Date : 2022-11-23 DOI: 10.1109/Informatics57926.2022.10083474
Vitalii Tsimbolynets, J. Perháč
This paper is devoted to the tool developed for the visualization of the translation process of a program written in a simple imperative programming language by structural operational semantics, also known as small-step operational semantics. Our goal is that our tool will be OS-independent, therefore, we have designed to implement it as a web application. We also cover a language definition, and then, we analyze similar existing systems. We compare other solutions and their problems, which we take into account in designing our application. Next, we design a user interface and implement a prototype. In the end, we test and evaluate the application with the target group of users.
本文研究了一种基于结构操作语义(也称为小步操作语义)的工具,该工具用于可视化用简单命令式编程语言编写的程序的翻译过程。我们的目标是,我们的工具将是独立于操作系统的,因此,我们已经设计实现它作为一个web应用程序。我们还将介绍语言定义,然后分析类似的现有系统。我们比较了其他解决方案及其问题,并在设计应用程序时考虑了这些问题。接下来,我们设计了一个用户界面并实现了一个原型。最后,我们与目标用户组一起测试和评估应用程序。
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引用次数: 0
Innovative Concept of STEAM Education at Primary Schools in the Czech Republic - Support for Implementation in School Practice 捷克共和国小学STEAM教育的创新理念——支持在学校实践中实施
Pub Date : 2022-11-23 DOI: 10.1109/Informatics57926.2022.10083467
Jirí Dostál, Radim Děrda, P. Částková, Michal Mrázek, J. Kubricky, William Steingartner, Hana Bucková, M. Janů, Jiří Kronáč
This paper presents for expert discussion partial results of the scientific research project. The aim of the project is to contribute to the innovation of STEAM education at lower secondary schools by means of applied research and through eliminating the barriers resisting the implementation of the new curriculum aimed at the development of technical thinking and creativity. In direct cooperation with the Ministry of Education, Youth, and Sports and other partners the project focuses on the following: 1) designing, creating, and verifying the on-line system (software) for setting the adequate form of technical education that would enable schools to successfully reach the expected learning results; 2) designing and verifying learning situations; 3) developing innovative teaching aids (mobile toolkits enabling sharing). The above results and products will make a positive contribution to the development of pupils' competencies - in particular, basic scientific and technical competences consisting of cognitive, motoric, social, social-moral and information-communication competencies that ensure that individuals “participate in the use of technology as an element of culture”. Specifically, the following can be mentioned: the ability to solve problems, the ability to apply creative ideas in pupils' work, the ability to take responsibility, the ability to be self-sufficient, the ability to evaluate and express one's opinions, the ability to self-identify and self-assess in the direction of one's own professional orientation, the ability to respond flexibly to changes in the labour market.
本文提出了该科研项目的部分成果,供专家讨论。该项目的目的是通过应用研究和消除阻碍实施旨在发展技术思维和创造力的新课程的障碍,为初中STEAM教育的创新做出贡献。该项目与教育、青年和体育部及其他合作伙伴直接合作,重点关注以下方面:1)设计、创建和验证在线系统(软件),以设置适当的技术教育形式,使学校能够成功地达到预期的学习效果;2)设计和验证学习情境;3)开发创新的教具(可共享的移动工具包)。上述成果和产品将对学生能力的发展作出积极贡献-特别是基本的科学和技术能力,包括认知,运动,社会,社会道德和信息交流能力,确保个人“参与使用技术作为文化的一个元素”。具体来说,可以提到以下几点:解决问题的能力,在学生的工作中运用创造性思想的能力,承担责任的能力,自给自足的能力,评价和表达自己意见的能力,在自己的专业方向上自我认同和自我评估的能力,灵活应对劳动力市场变化的能力。
{"title":"Innovative Concept of STEAM Education at Primary Schools in the Czech Republic - Support for Implementation in School Practice","authors":"Jirí Dostál, Radim Děrda, P. Částková, Michal Mrázek, J. Kubricky, William Steingartner, Hana Bucková, M. Janů, Jiří Kronáč","doi":"10.1109/Informatics57926.2022.10083467","DOIUrl":"https://doi.org/10.1109/Informatics57926.2022.10083467","url":null,"abstract":"This paper presents for expert discussion partial results of the scientific research project. The aim of the project is to contribute to the innovation of STEAM education at lower secondary schools by means of applied research and through eliminating the barriers resisting the implementation of the new curriculum aimed at the development of technical thinking and creativity. In direct cooperation with the Ministry of Education, Youth, and Sports and other partners the project focuses on the following: 1) designing, creating, and verifying the on-line system (software) for setting the adequate form of technical education that would enable schools to successfully reach the expected learning results; 2) designing and verifying learning situations; 3) developing innovative teaching aids (mobile toolkits enabling sharing). The above results and products will make a positive contribution to the development of pupils' competencies - in particular, basic scientific and technical competences consisting of cognitive, motoric, social, social-moral and information-communication competencies that ensure that individuals “participate in the use of technology as an element of culture”. Specifically, the following can be mentioned: the ability to solve problems, the ability to apply creative ideas in pupils' work, the ability to take responsibility, the ability to be self-sufficient, the ability to evaluate and express one's opinions, the ability to self-identify and self-assess in the direction of one's own professional orientation, the ability to respond flexibly to changes in the labour market.","PeriodicalId":101488,"journal":{"name":"2022 IEEE 16th International Scientific Conference on Informatics (Informatics)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129151393","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Interrelations between Player Experience and Reader Experience. Case Study of Poem-Based Game Poodle and Hound 玩家体验和读者体验之间的相互关系。基于诗歌的游戏《Poodle and Hound》案例分析
Pub Date : 2022-11-23 DOI: 10.1109/Informatics57926.2022.10083465
U. Świerczyńska-Kaczor, Małgorzata Kotlińska, Edyta Banachowska
Game developers often adapt existing materials into games and there are numerous examples with plots based on movies, novels or comic strips. However, the games based on poetry attract much less attention from game developers and - consequently - also from researchers. The conclusions of this research indicated that narrative poems are a suitable form of poetry for game development, however the adequacy of images and values embedded in the poem to the contemporary society, the adequacy of the vocabulary, the point of view of telling the story and the role of illustrations should be carefully considered. The research showed that the player experience is significantly shaped by the player agency - which may be enhanced in the discussed game - among other factors, by a selection of the second point of view in the game narrative.
游戏开发者经常将现有材料改编成游戏,有许多基于电影、小说或连环画的情节。然而,基于诗歌的游戏却很少受到游戏开发者的关注,因此也很少受到研究人员的关注。本研究的结论表明,叙事诗是一种适合游戏开发的诗歌形式,但诗歌中所蕴含的形象和价值观是否适合当代社会、词汇是否充足、讲故事的角度以及插图的作用等都需要仔细考虑。研究表明,玩家的体验在很大程度上受到玩家代理的影响——这在游戏中可能会得到加强——以及其他因素的影响,比如在游戏叙述中选择第二种视角。
{"title":"Interrelations between Player Experience and Reader Experience. Case Study of Poem-Based Game Poodle and Hound","authors":"U. Świerczyńska-Kaczor, Małgorzata Kotlińska, Edyta Banachowska","doi":"10.1109/Informatics57926.2022.10083465","DOIUrl":"https://doi.org/10.1109/Informatics57926.2022.10083465","url":null,"abstract":"Game developers often adapt existing materials into games and there are numerous examples with plots based on movies, novels or comic strips. However, the games based on poetry attract much less attention from game developers and - consequently - also from researchers. The conclusions of this research indicated that narrative poems are a suitable form of poetry for game development, however the adequacy of images and values embedded in the poem to the contemporary society, the adequacy of the vocabulary, the point of view of telling the story and the role of illustrations should be carefully considered. The research showed that the player experience is significantly shaped by the player agency - which may be enhanced in the discussed game - among other factors, by a selection of the second point of view in the game narrative.","PeriodicalId":101488,"journal":{"name":"2022 IEEE 16th International Scientific Conference on Informatics (Informatics)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129207225","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Access Security Module of the Medical Data Management System 医疗数据管理系统的访问安全模块
Pub Date : 2022-11-23 DOI: 10.1109/Informatics57926.2022.10083459
J. Kostolny, Veronika Salgová
It is essential to pay attention to secure access to systems in today's online world. When designing access to medical data management systems, knowing who is accessing the data and ensuring access only to authorized users is necessary. At the same time, these services must be uniform for several services and technologies, which would make it easier for users of the services to access them. When designing similar services, it is necessary to decide all the risks of third-party verification and the benefits of your solution with a unique approach. As part of the medical system design with micro-services, it was necessary to resolve the authorization and the authentication of access to individual modules or data. Each service can have a different level of security, which needs to be constantly verified when accessing the service. In this work, we present the solution of access using web tokens and authentication using a third-party service - a Microsoft account, which becomes universal access to services in academic conditions and allows simplification of access to various systems.
在当今的在线世界中,必须注意对系统的安全访问。在设计对医疗数据管理系统的访问权限时,了解谁在访问数据并确保只有授权用户才能访问数据是必要的。同时,这些服务对于几种服务和技术必须是统一的,这将使服务的用户更容易访问它们。在设计类似的服务时,有必要确定第三方验证的所有风险以及使用独特方法的解决方案的好处。作为微服务医疗系统设计的一部分,必须解决访问各个模块或数据的授权和认证问题。每个服务都可以具有不同的安全级别,在访问服务时需要不断地对其进行验证。在这项工作中,我们提出了使用web令牌和使用第三方服务(Microsoft帐户)进行身份验证的访问解决方案,该解决方案成为学术条件下对服务的通用访问,并允许简化对各种系统的访问。
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引用次数: 0
期刊
2022 IEEE 16th International Scientific Conference on Informatics (Informatics)
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