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Të jesh Imam në epokën digjitale
Pub Date : 2023-02-16 DOI: 10.59164/univers.v23i23.627
Eljesa Asani
Epoka Digjitale me risitë e saj që sjellë, paraqet sfida por edhe mundësi për njerëzimin. Krahas zhvillimeve me shpejtësi marramendëse, kemi përgjegjësinë që njerëzve t’i ofrojmë një model të frymëzuar nga mësimet islame. Ndryshimet dhe risitë që sjell Epoka Digjitale do të jenë pa dyshim edhe në qendër të vëmendjes të udhëheqësve fetarë ngase botëkuptimet fetare detyrimisht do duhen të predikohen duke marrë parasysh edhe gjeneratat e kësaj epoke që quhen gjenerata Z dhe gjenerata Alpha. Ndaj roli dhe domosdoshmëria për tu pajisur me njohuri aktuale dhe zgjerimi i diapazonit tek një imam paraqet domosdoshmëri në mënyrë që ti përgjigjen pyetjeve të kësaj epoke.Bota sot është  shndërruar në një fshat global, kurse popujt në të, në një shoqëri të vetme multikulturore. E gjitha kjo, falë zhvillimeve teknologjike në sferën e transportit dhe të komunikimit.Punimi është i nevojshëm fillimisht për nëpunësit fetar, pasi predikimi i mesazheve fetare nuk mund të bëhet pa marrë në konsideratë zhvillimet aktuale në teknologji dhe në botën virtuale. Ndryshimet në mentalitetin e njeriut të sotëm dhe ndryshimet në sferën e komunikimit na detyrojnë që hollësisht të shqyrtojmë rreth mënyrave të predikimit të fesë. Ruajtja dhe zhvillimi i anës shpirtërore ka qenë dhe do jetë ndër më aktualet për njeriun. Temat që sugjerohen të merren parasysh dhe të zhvillohen janë pikërisht ato që do jenë edhe më aktuale duke marr parasysh shpejtësinë e zhvillimeve në këtë epokë.
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引用次数: 0
EntailClass: A Classification Approach to EntailSum and End-to-End Document Extraction, Identification, and Evaluation EntailClass: EntailSum和端到端文档提取、识别和评估的分类方法
Pub Date : 2023-01-28 DOI: 10.3897/jucs.84647
P. Balaji, Helena Merker, Amar Gupta
The novelty of zero-shot text classification can address the fundamental challenge of the lack of labeled training data. With the current plethora of multidisciplinary, unstandardized text data, scalable classification models favor unsupervised methods over their supervised counterparts. Overall, the aim is to automate the labelling of each sentence in an input document consisting of section titles and section text. We propose an end-to-end pipeline that includes a document parser, a text classification model called EntailClass, and finally an evaluator to determine balanced accuracy. The suggested pipeline employs a zero-shot approach to classify text within any desired set of aspects. Moreover, text sentences are paired with their section titles and chronological order is maintained within sentences of the same aspect. The proposed automated, three-step pipeline represents a step towards solving the challenge of text classification without the need for an individual dataset for each aspect. It also offers the potential for seamless integration into existing workflows. This zero-shot, generalizable pipeline has achieved 87.2% accuracy and outperformed other state-of-the-art models when applied to supervisory documents.
零射击文本分类的新颖性可以解决缺乏标记训练数据的基本挑战。随着当前多学科、非标准化文本数据的泛滥,可扩展的分类模型倾向于非监督方法,而不是有监督的对应方法。总的来说,目标是自动标记由章节标题和章节文本组成的输入文档中的每个句子。我们提出了一个端到端管道,它包括一个文档解析器、一个名为EntailClass的文本分类模型,最后还有一个评估器来确定平衡的准确性。建议的管道使用零射击方法对任何所需方面集合中的文本进行分类。此外,文本句子与其章节标题配对,并且在同一方面的句子中保持时间顺序。提出的自动化三步管道代表了解决文本分类挑战的一步,而不需要每个方面都有单独的数据集。它还提供了与现有工作流无缝集成的潜力。这个零射击,可推广的管道达到了87.2%的准确率,并且在应用于监管文件时优于其他最先进的模型。
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引用次数: 0
Evaluations of Integrated Programming Environment for First-Year Students in Computer Engineering 计算机工程一年级学生集成编程环境的评价
Pub Date : 2023-01-28 DOI: 10.3897/jucs.81329
Matias Salinas, Paul Leger, Hiroaki Fukuda, Nicolás Cardozo, V. Duarte, Ismael Figueroa
Many factors influence the problems that currently exist in the learning-teaching process of programming. The use of an Integrated Development Environment (IDE) makes the experience a complicated process because these IDEs focus on professional programmers and not on novice learners. This also affects the classrooms of the university “Pontificia Universidad Católica de Valparaíso (PUCV)” (Chile). The use of professional IDEs negatively affects the learning process of first-year students who face the development of the algorithms for the first time. One of the IDE widely used for teaching programming courses is Code::Blocks, which is a tool for professional developers. Through a heuristic and usability evaluation, we found that Code::Blocks has a complex user interface and a functional overload. Using these two findings, as well as recommendations given during these tests, we highlight the important aspects that an IDE for novice learners should have. Taking into account previous observations and state-of-the-art/practice of IDEs, a functional IDE prototype, named Incre-IDLE, is developed. In addition to Code::Blocks evaluations, this paper reports the results of a heuristic and usability evaluation applied to first-year students at PUCV about functionalities provided by Incre-IDLE. These results suggest that Incre-IDLE has a simple interface, is easy to install and use, and does not have functional overload (i.e., spend a considerable amount of time learning the tool). Concretely, the results show that 66.7% of the students could complete tasks easily and 100% of them found the GUI intuitive. In terms of GUI, 83.3% considered the application interface “very simple”; and the text, concepts, and icons “very understandable” by 66.7%. The students also found the tool “motivating” (66.7%) or “very motivating” (33.3%). These results closely match the findings obtained by the heuristic evaluation of Incre-IDLE from the experts: 83.3% of them rated it as “useful” or “very useful”, and only a 16.7% rated it as “useless”.
影响目前程序设计学-教过程中存在的问题的因素很多。集成开发环境(IDE)的使用使体验过程变得复杂,因为这些IDE关注的是专业程序员,而不是新手学习者。这也影响到“Pontificia Universidad Católica de Valparaíso (PUCV)”大学(智利)的教室。专业ide的使用对第一次面对算法开发的一年级学生的学习过程产生了负面影响。广泛用于编程课程教学的IDE之一是Code::Blocks,它是专业开发人员的工具。通过启发式和可用性评估,我们发现Code::Blocks具有复杂的用户界面和功能过载。根据这两个发现,以及在这些测试中给出的建议,我们强调了面向新手学习者的IDE应该具备的重要方面。考虑到以前的观察和IDE的最新技术/实践,开发了一个功能性IDE原型,名为increidle。除了Code::Blocks评估之外,本文还报告了一项启发式和可用性评估的结果,该评估适用于PUCV的一年级学生,涉及increidle提供的功能。这些结果表明,increment - idle具有简单的界面,易于安装和使用,并且没有功能过载(即,花费相当多的时间学习该工具)。具体而言,结果表明66.7%的学生能够轻松完成任务,100%的学生认为GUI直观。在GUI方面,83.3%的人认为应用程序界面“非常简单”;66.7%的人认为文本、概念和图标“非常容易理解”。学生还认为该工具“激励”(66.7%)或“非常激励”(33.3%)。这些结果与专家的启发式评价结果非常吻合:83.3%的专家认为“有用”或“非常有用”,只有16.7%的专家认为“无用”。
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引用次数: 0
Behavioral and Psychophysiological Measures of Engagement During Dynamic Difficulty Adjustment in Immersive Virtual Reality 沉浸式虚拟现实中动态难度调整过程中用户粘性的行为和心理生理测量
Pub Date : 2023-01-28 DOI: 10.3897/jucs.89412
Oscar I. Caldas, M. Mauledoux, O. Avilés, C. R. Guerrero
Dynamically Difficulty Adjustment (DDA) has been widely used to preserve engagement in serious and entertaining games, reach better learning, and enhance user performance. A variety of studies suggests that in DDA, task performance (score) rises until hitting a plateau associated with the skill level. However, the sense of engagement is individual and context-dependent, and the effect of DDA on other engagement indicators for immersive virtual environments is still unclear. This study measured objective indicators of engagement while study subjects played an immersive virtual game with DDA to find evidence of dynamic response, similar to game performance. Participants were demanded to perform repetitive upper-limb motions while recording the following indicators: Response Latency as perceptive engagement (elapsed time after sensory stimulus), Exercise Intensity as motion engagement (hand velocity), and psychophysiological responses as emotional engagement (Heart Rate, Skin Conductance, and Respiratory Rate). In addition, 30 features were extracted from the signals to evaluate their variations between time windows. Results indicate that response latency, vertical hand velocity, and heart rate showed significant changes over time during DDA and grew until hitting a plateau, i.e., at the subject's maximum performance. Moreover, some of the features extracted from the signals showed significant differences between time windows, and having strong correlation with the mean of score: max Latency, min velocity on the Y-axis, and mean heart rate, which suggest a promising application for evaluating changes in engagement between different experimental conditions in VR.
动态难度调整(DDA)已被广泛用于保持严肃和娱乐游戏的粘性,达到更好的学习效果,并提高用户表现。各种研究表明,在DDA中,任务表现(得分)会上升,直到达到与技能水平相关的平台期。然而,沉浸感是个体和情境相关的,DDA对沉浸式虚拟环境中其他沉浸指标的影响尚不清楚。本研究测量了研究对象在使用DDA玩沉浸式虚拟游戏时的参与度客观指标,以寻找动态反应的证据,类似于游戏表现。参与者被要求进行重复的上肢运动,同时记录以下指标:反应潜伏期作为知觉参与(感觉刺激后的时间),运动强度作为运动参与(手速度),心理生理反应作为情绪参与(心率,皮肤电导和呼吸频率)。此外,从信号中提取30个特征来评估它们在时间窗之间的变化。结果表明,在DDA过程中,反应潜伏期、垂直手速度和心率随着时间的推移发生了显著变化,并逐渐增长,直到达到一个平台,即受试者的最大表现。此外,从信号中提取的一些特征在时间窗之间存在显著差异,并且与得分的平均值有很强的相关性:最大潜伏期、y轴上的最小速度和平均心率,这表明在评估VR不同实验条件下的参与变化方面有很好的应用前景。
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引用次数: 0
A Maturity Model for Digital Business Ecosystems from an IT Perspective IT视角下的数字商业生态系统成熟度模型
Pub Date : 2023-01-28 DOI: 10.3897/jucs.79494
Robert Ehrensperger, Clemens Sauerwein, R. Breu
Digital transformation impacts longstanding business models and enables enterprises to create new ones. This transformation leads to increased competition that forces enterprises to compete, not only between companies but also between the entire supply chain and business networks. The emerging concept of digital business ecosystems (DBE) allows enterprises to concentrate on network co-creation and co-evolution of bundled services and products across enterprise boundaries. This exploratory study introduces a maturity model derived from existing DBEs. Based on employing a design science methodology, we reviewed 22 scientific publications, interviewed 28 senior experts from practice and derived a maturity model from the results. We applied the maturity model through an online survey to 29 DBEs from different industry sectors and compared it with 22 maturity assessment approaches from other domains. The maturity model enables researchers to compare and assess existing DBEs and helps practitioners to identify areas for improvement in the collaboration within DBEs.
数字化转型会影响长期存在的业务模式,并使企业能够创建新的业务模式。这种转变导致竞争加剧,迫使企业不仅在公司之间竞争,而且在整个供应链和业务网络之间竞争。新兴的数字商业生态系统(DBE)概念使企业能够专注于跨企业边界的网络共同创造和捆绑服务和产品的共同进化。这个探索性研究引入了一个从现有dbe中衍生出来的成熟度模型。基于设计科学的方法论,我们回顾了22篇科学出版物,采访了28位来自实践的资深专家,并从结果中推导出成熟度模型。我们通过在线调查对来自不同行业的29家dbe进行了成熟度模型的应用,并将其与其他领域的22种成熟度评估方法进行了比较。成熟度模型使研究人员能够比较和评估现有的dbe,并帮助实践者确定dbe内部协作中需要改进的领域。
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引用次数: 0
Low-sample classification in NIDS using the EC-GAN method 使用EC-GAN方法的NIDS低样本分类
Pub Date : 2022-12-28 DOI: 10.3897/jucs.85703
Marko Zekan, Igor Tomičić, M. Schatten
Numerous advanced methods have been applied throughout the years for the use in Network Intrusion Detection Systems (NIDS). Among these are various Deep Learning models, which have shown great success for attack classification. Nevertheless, false positive rate and detection rate of these systems remains a concern. This is mostly because of the low-sample, imbalanced nature of realistic datasets, which make models challenging to train. Considering this, we applied a novel semi-supervised EC-GAN method for network flow classifi- cation of CIC-IDS-2017 dataset. EC-GAN uses synthetic data to aid the training of a supervised classifier on low-sample data. To achieve this, we modified the original EC-GAN to work with tabular data. In our approach, WCGAN-GP is used for synthetic tabular data generation, while  a simple deep neural network is used for classification. The conditional nature of WCGAN-GP diminishes the class imbalance problem, while GAN itself solves the low-sample problem. This approach was successful in generating believable synthetic data, which was consequently used for training and testing the EC-GAN. To obtain our results, we trained a classifier on progressively smaller versions of the CIC-DIS-2017 dataset, first via a novel EC-GAN method and then in the conventional way, without the help of synthetic data. We then compared these two sets of results with another author’s results using accuracy, false positive rate, detection rate and macro F1 score as metrics. Our results showed that supervised classifier trained with EC-GAN can achieve significant results even when trained on as little as 25% of the original imbalanced dataset.
多年来,许多先进的方法被应用于网络入侵检测系统(NIDS)中。其中包括各种深度学习模型,这些模型在攻击分类方面取得了巨大成功。然而,这些系统的假阳性率和检出率仍然令人担忧。这主要是因为现实数据集的低样本,不平衡的性质,这使得模型的训练具有挑战性。考虑到这一点,我们将一种新颖的半监督EC-GAN方法应用于CIC-IDS-2017数据集的网络流分类。EC-GAN使用合成数据来帮助训练低样本数据上的监督分类器。为了实现这一点,我们修改了原始的EC-GAN来处理表格数据。在我们的方法中,wggan - gp用于合成表格数据生成,而简单的深度神经网络用于分类。wggan - gp的条件性质减少了类不平衡问题,而GAN本身解决了低样本问题。这种方法成功地生成了可信的合成数据,从而用于训练和测试EC-GAN。为了获得我们的结果,我们在逐渐缩小的CIC-DIS-2017数据集版本上训练了一个分类器,首先通过一种新的EC-GAN方法,然后在没有合成数据帮助的情况下以传统的方式训练。然后,我们将这两组结果与另一位作者的结果进行比较,以准确性、假阳性率、检出率和宏观F1评分为指标。我们的研究结果表明,使用EC-GAN训练的监督分类器即使在原始不平衡数据集的25%上训练也能取得显著的结果。
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引用次数: 0
Simulating and Predicting Students' Academic Performance Using a New Approach based on STEAM Education 基于STEAM教育的学生学习成绩模拟与预测新方法
Pub Date : 2022-12-28 DOI: 10.3897/jucs.86340
Nibras Othman Abdulwahid, Sana Fakhfakh, Ikram Amous
In many countries, particularly in Iraq, the students’ academic performance (SsAP) system is based on the final grade scores in high school. This final high school grade may not reflect the students’ intelligence level or the interests that link the student to a relevant university. Also, skills are not used to predict score-related school or college. In this research, a seven-subject, one-grade, one-output (SOO) model was proposed to simulate the classic SsAP system to show that the predicting system is completely based on the previous year’s score and not on the students’ interests and skills. Moreover, a seven-subject, twelve-year, seven-output (STS) model, which used seven parallel deep neural networks with a scaled conjugate learning algorithm, was employed to determine the students’ science, technology, engineering, art, and mathematics (STEAM) skills and interests across 12 grades and predict their corresponding most appropriate school. This article contributed to constructing two models: SOO model which simulates the classical Iraqi education system, and the STS model which predicts the acceptance of students according to the STEAM system, which is what makes it different from previous research. The results revealed that the SOO model properly simulated the classic SsAP system. Furthermore, the new approach based on STEAM education successfully predicted students’ academic performance in line with their skills and interests over a twelve-year period. The overall accuracy rate of the two proposed models (SOO and STS) is about 99% with 10-5 histogram errors between the target and the actual output. However, the optimized epochs of the SOO model are 1000 epochs while the STS model got 10–600 epochs.
在许多国家,特别是在伊拉克,学生的学习成绩(SsAP)系统是基于高中的最终成绩。这个最终的高中成绩可能并不能反映学生的智力水平或将学生与相关大学联系起来的兴趣。此外,技能并不用于预测与分数相关的学校或大学。在本研究中,我们提出了一个七学科、一年级、一输出(SOO)模型来模拟经典的SsAP系统,以表明该预测系统完全基于上一年的成绩,而不是基于学生的兴趣和技能。此外,采用七学科,十二年,七输出(STS)模型,该模型使用七个并行深度神经网络和缩放共轭学习算法,确定了12个年级学生的科学,技术,工程,艺术和数学(STEAM)技能和兴趣,并预测了他们相应的最合适的学校。本文构建了两个不同于以往研究的模型:模拟伊拉克经典教育体系的SOO模型和根据STEAM体系预测学生接受程度的STS模型。结果表明,该模型能较好地模拟经典SsAP系统。此外,基于STEAM教育的新方法成功地预测了学生在12年期间根据他们的技能和兴趣的学习成绩。提出的两种模型(SOO和STS)的总体准确率约为99%,目标与实际输出之间的直方图误差为10-5。然而,SOO模型的优化历元为1000个历元,而STS模型的优化历元为10 ~ 600个历元。
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引用次数: 1
Automated video game parameter tuning with XVGDL+ 自动视频游戏参数调整与XVGDL+
Pub Date : 2022-12-28 DOI: 10.3897/jucs.75357
J. R. Quiñones, Antonio J. Fernández
Usually, human participation is required in order to provide feedback during the game tuning or balancing process. Moreover, this is commonly an iterative process in which play-testing is required as well as human interaction for gathering all important information to improve and tune the game components’ specification. In this paper, a mechanism is proposed to accelerate this process and reduce significantly the costs of it, contributing with a solution to perform the game parameter tuning and game balancing using search algorithms and artificial intelligence (AI) techniques. The process is executed in a fully automated way, and just requires a game specification written in a particular video game description language. Automated play-testing, and game’s feedback information analysis, are related to perform game parameters’ tuning and balancing, leading to offer a solution for the problem of optimizing a video game specification. Recently, XVGDL, a new language for specifying video games which is based on the eXtensible Markup Language (XML), has been presented. This paper uses XVGDL+, an extension of this lan- guage that incorporates new components to specify, within the video game specification, desirable goals or requirements to be evaluated after each game execution. A prototypical implementation of a Game Engine (termed XGE+) was also presented. This game engine not only enables the execution of an XVGDL+ game specification but also provides feedback information once the game has finished. The paper demonstrates that the combination of XVGDL+ with XGE+ offers a powerful mechanism for helping solving game AI research problems, in this case, the game tuning of video game parameters, with respect to initial optimization goals. These goals, as one of the particularities of the proposal presented here, are included within the game specification, minimizing the input of the process. As a practical proof of it, two experiments have been conducted to optimize a game specification written in XVGDL via a hill climbing local search method, in a fully automated way.
通常,为了在游戏调整或平衡过程中提供反馈,需要人类的参与。此外,这通常是一个迭代过程,在这个过程中需要进行游戏测试,以及收集所有重要信息以改进和调整游戏组件规范的人类互动。本文提出了一种加速这一过程并显著降低其成本的机制,并提供了使用搜索算法和人工智能(AI)技术执行游戏参数调整和游戏平衡的解决方案。这个过程以完全自动化的方式执行,只需要用特定的电子游戏描述语言编写游戏规范。自动游戏测试和游戏反馈信息分析与执行游戏参数的调整和平衡有关,从而为优化电子游戏规范的问题提供解决方案。最近,一种新的基于可扩展标记语言(XML)的电子游戏指定语言XVGDL出现了。本文使用了XVGDL+,这是该语言的扩展,它包含了新的组件来在视频游戏规范中指定每次游戏执行后要评估的理想目标或需求。本文还介绍了一个游戏引擎的原型实现(称为XGE+)。这个游戏引擎不仅可以执行XVGDL+游戏规范,还可以在游戏完成后提供反馈信息。本文证明了xgdl +与XGE+的结合为解决游戏AI研究问题提供了一种强大的机制,在这种情况下,视频游戏参数的游戏调整,相对于初始优化目标。这些目标(游戏邦注:这是本文提出的建议的特点之一)包含在游戏规范中,将过程的输入最小化。为了证明这一点,我们进行了两个实验,通过爬山局部搜索方法,以全自动的方式优化了用XVGDL编写的游戏规范。
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引用次数: 2
Identifying Tweets with Personal Medication Intake Mentions using Attentive Character and Localized Context Representations 使用细心的字符和本地化的上下文表示来识别个人药物摄入的推文
Pub Date : 2022-12-28 DOI: 10.3897/jucs.84130
Jarashanth Selvarajah, Ruwan Dharshana Nawarathna
Individuals with health anomalies often share their experiences on social media sites, such as Twitter, which yields an abundance of data on a global scale. Nowadays, social media data constitutes a leading source to build drug monitoring and surveillance systems. However, a proper assessment of such data requires discarding mentions which do not express drug-related personal health experiences. We automate this process by introducing a novel deep learning model. The model includes character-level and word-level embeddings, embedding-level attention, convolu- tional neural networks (CNN), bidirectional gated recurrent units (BiGRU), and context-aware attentions. An embedding for a word is produced by integrating both word-level and character-level embeddings using an embedding-level attention mechanism, which selects the salient features from both embeddings without expanding dimensionality. The resultant embedding is further analyzed by three CNN layers independently, where each extracts unique n-grams. BiGRUs followed by attention layers further process the outputs from each CNN layer. Besides, the resultant embedding is also encoded by a BiGRU with attention. Our model is developed to cope with the intricate attributes inherent to tweets such as vernacular texts, descriptive medical phrases, frequently misspelt words, abbreviations, short messages, and others. All these four outputs are summed and sent to a softmax classifier. We built a dataset by incorporating tweets from two benchmark datasets designed for the same objective to evaluate the performance. Our model performs substantially better than existing models, including several customized Bidirectional Encoder Representations from Transformers (BERT) models with an F1-score of 0.772.
健康异常的人经常在社交媒体网站上分享他们的经历,比如推特,这在全球范围内产生了丰富的数据。如今,社交媒体数据是构建药物监测和监控系统的主要来源。然而,要对这类数据进行适当评估,就需要抛弃那些不表示与毒品有关的个人健康经历的提及。我们通过引入一种新颖的深度学习模型使这一过程自动化。该模型包括字符级和词级嵌入、嵌入级注意、卷积神经网络(CNN)、双向门控循环单元(BiGRU)和上下文感知注意。该方法利用嵌入级注意机制将词级嵌入和字符级嵌入相结合,在不扩展维数的情况下从两个嵌入中选择显著特征。生成的嵌入被三个CNN层独立地进一步分析,每个层提取唯一的n-gram。关注层之后的bigru进一步处理每个CNN层的输出。此外,所得到的嵌入也由带注意的BiGRU进行编码。我们的模型是用来处理tweets固有的复杂属性的,比如本地文本、描述性医学短语、经常拼错的单词、缩写、短消息等等。所有这四个输出被求和并发送给softmax分类器。我们通过合并来自两个为相同目标设计的基准数据集的tweet来构建一个数据集,以评估性能。我们的模型比现有的模型表现得更好,包括几个自定义的双向编码器表示从变形金刚(BERT)模型,f1得分为0.772。
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引用次数: 0
Challenges of ubiquitous and wearable solutions to address active ageing in the Andalusian community 安达卢西亚社区应对主动老龄化的无处不在和可穿戴解决方案的挑战
Pub Date : 2022-11-28 DOI: 10.3897/jucs.86891
Aurora Polo Rodríguez, Pietro Dionisio, Francesco Agnoloni, Ana Perandrés Gómez, C. Paggetti, Lucía González López, Alicia Montoro-Lendínez, M. Espinilla, J. M. Quero
Active ageing is a multidimensional process for achieving the potential quality of life and meaning in the life cycle. In the context of the Andalusian region in Spain, where the majority of the population is over 60 years old and lives in rural areas, it has become a key challenge. That is why the European projects within the Framework Programme for Research and Innovation, such as Pharaon - Pilots for Active and Healthy Ageing, promote technologies adapted by and for our elders. In the case of the Andalusian pilot, part of this project, we have selected a social network adapted to them, enabling them to communicate with the community at home and share their experiences. In addition, to improve their physical fitness, a device to count active minutes and steps is included, which provides users and caregivers with a visible and objective metric of daily health status. The technology has been evaluated following a well-defined methodology, which is described in this work to promote the deployment of technology in large-scale pilots. A specific architecture (Information System for Active Ageing in Andalusia - ISA3) and the components evaluated within a common ecosystem (Pharaon Project) are presented.
积极老龄化是实现潜在生活质量和生命周期意义的多维过程。在西班牙安达卢西亚地区,大多数人口超过60岁,生活在农村地区,这已成为一项关键挑战。这就是为什么在研究和创新框架方案内的欧洲项目,如法老——积极健康老龄化试点项目,推广适合老年人和适合老年人的技术。在安达卢西亚试点项目中,作为该项目的一部分,我们选择了一个适合他们的社会网络,使他们能够与家里的社区交流并分享他们的经验。此外,为了改善他们的身体健康,它还包括一个计算活动分钟和步数的设备,这为用户和护理人员提供了一个可见的、客观的日常健康状况指标。该技术已按照一种定义良好的方法进行评估,该方法在本工作中描述,以促进技术在大规模试点中的部署。介绍了一个特定的架构(安达卢西亚积极老龄化信息系统- ISA3)和在一个共同的生态系统(法老项目)中评估的组件。
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