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2018 XLIV Latin American Computer Conference (CLEI)最新文献

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Natural Language Question Generation from Connected Open Data: A Study of Possibilities 从连接的开放数据生成自然语言问题:一种可能性的研究
Pub Date : 2018-10-01 DOI: 10.1109/CLEI.2018.00066
Emilio Luis Faria Rodrigues, Augusto Soares da Silva, S. Rigo, D. A. Araújo
Accelerated growth of Linked Open Data has been observed. There are several motives for this. Some situations are the generation of these bases from texts, another is the amount of open data generated from information systems. Their growth results in a large volume of information available. This fact brings the possibility of large-scale use in question-and-answer systems. Which have a general function that is based on a structure of information to generate phrases and to conference of produced answers. From literature studies, we foresee an opportunity of bigger use, in several applications. It is possible to generate natural language phrases from linked open databases, in Portuguese. In addition, we identified challenges to effective applicate linked open data resources for this purpose effectively. In this way, this work aims to see which aspects of the structure of open linked databases could be used as support in generating natural language questions.
已观察到关联开放数据的加速增长。这样做有几个动机。有些情况是从文本中生成这些基础,另一种情况是从信息系统中生成的开放数据量。它们的增长导致了大量的可用信息。这一事实带来了在问答系统中大规模使用的可能性。它们具有基于信息结构生成短语和生成答案会议的一般功能。从文献研究中,我们预见到在几个应用中有更大的应用机会。从链接的开放数据库中生成自然语言短语是可能的,葡萄牙语。此外,我们确定了有效地为此目的有效应用链接开放数据资源的挑战。通过这种方式,这项工作旨在了解开放链接数据库结构的哪些方面可以用作生成自然语言问题的支持。
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引用次数: 0
Learning How to Play a Guitar with the HoloLens: A Case Study 学习如何用全息透镜弹吉他:一个案例研究
Pub Date : 2018-10-01 DOI: 10.1109/CLEI.2018.00078
Carlos Torres, P. Figueroa
This paper introduces a novel application for augmented reality in which it is possible to learn how to play the guitar for a beginner level. It was developed for the Hololens device, following the Suzuki method for instructing the first lesson of the instrument. This prototype utilizes a 2D marker, using the video game engine Unity3D. The prototype was tested comparing the learning experience it offered to the one of a non-immersive learning methodology. As a result, the study did not show any considerable difference between the two methods, but it revealed learners' acceptance towards the augmented reality teaching tool, and it showed information which could be considered to define the research approach for the following stages of the project. It is still necessary to implement several design and functionality improvements to the initial prototype for a new process iteration.
本文介绍了一种新的增强现实应用,它可以让初学者学习如何弹吉他。它是为Hololens设备开发的,遵循铃木方法指导仪器的第一课。这个原型使用2D标记,使用视频游戏引擎Unity3D。对原型进行了测试,并将其提供的学习体验与非沉浸式学习方法进行了比较。因此,该研究并没有显示出两种方法之间的任何显着差异,但它揭示了学习者对增强现实教学工具的接受程度,并且它显示了可以考虑定义项目后续阶段研究方法的信息。对于新的流程迭代,仍然有必要对初始原型实现一些设计和功能改进。
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引用次数: 5
Mutation Testing for Java Based on Model-Driven Development 基于模型驱动开发的Java突变测试
Pub Date : 2018-10-01 DOI: 10.1109/CLEI.2018.00011
Ariel Gonzalez, C. Luna, G. Bressan
This article presents an implementation, based on model-driven development, that supports mutation testing techniques for the evaluation of test cases. The mutation of the code is carried out through a process of model transformations that starts with a transformation of a JAVA program to a representation of it in XMI, which satisfies the requirements of the JAVA metamodel. Later, mutation rules are applied to the model by means of a transformation, model by model, to generate a mutated version of the original program. Finally, JAVA code mutated again through a transformation, model to text, defined with MOF2Text. This last version is the one used to experiment with the different test cases. The main contribution of this work is the proposal of a mutation mechanism of JAVA programs that makes use of existing standards and tools in the context of model-driven development.
本文给出了一个基于模型驱动开发的实现,它支持用于评估测试用例的突变测试技术。代码的突变是通过一个模型转换过程来实现的,这个过程从JAVA程序转换为它在xml中的表示开始,它满足JAVA元模型的需求。然后,通过一个模型接一个模型的转换,将突变规则应用于模型,以生成原始程序的突变版本。最后,JAVA代码通过转换(模型到文本,用MOF2Text定义)再次发生变化。最后一个版本是用来试验不同测试用例的。这项工作的主要贡献是提出了一种JAVA程序的突变机制,该机制利用了模型驱动开发环境中的现有标准和工具。
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引用次数: 4
[Title page i] [标题页i]
Pub Date : 2018-10-01 DOI: 10.1109/clei.2018.00001
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引用次数: 0
Analysis of the Image Quality in a Multiobjective Context Based on SMPSO-CLAHE 基于SMPSO-CLAHE的多目标环境下图像质量分析
Pub Date : 2018-10-01 DOI: 10.1109/clei.2018.00082
A. S., Monserrat Mora B., L. R., D. Pinto-Roa, J. N.
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引用次数: 0
Message from the Chairs - English 主席留言-英语
Pub Date : 2018-10-01 DOI: 10.1109/clei.2018.00006
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引用次数: 0
Ludic Practices to Support the Development of Software Engineering Educational Games: A Systematic Review 支持软件工程教育游戏开发的趣味实践:系统回顾
Pub Date : 2018-10-01 DOI: 10.1109/CLEI.2018.00100
Cláudia Zambon, M. Thiry
In this paper we presente a systematic review of the literature with the objective of identifying playful practices used in educational games. From this result, began the construction of a catalog of playful practices to support the development of educational games. Our research is focused initially on the area of Software Engineering. However, the structure of the systematic review and the catalog under development can be extended to other areas. With a traceable structure among the key elements of the catalog (play practices, levels of knowledge and contents), we try to present a practical reference material for developers of educational games or even for teachers who want to apply recreational activities in the classroom. The catalog under construction is available on a wiki in order to enable it to grow collaboratively. In addition to the results of the systematic review, this article also presents an initial version of the catalog of playful practices.
在本文中,我们对相关文献进行了系统回顾,目的是确定教育游戏中使用的有趣实践。从这个结果开始,我们开始构建一个有趣的实践目录,以支持教育游戏的发展。我们的研究最初集中在软件工程领域。但是,系统审查的结构和正在编制的目录可以扩展到其他领域。通过目录中关键元素(游戏实践,知识水平和内容)的可追溯结构,我们试图为教育游戏开发者甚至想要将娱乐活动应用于课堂的教师提供实用的参考材料。正在构建的目录可以在wiki上使用,以便使其能够协作增长。除了系统回顾的结果,这篇文章还提出了一个好玩的实践目录的初始版本。
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引用次数: 0
A Functional Paradigm using the C Language for Teaching Programming for Engineers 用C语言进行工程师程序设计教学的函数式范式
Pub Date : 2018-10-01 DOI: 10.1109/CLEI.2018.00103
Víctor Theoktisto
Many engineering programs place in their curricula some courses in Computer Programming, whose content and quality are generally less rigorous than their Computer Science equivalents. Most use the C language as development tool, but the approach applies more effort in describing the language's peculiarities than exploiting the practical applications in engineering endeavors. The contributed programming techniques are born from the experience of teaching Functional Programming, embodied in headers that enhance depth and rigorousness in the development of high quality code: (i) Functional emphasis from the beginning; (ii) Formal Specifications with exception generation; (iii) Early focus in recursion, particularly tail recursion; (iv) Development of Abstract Data Types using C's opaque types; (v) Incorporation of First Order and Higher Order Functions; (vi) Efficient dynamic memory management using a "garbage collector"; (vii) Using and Integrated Developed Environment (IDE) with embedded debugger. The aforementioned headers are attached at the end of the article.
许多工程专业在他们的课程中设置了一些计算机程序设计课程,这些课程的内容和质量通常不如计算机科学课程严格。大多数使用C语言作为开发工具,但是这种方法在描述语言的特性上花费了更多的精力,而不是在工程工作中开发实际应用程序。所贡献的编程技术来自于教授函数式编程的经验,体现在头文件中,提高了开发高质量代码的深度和严谨性:(i)从一开始就强调函数式;有例外情况产生的正式规格;早期关注递归,特别是尾递归;(iv)使用C的不透明类型开发抽象数据类型;一阶和高阶函数的结合;使用“垃圾收集器”进行有效的动态内存管理;(vii)使用和集成开发环境(IDE)与嵌入式调试器。前面提到的标题附在本文的末尾。
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引用次数: 0
An Ontological Approach to Situational Awareness Applied to Information Security 态势感知的本体论方法在信息安全中的应用
Pub Date : 2018-10-01 DOI: 10.1109/CLEI.2018.00091
Diórgenes Yuri Leal da Rosa, R. Almeida, R. Machado, A. Yamin, A. Pernas
The typical infrastructures of Ubiquitous Computing assume characteristics of flexibility regarding the connectivity in the environments. Aiming security in these scenarios, several solutions are deployed in its own syntax languages, providing events in different formats. In this sense, Situation Awareness, as a strategy capable of integrating events from different sources, becomes a requirement for the controls implementation. This work proposes an ontological approach to SA applied to the information security domain, called EXEHDA-SO. The proposal was evaluated based on a real infrastructure, showing itself capable of handling heterogeneous events from different contextual source.
普适计算的典型基础设施在环境连接方面具有灵活性的特点。为了在这些场景中提高安全性,有几个解决方案以自己的语法语言部署,以不同的格式提供事件。从这个意义上说,情景感知作为一种能够集成来自不同来源的事件的策略,成为控制实现的必要条件。这项工作提出了一种应用于信息安全领域的SA的本体论方法,称为EXEHDA-SO。该提案基于真实的基础设施进行评估,显示其能够处理来自不同上下文源的异构事件。
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引用次数: 0
Multiple-Volume Volumetric Rendering Using Graphic Accelerator 使用图形加速器的多体积体积渲染
Pub Date : 2018-10-01 DOI: 10.1109/CLEI.2018.00079
Raphael Leite Serapião, J. V. Ramos, Anita Maria da Rocha Fernandes
Real-time visualization of volumetric data sets demands high computational performance and large in-memory storage capacity. With the technological advance, the means used to acquire these sets, such as Computed Tomography or Magnetic Resonance Imaging, underwent improvements that resulted in a significant increase of the amount of information collected per sample, making it necessary to develop techniques to generate the visualization of this large quantity of information. The research presents in this paper has the purpose to develop a three-dimensional visualization tool to represent in real time volumetric data with the size of hundreds of megabytes. This tool is based on the ray casting algorithm using graphical acceleration features. To achieve this goal, a methodology was used that involved dividing the volume of data into smaller parts, compatible with the memory limitation of the video hardware. Then the data is used to compose a high quality final image representing the information contained in the volume. In order to evaluate and validate this methodology, comparative tests are performed between the standard rendering procedure and the procedure used in this research.
海量数据集的实时可视化要求高计算性能和大内存存储容量。随着技术的进步,用于获取这些集合的手段,如计算机断层扫描或磁共振成像,经历了改进,导致每个样本收集的信息量显着增加,因此有必要开发技术来生成大量信息的可视化。本文的研究目的是开发一种三维可视化工具来实时表示数百兆字节的体积数据。该工具基于使用图形加速特性的光线投射算法。为了实现这一目标,使用了一种方法,将数据量分成更小的部分,与视频硬件的内存限制兼容。然后,这些数据被用来组成一个高质量的最终图像,表示卷中包含的信息。为了评估和验证该方法,在标准渲染程序和本研究中使用的程序之间进行了比较测试。
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引用次数: 0
期刊
2018 XLIV Latin American Computer Conference (CLEI)
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