Presentation done at WILE'2011 conference by Josefina Guerrero-García, Juan Manuel González-Calleros, Jaime Muñoz-Arteaga, Miguel Ángel León-Chávez, Carlos Reyes-García
Presentation at LREC 2008 of Cristina Mota & Ralph Grishman (2008). "Is this NE tagger getting old?". In Proc. of the 6th International Conference on Language Resources and Evaluation (LREC 2008) (Marrakech, 28-30 May 2008).
Presentation at LREC 2008 of Cristina Mota & Ralph Grishman (2008). "Is this NE tagger getting old?". In Proc. of the 6th International Conference on Language Resources and Evaluation (LREC 2008) (Marrakech, 28-30 May 2008).
Natural language processing for requirements engineering: ICSE 2021 Technical...alessio_ferrari
These are the slides for the technical briefing given at ICSE 2021, given by Alessio Ferrari, Liping Zhao, and Waad Alhoshan
It covers RE tasks to which NLP is applied, an overview of a recent systematic mapping study on the topic, and a hands-on tutorial on using transfer learning for requirements classification.
Please find the links to the colab notebooks here:
https://colab.research.google.com/drive/158H-lEJE1pc-xHc1ISBAKGDHMt_eg4Gn?usp=sharing
https://colab.research.google.com/d rive/1B_5ow3rvS0Qz1y-KyJtlMNnm gmx9w3kJ?usp=sharing
https://colab.research.google.com/d rive/1Xrm0gNaa41YwlM5g2CRYYX cRvpbDnTRT?usp=sharing
A presentation of the EuropeanaTech network, http://pro.europeana.eu/europeana-tech, at the Europeana Project Group Meeting, Sept. 2012: http://pro.europeana.eu/pro-blog/-/blogs/breaking-out-of-the-bubble%3A-the-europeana-project-group-meeting
Building a multilingual ontology for education domain using monto methodCSITiaesprime
Ontologies are emerging technology in building knowledge based information
retrieval systems. It is used to conceptualize the information in human
understandable manner. Knowledge based information retrieval are widely
used in the domain like Education, Artificial Intelligence, Healthcare and so
on. It is important to provide multilingual information of those domains to
facilitate multi-language users. In this paper, we propose a multilingual
ontology (MOnto) methodology to develop multilingual ontology applications
for education domain. New algorithms are proposed for merging and mapping
multilingual ontologies.
PhD defense : Multi-points of view semantic enrichment of folksonomiesFreddy Limpens
This thesis, set at the crossroads of Social Web and Semantic Web, is an attempt to bridge Social tagging-based systems with structured representations such as thesauri or ontologies (in the informatics sense). Folksonomies resulting from the use of social tagging systems suffer from a lack of precision that hinders their potentials to retrieve or exchange information. This thesis proposes supporting the use of folksonomies with formal languages and ontologies from the Semantic Web. Automatic processing of tags allows bootstraping the process by using a combination of a custom method analyzing tags' labels and adapted methods analyzing the structure of folksonomies. The contributions of users are described thanks to our model SRTag, which allows supporting diverging points of view, and captured thanks to our user friendly interface allowing the users to structure tags while searching the folksonomy. Conflicts between individual points of view are detected, solved, and then exploited to help a referent user maintain a global and coherent structuring of the folksonomy, which is in return used to garanty the coherence while enriching individual contributions with the others' contributions. The result of our method allows enhancing the navigation within tag-based knowledge systems, but can also serve as a basis for building thesauri fed by a truly bottom up process.
Introductory seminar @ International Hellenic University (8 May 2014)
Main topics covered:
- data collection from social sources
- indexing using mongoDB and Solr
- mining (basic analytics & topic detection)
Meta-modeling: concepts, tools and applicationsSaïd Assar
Presentation made as a tutorial at the rcis2015 conference in Athens, Greece, on May 13, 2015.
Video recording available online on IEEE Education (http://www.computer.org/web/computingnow/education)
May 2024 - Top10 Cited Articles in Natural Language Computingkevig
Natural Language Processing is a programmed approach to analyze text that is based on both a set of theories and a set of technologies. This forum aims to bring together researchers who have designed and build software that will analyze, understand, and generate languages that humans use naturally to address computers.
AN ONTOLOGY-BASED DATA WAREHOUSE FOR THE GRAIN TRADE DOMAINcscpconf
Data warehouse systems provide a great way to centralize and converge all data of an
organization in order to facilitating access to the huge amounts of information, analysing and
decision making. Actually, the conceptual data-models of data warehouses does not take into
account the semantic dimension of information. However, the semantic of data models
constitute an important indicator to help users to finds its way in any applications that use the
data warehouse. In this study, we will tackle this problem trough using ontologies and semantic
web techniques to integrate and model information. The contributions of this paper are an
ontology for the field of grain trade and a semantic data warehouse which uses the ontology as
a conceptual data-model.
E-content is a Comprehensive package of teaching material put into hypermedia format. Hypermedia is multimedia with internet deplorability. E-content can not be created by a teaching faculty alone . It needs the role of teacher, Video editor, production assistants, web developers (HTML 5 or Adobe captivate, etc). Analyze the learner needs and goals of the instructional material development, development of a delivery system and content, pilot study of the material developed, implementation, evaluating, refining the materials etc. In designing and development of E-content we have to adopt one of the instructional design models based on our requirements.
MLGrafViz: multilingual ontology visualization plug-in for ProtégéCSITiaesprime
Natural language processing (NLP) is rapidly increasing in all domains of knowledge acquisition to facilitate different language user. It is required to develop knowledge-based NLP systems to provide better results. Knowledge based systems can be implemented using ontologies where ontology is a collection of terms and concepts arranged taxonomically. The concepts that are visualized graphically are more understandable than in the text form. In this research paper, new multilingual ontology visualization plug-in MLGrafViz is developed to visualize ontologies in different natural languages. This plug-in is developed for Protégé ontology editor. This plug-in allows the user to translate and visualize the core ontology into 135 languages.
To the end of our possibilities with Adaptive User InterfacesJean Vanderdonckt
Slides of the keynote presented at the 1st International Workshop on Human-in-the-Loop Applied Machine Learning (HITLAML '23)
September 04 - 06, 2023 - Belval, Luxembourg.
This presentation summarizes the evolution of techniques used to adapt the user interfaces to the context of use, which is composed of the user, the platform, and the environment.
Engineering the Transition of Interactive Collaborative Software from Cloud C...Jean Vanderdonckt
Paper presented at EICS '22: https://dl.acm.org/doi/10.1145/3532210
The "Software as a Service" (SaaS) model of cloud computing popularized online multiuser collaborative software. Two famous examples of this class of software are Office 365 from Microsoft and Google Workspace. Cloud technology removes the need to install and update the software on end users' computers and provides the necessary underlying infrastructure for online collaboration. However, to provide a good end-user experience, cloud services require an infrastructure able to scale up to the task and allow low-latency interactions with a variety of users worldwide. This is a limiting factor for actors that do not possess such infrastructure. Unlike cloud computing which forgets the computational and interactional capabilities of end users' devices, the edge computing paradigm promises to exploit them as much as possible. To investigate the potential of edge computing over cloud computing, this paper presents a method for engineering interactive collaborative software supported by edge devices for the replacement of cloud computing resources. Our method is able to handle user interface aspects such as connection, execution, migration, and disconnection differently depending on the available technology. We exemplify our approach by developing a distributed Pictionary game deployed in two scenarios: a nonshared scenario where each participant interacts only with their own device and a shared scenario where participants also share a common device, including a TV. After a theoretical comparative study of edge vs. cloud computing, an experiment compares the two implementations to determine their effect on the end user's perceived experience and latency vs. real latency
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Natural language processing for requirements engineering: ICSE 2021 Technical...alessio_ferrari
These are the slides for the technical briefing given at ICSE 2021, given by Alessio Ferrari, Liping Zhao, and Waad Alhoshan
It covers RE tasks to which NLP is applied, an overview of a recent systematic mapping study on the topic, and a hands-on tutorial on using transfer learning for requirements classification.
Please find the links to the colab notebooks here:
https://colab.research.google.com/drive/158H-lEJE1pc-xHc1ISBAKGDHMt_eg4Gn?usp=sharing
https://colab.research.google.com/d rive/1B_5ow3rvS0Qz1y-KyJtlMNnm gmx9w3kJ?usp=sharing
https://colab.research.google.com/d rive/1Xrm0gNaa41YwlM5g2CRYYX cRvpbDnTRT?usp=sharing
A presentation of the EuropeanaTech network, http://pro.europeana.eu/europeana-tech, at the Europeana Project Group Meeting, Sept. 2012: http://pro.europeana.eu/pro-blog/-/blogs/breaking-out-of-the-bubble%3A-the-europeana-project-group-meeting
Building a multilingual ontology for education domain using monto methodCSITiaesprime
Ontologies are emerging technology in building knowledge based information
retrieval systems. It is used to conceptualize the information in human
understandable manner. Knowledge based information retrieval are widely
used in the domain like Education, Artificial Intelligence, Healthcare and so
on. It is important to provide multilingual information of those domains to
facilitate multi-language users. In this paper, we propose a multilingual
ontology (MOnto) methodology to develop multilingual ontology applications
for education domain. New algorithms are proposed for merging and mapping
multilingual ontologies.
PhD defense : Multi-points of view semantic enrichment of folksonomiesFreddy Limpens
This thesis, set at the crossroads of Social Web and Semantic Web, is an attempt to bridge Social tagging-based systems with structured representations such as thesauri or ontologies (in the informatics sense). Folksonomies resulting from the use of social tagging systems suffer from a lack of precision that hinders their potentials to retrieve or exchange information. This thesis proposes supporting the use of folksonomies with formal languages and ontologies from the Semantic Web. Automatic processing of tags allows bootstraping the process by using a combination of a custom method analyzing tags' labels and adapted methods analyzing the structure of folksonomies. The contributions of users are described thanks to our model SRTag, which allows supporting diverging points of view, and captured thanks to our user friendly interface allowing the users to structure tags while searching the folksonomy. Conflicts between individual points of view are detected, solved, and then exploited to help a referent user maintain a global and coherent structuring of the folksonomy, which is in return used to garanty the coherence while enriching individual contributions with the others' contributions. The result of our method allows enhancing the navigation within tag-based knowledge systems, but can also serve as a basis for building thesauri fed by a truly bottom up process.
Introductory seminar @ International Hellenic University (8 May 2014)
Main topics covered:
- data collection from social sources
- indexing using mongoDB and Solr
- mining (basic analytics & topic detection)
Meta-modeling: concepts, tools and applicationsSaïd Assar
Presentation made as a tutorial at the rcis2015 conference in Athens, Greece, on May 13, 2015.
Video recording available online on IEEE Education (http://www.computer.org/web/computingnow/education)
May 2024 - Top10 Cited Articles in Natural Language Computingkevig
Natural Language Processing is a programmed approach to analyze text that is based on both a set of theories and a set of technologies. This forum aims to bring together researchers who have designed and build software that will analyze, understand, and generate languages that humans use naturally to address computers.
AN ONTOLOGY-BASED DATA WAREHOUSE FOR THE GRAIN TRADE DOMAINcscpconf
Data warehouse systems provide a great way to centralize and converge all data of an
organization in order to facilitating access to the huge amounts of information, analysing and
decision making. Actually, the conceptual data-models of data warehouses does not take into
account the semantic dimension of information. However, the semantic of data models
constitute an important indicator to help users to finds its way in any applications that use the
data warehouse. In this study, we will tackle this problem trough using ontologies and semantic
web techniques to integrate and model information. The contributions of this paper are an
ontology for the field of grain trade and a semantic data warehouse which uses the ontology as
a conceptual data-model.
E-content is a Comprehensive package of teaching material put into hypermedia format. Hypermedia is multimedia with internet deplorability. E-content can not be created by a teaching faculty alone . It needs the role of teacher, Video editor, production assistants, web developers (HTML 5 or Adobe captivate, etc). Analyze the learner needs and goals of the instructional material development, development of a delivery system and content, pilot study of the material developed, implementation, evaluating, refining the materials etc. In designing and development of E-content we have to adopt one of the instructional design models based on our requirements.
MLGrafViz: multilingual ontology visualization plug-in for ProtégéCSITiaesprime
Natural language processing (NLP) is rapidly increasing in all domains of knowledge acquisition to facilitate different language user. It is required to develop knowledge-based NLP systems to provide better results. Knowledge based systems can be implemented using ontologies where ontology is a collection of terms and concepts arranged taxonomically. The concepts that are visualized graphically are more understandable than in the text form. In this research paper, new multilingual ontology visualization plug-in MLGrafViz is developed to visualize ontologies in different natural languages. This plug-in is developed for Protégé ontology editor. This plug-in allows the user to translate and visualize the core ontology into 135 languages.
To the end of our possibilities with Adaptive User InterfacesJean Vanderdonckt
Slides of the keynote presented at the 1st International Workshop on Human-in-the-Loop Applied Machine Learning (HITLAML '23)
September 04 - 06, 2023 - Belval, Luxembourg.
This presentation summarizes the evolution of techniques used to adapt the user interfaces to the context of use, which is composed of the user, the platform, and the environment.
Engineering the Transition of Interactive Collaborative Software from Cloud C...Jean Vanderdonckt
Paper presented at EICS '22: https://dl.acm.org/doi/10.1145/3532210
The "Software as a Service" (SaaS) model of cloud computing popularized online multiuser collaborative software. Two famous examples of this class of software are Office 365 from Microsoft and Google Workspace. Cloud technology removes the need to install and update the software on end users' computers and provides the necessary underlying infrastructure for online collaboration. However, to provide a good end-user experience, cloud services require an infrastructure able to scale up to the task and allow low-latency interactions with a variety of users worldwide. This is a limiting factor for actors that do not possess such infrastructure. Unlike cloud computing which forgets the computational and interactional capabilities of end users' devices, the edge computing paradigm promises to exploit them as much as possible. To investigate the potential of edge computing over cloud computing, this paper presents a method for engineering interactive collaborative software supported by edge devices for the replacement of cloud computing resources. Our method is able to handle user interface aspects such as connection, execution, migration, and disconnection differently depending on the available technology. We exemplify our approach by developing a distributed Pictionary game deployed in two scenarios: a nonshared scenario where each participant interacts only with their own device and a shared scenario where participants also share a common device, including a TV. After a theoretical comparative study of edge vs. cloud computing, an experiment compares the two implementations to determine their effect on the end user's perceived experience and latency vs. real latency
UsyBus: A Communication Framework among Reusable Agents integrating Eye-Track...Jean Vanderdonckt
Presentation of ACM EICS '22 paper: https://dl.acm.org/doi/10.1145/3532207
Eye movement analysis is a popular method to evaluate whether a user interface meets the users' requirements and abilities. However, with current tools, setting up a usability evaluation with an eye-tracker is resource-consuming, since the areas of interest are defined manually, exhaustively and redefined each time the user interface changes. This process is also error-prone, since eye movement data must be finely synchronised with user interface changes. These issues become more serious when the user interface layout changes dynamically in response to user actions. In addition, current tools do not allow easy integration into interactive applications, and opportunistic code must be written to link these tools to user interfaces. To address these shortcomings and to leverage the capabilities of eye-tracking, we present UsyBus, a communication framework for autonomous, tight coupling among reusable agents. These agents are responsible for collecting data from eye-trackers, analyzing eye movements, and managing communication with other modules of an interactive application. UsyBus allows multiple heterogeneous eye-trackers as input, provides multiple configurable outputs depending on the data to be exploited. Modules exchange data based on the UsyBus communication framework, thus creating a customizable multi-agent architecture. UsyBus application domains range from usability evaluation to gaze interaction applications design. Two case studies, composed of reusable modules from our portfolio, exemplify the implementation of the UsyBus framework.
µV: An Articulation, Rotation, Scaling, and Translation Invariant (ARST) Mult...Jean Vanderdonckt
Paper presented at ACM EICS '22
Finger-based gesture input becomes a major interaction modality for surface computing. Due to the low precision of the finger and the variation in gesture production, multistroke gestures are still challenging to recognize in various setups. In this paper, we present µV, a multistroke gesture recognizer that addresses the properties of articulation, rotation, scaling, and translation invariance by combining $P+'s cloud-matching for articulation invariance with !FTL's local shape distance for RST-invariance. We evaluate µV against five competitive recognizers on MMG, an existing gesture set, and on two new versions for smartphones and tablets, MMG+ and RMMG+, a randomly rotated version on both platforms. µV is significantly more accurate than its predecessors when rotation invariance is required and not significantly inferior when it is not. µV is also significantly faster than others with many samples and not significantly slower with few samples
RepliGES and GEStory: Visual Tools for Systematizing and Consolidating Knowle...Jean Vanderdonckt
The body of knowledge accumulated by gesture elicitation studies (GES), although useful, large, and extensive, is also heterogeneous, scattered in the scientific literature across different venues and fields of research, and difficult to generalize to other contexts of use represented by different gesture types, sensing devices, applications, and user categories. To address such aspects, we introduce RepliGES, a conceptual space that supports (1) replications of gesture elicitation studies to confirm, extend, and complete previous findings, (2) reuse of previously elicited gesture sets to enable new discoveries, and (3) extension and generalization of previous findings with new methods of analysis and for new user populations towards consolidated knowledge of user-defined gestures. Based on RepliGES, we introduce GEStory, an interactive design space and visual tool, to structure, visualize and identify user-defined gestures from a number of 216 published gesture elicitation studies
Gesture-based information systems: from DesignOps to DevOpsJean Vanderdonckt
Keynote address for the 29th International Conference on Information Systems Development ISD'2021 (Valencia, Spain, September 8-10, 2021). See https://isd2021.webs.upv.es/program.php#keynotes
This talk promotes the Seven I':
Implementation continuity
Inclusion of end-users
Interaction first
Integration among stakeholders
Iteration short
Incremental progress
Innovation openness
Intra-platform plasticity regularly assumes that the display of a computing platform remains fixed and rigid during interactions with the platform in contrast to reconfigurable displays, which can change form depending on the context of use. In this paper, we present a model-based approach for designing and deploying graphical user interfaces that support intra-platform plasticity for reconfigurable displays. We instantiate the model for E3Screen, a new device that expands a conventional laptop with two slidable, rotatable, and foldable lateral displays, enabling slidable user interfaces. Based on a UML class diagram as a domain model and a SCRUD list as a task model, we define an abstract user interface as interaction units with a corresponding master-detail design pattern. We then map the abstract user interface to a concrete user interface by applying rules for the reconfiguration, concrete interaction, unit allocation, and widget selection and implement it in JavaScript. In a first experiment, we determine display configurations most preferred by users, which we organize in the form of a state-transition diagram. In a second experiment, we address reconfiguration rules and widget selection rules. A third experiment provides insights into the impact of the lateral displays on a visual search task.
Conducting a Gesture Elicitation Study: How to Get the Best Gestures From Peo...Jean Vanderdonckt
Lecture 3: Conducting a Gesture Elicitation Study: How to Get the Best Gestures From People?
Francqui Chair in Computer Science 2020 VUB, Jean Vanderdonckt, 27 April 2021
User-centred Development of a Clinical Decision-support System for Breast Can...Jean Vanderdonckt
See the paper at https://www.scitepress.org/Link.aspx?doi=10.5220/0010258900600071
We conducted a user-centered design of a clinical decision-support system for breast cancer screening, diagnosis, and reporting based on stroke gestures. We combined knowledge elicitation interviews, scenario-focused questionnaires, and paper mock-ups to understand user needs. Multi-fidelity (low and high) prototypes were designed and compared first in vitro in a usability laboratory, then in vivo in the real world. The resulting user interface provides radiologists with a platform that integrates domain-oriented tools for the visualization of mammograms, the manual, and the semi-automatic annotation of breast cancer findings based on stroke gestures. The contribution of this work lies in that, to the best of our knowledge, stroke gestures have not yet been applied to the annotation of mammograms. On the one hand, although there is a substantial amount of research done in stroke-based interaction, none focuses especially on the domain of breast cancer annotation. On the other hand, typical gestures in breast cancer annotation tools are those with a keyboard and a mouse
Simplifying the Development of Cross-Platform Web User Interfaces by Collabo...Jean Vanderdonckt
Ensuring responsive design of web applications requires their user interfaces to be able to adapt according to different contexts of use, which subsume the end users, the devices and platforms used to carry out the interactive tasks, and also the environment in which they occur. To address the challenges posed by responsive design, aiming to simplify their development by factoring out the common parts from the specific ones, this paper presents Quill, a web-based development environment that enables various stakeholders of a web application to collaboratively adopt a model-based design of the user interface for cross-platform deployment. The paper establishes a series of requirements for collaborative model-based design of cross-platform web user interfaces motivated by the literature, observational and situational design. It then elaborates on potential solutions that satisfy these requirements and explains the solution selected for Quill. A user survey has been conducted to determine how stakeholders appreciate model-based design user interface and how they estimate the importance of the requirements that lead to Quill
Detachable user interfaces consist of graphical user interfaces whose parts or whole can be detached at run-time from their host, migrated onto an- other computing platform while carrying out the task, possibly adapted to the new platform and attached to the target platform in a peer-to-peer fashion. De- taching is the property of splitting a part of a UI for transferring it onto another platform. AttAaching is the reciprocal property: a part of an existing interface can be attached to the currently being used interface so as to recompose another one on-demand, according to user's needs, task requirements. Assembling inter- face parts by detaching and attaching allows dynamically composing, decom- posing and re-composing new interfaces on demand. To support this interaction paradigm, a development infrastructure has been developed based on a series of primitives such as display, undisplay, copy, expose, return, transfer, delegate, and switch. We exemplify it with QTkDraw, a painting application with attach- ing and detaching based on the development infrastructure.
The Impact of Comfortable Viewing Positions on Smart TV GesturesJean Vanderdonckt
Whereas gesture elicitation studies for TV interaction
assume that participants adopt an upright, frontal viewing
position, we asked 21 participants to hold a natural, comfortable
viewing position, the posture they adopt when watching TV
at home. By involving a broad selection of users regarding
age, profession, our study targets a higher ecological validity
than in existing studies. Agreements rates were lower than existing studies using an upright, frontal viewing position. Participants experienced problems due to (1) having to use their slave hand instead of their dominant hand, (2) being in a certain orientation with their head making it more difficult to perform some physical movements, and (3) being hindered in their movement by the sofa there lay on. Since each person may have a different
position inducing different gestures due to the aforementioned
problems, the effect of a comfortable viewing position is analyzed
by comparison to gestures for a frontal position.
Head and Shoulders Gestures: Exploring User-Defined Gestures with Upper BodyJean Vanderdonckt
This paper presents empirical results about user-dened gestures
for head and shoulders by analyzing 308 gestures elicited from 22 participants for 14 referents materializing 14 different types of tasks in IoT context of use. We report an overall medium consensus but with medium variance (mean: .263, min: .138, max: .390 on the unit scale) between participants gesture proposals, while their thinking time were less similar (min: 2.45 sec, max: 22.50 sec), which suggests that head and shoulders gestures are not all equally easy to imagine and to produce. We point to the challenges of deciding which head and shoulders gestures
will become the consensus set based on four criteria: the agreement rate, their individual frequency, their associative frequency, and their unicity.
Paper accessible at https://dial.uclouvain.be/pr/boreal/en/object/boreal%3A213794
G-Menu: A Keyword-by-Gesture based Dynamic Menu Interface for SmartphonesJean Vanderdonckt
Instead of relying on graphical or vocal modalities for searching
an item by keyword (called K-Menu), this paper presents the G-Menu exploiting gesture interaction and gesture recognition: when a user sketches a keyword by gesturing the first letters of its label, a menu with items related to the recognized letters is constructed dynamically and presented to the user for selection and auto-completion. The selection can be completed either gesturally by an appropriate gesture (called the G-Menu) or by touch only (called the T-Menu). This paper compares the three types of menu, i.e., by keyword, by gesture, and by touching, in a user study with twenty participants on their item selection time (for measuring task efficiency), their error rate (for measuring task effectiveness),
and their subjective satisfaction (for measuring user satisfaction).
Paper accessible at https://dial.uclouvain.be/pr/boreal/en/object/boreal%3A213790
Unistroke and multistroke gesture recognizers have always striven to reach some robustness with respect to
all variations encountered when people issue gestures by hand
on touch surfaces or with sensing devices. For this purpose,
successful stroke recognizers rely on a gesture recognition
algorithm that satisfies a series of invariance properties such
as: stroke-order invariance, stroke-number invariance, stroke direction invariance, position, scale, and rotation invariance.
Before initiating any recognition activity, these algorithms
ensure these properties by performing several pre-processing
operations. These operations induce an additional computational
cost to the recognition process, as well as a potential error
bias. To cope with this problem, we introduce an algorithm that
ensures all these properties analytically instead of statistically
based on a vector algebra. Instead of points, the recognition
algorithm works on vectors between vectors. We demonstrate
that this approach not eliminates the need for these preprocessing
operations but also satisfies an entire structure preserving
transformation.
Paper available at https://dial.uclouvain.be/pr/boreal/en/object/boreal%3A217006
Body-based gestures, such as acquired by Kinect sensor, today benefit from efficient tools for their recognition and development, but less for automated reasoning. To facilitate this activity, an ontology for structuring body-based gestures, based on user, body and body parts, gestures, and environment, is designed and encoded in Ontology Web Language according to modelling triples (subject, predicate, object). As a proof-of-concept and to feed this ontology, a gesture elicitation study collected 24 participants X 19 referents for IoT tasks = 456 elicited body-based gestures, which were classified and expressed according to the ontology.
See paper at https://dl.acm.org/citation.cfm?id=3328238
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
GridMate - End to end testing is a critical piece to ensure quality and avoid...ThomasParaiso2
End to end testing is a critical piece to ensure quality and avoid regressions. In this session, we share our journey building an E2E testing pipeline for GridMate components (LWC and Aura) using Cypress, JSForce, FakerJS…
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
SAP Sapphire 2024 - ASUG301 building better apps with SAP Fiori.pdfPeter Spielvogel
Building better applications for business users with SAP Fiori.
• What is SAP Fiori and why it matters to you
• How a better user experience drives measurable business benefits
• How to get started with SAP Fiori today
• How SAP Fiori elements accelerates application development
• How SAP Build Code includes SAP Fiori tools and other generative artificial intelligence capabilities
• How SAP Fiori paves the way for using AI in SAP apps
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
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- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
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Generative AI Deep Dive: Advancing from Proof of Concept to Production
Challenges towards Model-Based Development of ELearning Management Systems
1. Challenges towards Model-Based Development
of ELearning Management Systems
Josefina Guerrero-García, Juan Manuel González-Calleros,
Jaime Muñoz-Arteaga, Miguel Ángel León-Chávez, Carlos Reyes-García
Benemérita Universidad Autónoma de Puebla
Universidad Autónoma de Aguascalientes
Instituto Nacional de Astrofísica, Óptica y Electrónica
jguerrero@cs.buap.mx
1 WILE´2011 Puebla 28/11/2011
2. Plan
1. Introduction
2. State of the art
3. Challenges towards Model-Based Development
of ELearning Management Systems
4. Conclusions
2 WILE´2011 Puebla 28/11/2011
3. Introduction
The design of a learning process
Links users to domain-specific information
Collaboration spaces
Knowledge transfer
Knowledge generation.
Efficient and stimulating
Better and effective learning
The strategy must consider at least:
Design of learning content,
Design of different ways to present content (textual, graphical
or mixed)
Considering different devices (PDA, mobile phones, laptop)
Collaboration during learning process.
Issues related to the context
Learning Style
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4. 2. State of the Art
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5. State of the Art
Criteria/Work (Jonassen (McDonald (Germán (Gonzalez et
et al.) et al.) et al.) al) [19]
Formal specification Activity Conceptual State Workflow
technique theory framework machine
Environment NonA C-Flow Cated Ecool
Personalization + + - ++
Multiple User -- + -- ++
interface.
Reverse engineering -- + -- ++
Customization + + + ++
Learning objects + ++ ++ ++
Multimedia content + ++ + ++
Traceability of - -- + ++
collaborative learning
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6. 3. Challenges towards Model-Based
Development of ELearning
Management Systems
Formal Methodology
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7. 3.1 Formal Methodology (a)
We argue that creating learning content is an activity
that would benefit from the application of a
development methodology which is typically
composed of:
1. A set of models defined according to an ontology.
1. A set of descriptions of the concepts and relationships within
a field of knowledge (learning process).
2. A language that expresses these models. M
1. Models are uniformly and univocally expressed according to
a single Specification Language.
2. A genuine User Interface Description Language (UIDL) is
needed based on a trilogy (semantics, syntax, stylistics)
3. A principle-based method manipulating these
models based on guidelines.
1. The goal is not to come up with yet another Software
Development Method but to reuse existing work and
structure it accordingly.
7 WILE´2011 Puebla 28/11/2011
8. 3.1 Formal Methodology (b)
Cont.. development methodology composed of:
4. A set of software Tools: A suite of software
engineering tools that supports the designer
and the developer during the development life
cycle according to the method. The set of
software tools required to support the
development of learning content includes:
Model editors to assist a designer in constructing the
models.
Design critics provide a designer with quality assessment
facilities.
Implementation tools translate a specification into a
representation that can be used by a compiler, an
interpreter or an interface builder.
8
Transformation tools provide support to thePuebla 28/11/2011
WILE´2011 designer to
edit, store, and exe-cute model transformation rules.
9. 3.1 Formal Methodology (c) - Models
W o rkflo w
-id : S tring
-nam es : S tring
so u rceP ro cess targ etP ro cess
-sourceP rocessId : S tring -targetP rocessId : S tring
1
1..* 1..* 1..*
1 1
P ro cess
-id : S tring 1 p ro cessO p erato r
1..* p ro cessM o d el
-nam e : S tring
-id : S tring
1..* -frequency : Integer
-nam e : S tring
-im portance : Integer 0..*
-category : Integer 1
O rg an izatio n al u n it
0..* Jo b so u rce targ et
-id : S tring
1..*
-nam e : S tring -id : S tring -souuceId : S tring -targetId : S tring
-organizationO bjectives : S tring -nam e : S tring
1..* 1..* 2..*
-organizationR ules : S tring 1..*
T ask 1..* 1..*
-id : S tring 1 1
0..*
-nam e : S tring
T ask R eso u rce 1..* 1..* -category : S tring 1 taskR elatio n sh ip s
1..* taskM o d el
-frequency : Integer -id : S tring
-im portance : Integer -nam e : S tring
-term inationV alue : S tring 0..*
1
-taskT ype : S tring
-taskItem : S tring
-preC ondition : S tring
0..*
1..* tem p o ral
U serS tereo typ e Im m aterial M aterial d eco m p o sitio n
-
-id : S tring
0..1 -stereotypeN am e : S tring
-taskE xperience : S tring
-system E xperience : S tring
-deviceE xsperience : S tring
-taskM otivation : S tring
1..*
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10. 3.1 Formal Methodology (d) -
Language
Language Engineering Approach
Semantics – Meta Models, UML Class
diagrams
Syntax
Abstract – XML Schema
Concrete – XML
Stylistics – Different graphical representations
of the concepts
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11. 3.1 Formal Methodology (e) -
Language
UsiXML
Structured accordingly to the Model Driven
paradigm
UsiXML relies on a transformational
approach
UsiXML allows the modification of the
developments steps
UsiXML allows reusing parts of previously
specified
UsiXML is open
11
Follows a Language Engineering Approach
WILE´2011 Puebla 28/11/2011
12. 3.1 Formal Methodology (f) - Method
• A structured catalog of transformation rules
Task and
Domain Model
Model to
that form a body of design knowledge that
Model can be reused in any method
Abstract UI
Model
Model to
Model
Concrete UI
Model
Code
Generatio
n
Final UI
12 WILE´2011 Puebla 28/11/2011
13. 3.1 Formal Methodology (f) - Method
Task and Based on
Domain Model Guidelines
A set of Principles area added
Model to
model
to the method
•Guidelines
Abstract UI
Model
Based on
Guidelines
•Task patterns
•Canonical list of task types
Model to
Automatic
model
Evaluation
Refined
Concrete UI Usability Concrete UI
Model Advisor Model
Code
Generatio Code
n Generatio
n
Final UI
Final UI
13 WILE´2011 Puebla 28/11/2011
14. 3.1 Formal Methodology (f) - Method
Task and Based on
Domain Model Guidelines
Model to
model
Abstract UI Based on
Model Guidelines
Model to
Model
Automatic
Evaluation Canonical list of task types
Refined
Concrete UI Usability Concrete UI
Model Advisor Model
Code
Generatio
n
Final UI
14 WILE´2011 Puebla 28/11/2011
15. 3.1 Formal Methodology (f) - Method
Task and Based on
Domain Model Guidelines
Model to
model
Abstract UI Based on
Model Guidelines
Model to
Automatic
Model
Evaluation
Concrete UI
Model
Usability
Advisor
Refined
Concrete UI Facet Selection
Model
Code
Generatio
n
3D User
Interface
15 WILE´2011 Puebla 28/11/2011
16. 3.1 Formal Methodology (f) - Method
Task and Based on
Domain Model Guidelines
Model to
model Element
Select
Input
Abstract UI Based on
Model Guidelines
Model to
Automatic
Model
Evaluation
Slider
Refined
Concrete UI Usability Concrete UI
Model Advisor Model
AIO Selection
Code
Generatio
n
Final UI
16 WILE´2011 Puebla 28/11/2011
17. 3.1 Formal Methodology (f) - Method
Task and Based on
Domain Model Guidelines
Model to
model
Abstract UI Based on
Model Guidelines
Model to
Automatic
Model
Evaluation
Concrete UI Usability
Refined
Concrete UI
Graphical representation
Model Advisor Model
selection
Code
Generatio
n
Final UI
17 WILE´2011 Puebla 28/11/2011
18. 3.1 Formal Methodology (f) - Method
Task and Based on
Domain Model Guidelines
Model to
model
Abstract UI Based on
Model Guidelines
Model to
Model
Automatic
Evaluation
Automatic guidelines
evaluation
Refined
Concrete UI Usability Concrete UI
Model Advisor Model
Code
Generatio
n
Final UI
18 WILE´2011 Puebla 28/11/2011
19. 3.1 Formal Methodology (f) - Method
Task and Based on
Domain Model Guidelines
Model to
model
Abstract UI Based on
Model Guidelines
Model to
Automatic
Model
Evaluation
Refined
Concrete UI Usability Concrete UI
Model Advisor Model
Code
Generatio
n
Final UI
19 WILE´2011 Puebla 28/11/2011
20. 3. Challenges towards Model-Based
Development of ELearning
Management Systems
2. Framework
20 WILE´2011 Puebla 28/11/2011
23. 3.2 Framework – MLO Editor
We live in a multicultural environment
Learning must adapt to such differences
Adding the multicultural characteristic going beyond regions is a
real challenge.
Support to define different MLO adopting different learning
strategies:
Constructivist, generative learning, …
LO model is needed.
Compatible with standards.
LOs are conveyed includes: web pages, PDF documents, video
and/or audio content, animations, and virtual reality to mention a
few.
Reuse social networks to store multimedia content slideshare
(slides), Wikipedia (free encyclopedia), YouTube (videos), Picasa
(photos), among other, to share content, we can avoid storing
multimedia in the LO´s repositories.
The integration of access to social networks is essential to give
versatility to the CMS.
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24. 3.2 Framework – MLO Editor
The ultimate goal is to automate this method in a
software tool
A content management system (CMS) for creating
MLO.
Integrating multimedia from social networks , such
as:
slideshare (slides), Wikipedia (free encyclopedia), YouTube
(videos), Picasa (photos), among other, to share content,
Including guidelines to support the method is
desirable for the systematic creation of MLO.
Wizard-Based recommendation system
CMS preserving ergonomics, guidelines, heuristics
24 and usability principle
WILE´2011 Puebla 28/11/2011
27. 3.2 Framework –Learning Process Design
Online services assisting the learning process
design
Structuring academic courses
Relevant and adaptable to the context of students
Including learning styles recognition
Integrating those efforts and to connect them to
MLO repository is more than just a technological
problem.
Content adaptation
Learning styles identification
Courses creation
27
Assist teachers
WILE´2011 Puebla 28/11/2011
28. 3.2 Framework –Learning Process Design
A mechanism to assist teachers for creating a
course
Reusing material available in the MLO format.
Integrating pedagogical recommendations to
create a system of guidelines for the creation of
courses
Identifying multicultural issues in education
Identifying different forms of education
(classroom, mixed, distance)
Integrating this information in the specification of
a learning process
Integrating intelligent management of information
28 in the learning process
WILE´2011 Puebla 28/11/2011
29. 3.2 Framework –Learning Process Design
Integration of guidelines to use the tool for defining
courses content, assistive interaction is needed
(wizard, intelligent agent) to guide teachers in this
activity.
The manager must have a content editor for
courses. A learning process can be described as a
workflow model that is composed of tasks, resources
and places where education takes place.
The workflow model is recursively decomposed into
learning processes which are in turn decomposed into
tasks.
Support to different learning types and approaches to
learn, this is believed to occur as a progressive series
of tasks
29 WILE´2011 Puebla 28/11/2011
So, a workflow model can be used to plan and to
36. 3.2 Framework –Learning Process
Design
The editor must be based on ergonomic
guidelines should be taken into account in the
development of this editor, for their good design
will allow for easy use.
This method should also consider elements such
as academic monitoring, assessments
Using the method of assessment adaptation
Practices and exercises, and other traditional
elements considered in a course.
The systematic creation of courses based on a
method will allow having more quality content.
36 WILE´2011 Puebla 28/11/2011
45. Conclusions
1. An alternative method for the automatic generation of
Collaborative Multiplatform Scenarios with Interactive
Learning Objects.
Note:This implies: a change in the current paradigm
from eLearning to mLearning (Mobile Learning) to
mpLearning (Multiplatform learning)
2. The overall learning process is seen as a workflow.
3. This approach introduces a flow control that allows tackling
at the same time, the problem of divergence in individual
learning and the definition of the learning process in terms
of collaboration agents and processes.
4. The introduction of a meta-description (in UsiXML) that is
going to aid in the process of generation of multiple Uis.
WILE´2011 Puebla 28/11/2011
45
46. Future Work
Social Network Integration
Sharing content
Creating the social network
Considering more advanced UserInterface
Generation support
Adaptive
Adaptable
Migratory
Graceful degradation
Virtual Reality
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47. Thank you very much
Josefina Guerrero-García, Juan Manuel González-Calleros,
Jaime Muñoz-Arteaga, Miguel Ángel León-Chávez, Carlos Reyes-
García
Benemérita Universidad Autónoma de Puebla
Universidad Autónoma de Aguascalientes
Instituto Nacional de Astrofísica, Óptica y Electrónica
jguerrero@cs.buap.mx
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