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<title>vol. 3, nº 2, march 2015</title>
<link>https://reunir.unir.net/handle/123456789/9825</link>
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<pubDate>Fri, 01 Nov 2024 21:57:40 GMT</pubDate>
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<title>GPGPU Implementation of a Genetic Algorithm for Stereo Refinement</title>
<link>https://reunir.unir.net/handle/123456789/9999</link>
<description>GPGPU Implementation of a Genetic Algorithm for Stereo Refinement
Arranz, Álvaro; Alvar, Manuel
During the last decade, the general-purpose computing on graphics processing units Graphics (GPGPU) has turned out to be a useful tool for speeding up many scientific calculations. Computer vision is known to be one of the fields with more penetration of these new techniques. This paper explores the advantages of using GPGPU implementation to speedup a genetic algorithm used for stereo refinement. The main contribution of this paper is analyzing which genetic operators take advantage of a parallel approach and the description of an efficient state- of-the-art implementation for each one. As a result, speed-ups close to x80 can be achieved, demonstrating to be the only way of achieving close to real-time performance.
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<title>Empirical Comparison of Graph-based Recommendation Engines for an Apps Ecosystem</title>
<link>https://reunir.unir.net/handle/123456789/9996</link>
<description>Empirical Comparison of Graph-based Recommendation Engines for an Apps Ecosystem
Chiroque, Luis F.; Cordobés, Héctor; Fernández Anta, Antonio; García Leiva, Rafael A; Morere, Philippe; Ornella, Lorenzo; Pérez, Fernando; Santos, Agustín
Recommendation engines (RE) are becoming highly popular, e.g., in the area of e-commerce. A RE offers new items (products or content) to users based on their profile and historical data. The most popular algorithms used in RE are based on collaborative filtering. This technique makes recommendations based on the past behavior of other users and the similarity between users and items. In this paper we have evaluated the performance of several RE based on the properties of the networks formed by users and items. The RE use in a novel way graph theoretic concepts like edges weights or network flow. The evaluation has been conducted in a real environment (ecosystem) for recommending apps to smartphone users. The analysis of the results allows concluding that the effectiveness of a RE can be improved if the age of the data, and if a global view of the data is considered. It also shows that graph-based RE are effective, but more experiments are required for a more accurate characterization of their properties.
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<title>Editor's Note</title>
<link>https://reunir.unir.net/handle/123456789/9994</link>
<description>Editor's Note
Mochón, F.; Gonzalvez-Cabañas, J.C.
The term 'Digital Economy' was coined for the first time by Don Tapscott in 1995 in his best-seller The Digital Economy: Promise and Peril in the Age of Networked Intelligence. When he wrote the book 20 years ago, he announced how he thought the Internet would fully transform the nature of business and government.&#13;
We have now extended the concept, illustrating how digital technologies are rapidly transforming business practices, the economy and societies. Technology, and its impact on business strategy and society, continues to rise in importance. The Digital Economy, sometimes also called “Digital Business” has become a philosophy for many top executive teams as they seek competitive advantages in a world of fast moving technological change. When we talk about digital technologies, we are not only talking about the internet, nor only ICT (Information and Communications Technology), but other concepts such as mobile, telecommunications or content.&#13;
The digital economy is by no means an exclusively economic concept. Therefore, it might be more appropriate to speak of digital society or digital technology. What matters is that digital is a transverse concept that affects individuals, businesses and public administrations.
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<title>Procedural Content Generation for Real-Time Strategy Games</title>
<link>https://reunir.unir.net/handle/123456789/9988</link>
<description>Procedural Content Generation for Real-Time Strategy Games
Lara-Cabrera, Raúl; Nogueira-Collazo, Mariela; Cotta, Carlos; Fernández-Leiva, Antonio J.
Videogames are one of the most important and profitable sectors in the industry of entertainment. Nowadays, the creation of a videogame is often a large-scale endeavor and bears many similarities with, e.g., movie production. On the central tasks in the development of a videogame is content generation, namely the definition of maps, terrains, non-player characters (NPCs) and other graphical, musical and AI-related components of the game. Such generation is costly due to its complexity, the great amount of work required and the need of specialized manpower. Hence the relevance of optimizing the process and alleviating costs. In this sense, procedural content generation (PCG) comes in handy as a means of reducing costs by using algorithmic techniques to automatically generate some game contents. PCG also provides advantages in terms of player experience since the contents generated are typically not fixed but can vary in different playing sessions, and can even adapt to the player herself. For this purpose, the underlying algorithmic technique used for PCG must be also flexible and adaptable. This is the case of computational intelligence in general and evolutionary algorithms in particular. In this work we shall provide an overview of the use of evolutionary intelligence for PCG, with special emphasis on its use within the context of real-time strategy games. We shall show how these techniques can address both playability and aesthetics, as well as improving the game AI.
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<title>Mining Web-based Educational Systems to Predict Student Learning Achievements</title>
<link>https://reunir.unir.net/handle/123456789/9831</link>
<description>Mining Web-based Educational Systems to Predict Student Learning Achievements
del Campo-Ávila, José; Conejo, Ricardo; Triguero, Francisco; Morales-Bueno, Rafael
Educational Data Mining (EDM) is getting great importance as a new interdisciplinary research field related to some other areas. It is directly connected with Web-based Educational Systems (WBES) and Data Mining (DM, a fundamental part of Knowledge Discovery in Databases).&#13;
The former defines the context: WBES store and manage huge amounts of data. Such data are increasingly growing and they contain hidden knowledge that could be very useful to the users (both teachers and students). It is desirable to identify such knowledge in the form of models, patterns or any other representation schema that allows a better exploitation of the system. The latter reveals itself as the tool to achieve such discovering. Data mining must afford very complex and different situations to reach quality solutions. Therefore, data mining is a research field where many advances are being done to accommodate and solve emerging problems. For this purpose, many techniques are usually considered.&#13;
In this paper we study how data mining can be used to induce student models from the data acquired by a specific Web-based tool for adaptive testing, called SIETTE. Concretely we have used top down induction decision trees algorithms to extract the patterns because these models, decision trees, are easily understandable. In addition, the conducted validation processes have assured high quality models.
Submitted by Administrador Re-UNIR Re-UNIR (reunir@unir.net) on 2020-02-12T13:07:17Z
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<title>Differences in Measuring Market Risk in Four Subsectors of the Digital Economy</title>
<link>https://reunir.unir.net/handle/123456789/9830</link>
<description>Differences in Measuring Market Risk in Four Subsectors of the Digital Economy
Benito, S.; de Juan, R.; Gómez, R.; Mochón, F.
This paper defends the wisdom of not considering the Digital Economy to be one homogeneous sector. Our hypothesis is that it is best to consider it the result of adding four different subsectors. We test whether indeed the economic and financial performance of a portfolio of listed companies in each of the four subsectors presents relevant differences. We use the value at risk measure to estimate market risk of the four subsectors of the digital economy. The riskiest subsector is Mobile/Internet Contents &amp; Services followed by SW&amp;IT Services and Application Software. On the contrary, the Telecom sector is by far the safest one. These results support the hypothesis that the Digital Economy is not a homogeneous sector.
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<title>A Repository of Semantic Open EHR Archetypes</title>
<link>https://reunir.unir.net/handle/123456789/9829</link>
<description>A Repository of Semantic Open EHR Archetypes
Sánchez, Fernando; Benavides, Samuel; Moreno, Fernando; Garzón, Guillermo; Roldan Garcia, Maria del Mar; Navas-Delgado, Ismael; Aldana-Montes, Jose F.
This paper describes a repository of openEHR archetypes that have been translated to OWL. In the work presented here, five different CKMs (Clinical Knowledge Managers) have been downloaded and the archetypes have been translated to OWL. This translation is based on an existing translator that has been improved to solve programming problems with certain structures. As part of the repository a tool has been developed to keep it always up-to-date. So, any change in one of the CKMs (addition, elimination or even change of an archetype) will involve translating the changed archetypes once more. The repository is accessible through a Web interface (http://www.openehr.es/).
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<title>The Digital Economy: Social Interaction Technologies – an Overview</title>
<link>https://reunir.unir.net/handle/123456789/9828</link>
<description>The Digital Economy: Social Interaction Technologies – an Overview
Redondo, Teófilo
Social interaction technologies (SIT) is a very broad field that encompasses a large list of topics: interactive and networked computing, mobile social services and the Social Web, social software and social media, marketing and advertising, various aspects and uses of blogs and podcasting, corporate value and web-based collaboration, e-government and online democracy, virtual volunteering, different aspects and uses of folksonomies, tagging and the social semantic cloud of tags, blog-based knowledge management systems, systems of online learning, with their ePortfolios, blogs and wikis in education and journalism, legal issues and social interaction technology, dataveillance and online fraud, neogeography, social software usability, social software in libraries and nonprofit organizations, and broadband visual communication technology for enhancing social interaction. The fact is that the daily activities of many businesses are being socialized, as is the case with Yammer (https://www.yammer.com/), the social enterprise social network. The leitmotivs of social software are: create, connect, contribute, and collaborate.
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<title>Auto-adaptative Robot-aided Therapy based in 3D Virtual Tasks controlled by a Supervised and Dynamic Neuro-Fuzzy System</title>
<link>https://reunir.unir.net/handle/123456789/9827</link>
<description>Auto-adaptative Robot-aided Therapy based in 3D Virtual Tasks controlled by a Supervised and Dynamic Neuro-Fuzzy System
LLedo, L. D.; Bertomeu, A.; Díez, J.; Badesa, F. J.; Morales, R.; Sabater, J. M.; Garcia-Aracil, N.
This paper presents an application formed by a classification method based on the architecture of ART neural network (Adaptive Resonance Theory) and the Fuzzy Set Theory to classify physiological reactions in order to automatically and dynamically adapt a robot-assisted rehabilitation therapy to the patient needs, using a three-dimensional task in a virtual reality system. Firstly, the mathematical and structural model of the neuro-fuzzy classification method is described together with the signal and training data acquisition. Then, the virtual designed task with physics behavior and its development procedure are explained. Finally, the general architecture of the experimentation for the auto-adaptive therapy is presented using the classification method with the virtual reality exercise.
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<title>New Challenges on Crossplatform Digital Contents</title>
<link>https://reunir.unir.net/handle/123456789/9826</link>
<description>New Challenges on Crossplatform Digital Contents
Iglesias Feijoo, Jesús; Amat Gomariz, Guillermo
When we speak about devices and platforms, generally we think about those of general use which are currently available (mainly smartphones and tablets). Surely, we would forget all those which are on the way (watches, glasses, cars) and those which are coming. The Internet of Things will transform the technological world in which we are into an amalgamation of devices and interfaces. This paper analyses the challenge for the coming years of getting all these new devices to communicate between them, regardless of their technology and the platforms they use, and it is based on the works done under the Visio Project, funded by the Spanish Ministry of Industry, Energy and Tourism. Finally, a truly universal platform to avoid market fragmentation and provide access to information and services is proposed.
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