The number of received citations and more complex bibliographic measures calculated based on them, such as the h-index, remain the most widely used indicators for measuring research impact in an ...objective and easy-to-compute way. However, using the number of received citations as a research impact measure has its shortcomings, some intrinsic (stemming from the doubt whether a citation is actually a confirmation of the cited paper’s impact), some extrinsic (stemming from the ease of manipulating this measure by deliberately inserting multiple unmerited references). While the first can only be addressed by a careful interpretation of the measure with consideration of its limitations, the latter can be reduced to much extent by replacing simple citation counting with a more sophisticated procedure constraining the impact that a single publication may have on the others. One such solution is ArticleRank, which has, however, several disadvantages limiting its practical use. In this paper, we propose another solution to this problem, the Transitive Research Impact Score (TRIS), which is free of these disadvantages, and validate it on a sample dataset.
Providing students feedback on their exercise solutions is a crucial element of computer programming education. Such feedback can be generated automatically and can take various forms. This paper ...introduces and proposes the use of visual profiles of code solutions as a form of automatically generated feedback to programming students. The visual profiles are based on the frequency of code elements belonging to six distinct classes. The core idea is to visually compare a profile of a student-submitted solution code to the range of profiles of accepted solutions (including both reference solutions provided by instructors and solutions submitted by students who successfully passed the same exercise earlier). The advantages of the proposed approach are demonstrated on a number of examples based on real-world data.
The paper addresses the issues of implementing e-guide-based gamification systems for tourist attractions by proposing a dispersed gamification system architecture in which its respective functional ...aspects are handled by multiple web services with various scopes of responsibility. The features provided by the proposed architecture are successfully matched to tourist attraction requirements identified during development of an e-guide gamification system for an international consortium of tourist attractions. The key contributions of the paper are: the new definition of gamification system extending beyond the concept of a set of game-based rules and including the information technology components necessary to implement it; mapping the abstract gamification system model into the domain of tourist attraction gamification and the analysis of advantages and disadvantages of various organizations of e-guide gamification systems; the introduction of a new, dispersed architecture of e-guide gamification system that addresses the identified needs of tourist attractions.
One of the practical obstacles limiting the use of cloud-based gamification applications is the lack of an Internet connection of adequate quality. In this paper, we describe a practical solution to ...this problem by the implementation of client-side gamification rule processing so that most events generated by players can be processed without the need to involve server-side functions; therefore, only a handful of data have to be transmitted to the server for global state synchronization, and only when an Internet connection is available. For this purpose, we adopt a simple textual gamification rule definition format, implement the rule parser and event processor, and evaluate the solution in terms of performance in experimental conditions. The obtained results are optimistic, showing that the developed solution can easily handle rule sets and event streams of realistic sizes. The solution is planned to be integrated into the next version of the FGPE gamified programming education platform.
Albeit in different ways, both machine learning and gamification have transfigured the user experience of information systems. Although both are hot research topics, so far, little attention has been ...paid to how these two technologies converge with each other. This relation is not obvious as while it is feasible to enhance gamification with machine learning, it is also feasible to support machine learning with gamification; moreover, there are applications in which machine learning and gamification are combined yet not directly connected. In this study, we aim to shed light on the use of both machine learning in gamification and gamification in machine learning, as well as the related topics of using gamification in machine learning education and machine learning in gamification research. By performing a systematic literature mapping, we not only identify prior works addressing these respective themes, but also analyze how their popularity evolved in time, investigate the areas of application reported by prior works, used machine learning techniques and software tools, as well as the character of research contribution and the character of evaluation results for works that presented them.
Since the collapse of the Soviet Bloc, Polish researchers in the software engineering area made a large e ort to close the gap developed during the times of the Iron Curtain and the ensuing limited ...access to Western technology. The question arises as to whether they eventually managed to attain – or maybe even to surpass the scientific output in this area of the developed Western countries. In this paper, we perform analysis on papers published in 16 high-quality software engineering journals within the last 30 years to measure the Polish contribution to the global scientific output in the area of software engineering. We observe how the Polish contribution changed in quantity in relation to the global scientific output in subsequent years. We also identify the journals that attracted the Polish authors the most, the institutions located in Poland that contributed the most, as well as the most productive Polish authors and the most acknowledged works (in terms of citation number) written by Polish authors. Moreover, we investigate the topics most often chosen by them.