EL COVID no detiene los proyectos de I+D+i con alumnos !

abril-idi-lanto-diego

Esta semana se reunió (virtualmente) el equipo de I+D+i del proyecto “Identificación de debilidades en especificaciones de requerimientos en lenguaje natural” liderado por Leandro Antonelli y Diego Torres, y que cuenta con el asesoramiento del experto en Procesamiento de Lenguaje Natural, Waldo Hasperué. Este proyecto se enmarca en la iniciativa de la Facultad de Informática de incorporación de jóvenes estudiantes en proyectos de investigación.

Es destacable el compromiso de los alumnos participantes, que sin descuidar sus estudios (los cuales mantienen al día, incluso durante la cuarentena) participan activamente del proyecto. Esta es la segunda reunión que tiene lugar durante la cuarentena y la asistencia no merma (todo lo contrario).

El objetivo de la reunión fue la presentación y discusión de los conceptos básicos de la disciplina de requerimientos. Se discutieron distintos modelos de especificación, como así también fortalezas y debilidades de los mismos. Esta actividad complementa lo discutido en la primer reunión, en la que Federico Carrilao Avila, quién está haciendo su tesina de grado, contó las tecnologías que utiliza para hacer procesamiento de lenguaje natural.

Nuevo Licenciado

El martes 10 de marzo, nuestro becario Cristian Sottile defendió su Tesina de Licenciatura titulada  “Agregando polimorfismo a una lógica que identifica proposiciones isomorfas”,  con calificación excelente 10. Sus directores fueron Alejandro Diaz-Caro de la UBA y Claudia Pons del Lifia.
Además Cristian ha ganado una beca de CONICET para comenzar su Doctorado. Felicitaciones Cristian!!

Using LEL and scenarios to derive mathematical programming models. Application in a fresh tomato packing problem

Alejandra Garrido, Leandro Antonelli, Jonathan Martin, M.M.E. Alemany and Josefa Mula “Using LEL and scenarios to derive mathematical programming models. Application in a fresh tomato packing problem” Computers and Electronics in Agriculture Volume 170, March 2020, 105242

Mathematical programming models are invaluable tools at decision making, assisting managers to uncover otherwise unattainable means to optimize their processes. However, the value they provide is only as good as their capacity to capture the process domain. This information can only be obtained from stakeholders, i.e., clients or users, who can hardly communicate the requirements clearly and completely. Besides, existing conceptual models of mathematical programming models are not standardized, nor is the process of deriving the mathematical programming model from the concept model, which remains ad hoc. In this paper, we propose an agile methodology to construct mathematical programming models based on two techniques from requirements engineering that have been proven effective at requirements elicitation: the language extended lexicon (LEL) and scenarios. Using the pair of LEL + scenarios allows to create a conceptual model that is clear and complete enough to derive a mathematical programming model that effectively captures the business domain. We also define an ontology to describe the pair LEL + scenarios, which has been implemented with a semantic mediawiki and allows the collaborative construction of the conceptual model and the semi-automatic derivation of mathematical programming model elements. The process is applied and validated in a known fresh tomato packing optimization problem. This proposal can be of high relevance for the development and implementation of mathematical programming models for optimizing agriculture and supply chain management related processes in order to fill the current gap between mathematical programming models in the theory and the practice.

Link de descarga https://doi.org/10.1016/j.compag.2020.105242

Towards a collaborative experience to generate knowledge: Use of gamification in robotics for Good Agricultural Practices

Julieta Lombardelli, Diego Torres, Blas Butera and Alejandro Fernandez, “Towards a collaborative experience to generate knowledge: Use of gamification in robotics for Good Agricultural Practices,” EAI Endorsed Transactions on Creative Technologies: Online First, vol. , pp. , 3. 2020.

Currently, gamification strategies are implemented in the most diverse fields. This paper discusses the design of a gamification environment on a collaborative wiki on good agricultural practices. The aim of the project is to present a gamification design, complemented by a robotic interface, aimed at customizing the experience from a cooperative community context. The robot interface also presents the possibility of containing a living organism, linked to the actions of the wiki.

Link de descarga https://eudl.eu/doi/10.4108/eai.13-7-2018.163482