Faculty of Computer Science and Engineering
Permanent URI for this communityhttps://repository.ukim.mk/handle/20.500.12188/5
The Faculty of Computer Science and Engineering (FCSE) within UKIM is the largest and most prestigious faculty in the field of computer science and technologies in Macedonia, and among the largest
faculties in that field in the region.
The FCSE teaching staff consists of 50 professors and 30 associates. These include many “best in field” personnel, such as the most referenced scientists in Macedonia and the most influential professors in the ICT industry in the Republic of Macedonia.
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Item type:Publication, Transformation of Student Cheating in Web 2.0(UPMC, 2014-06)Katerina ZdravkovaMany students don’t choose the rightful means to pass their exams. Their main goal is to successfully finish the assignments with a minimum possible effort. New technologies that implement social media and interactive collaboration have triggered the remodelling of frauds and tricks students implement. Such remodelled cheating activities are more concealed, thus more difficult to discover. This paper presents the most common traditional student frauds contrasted with the transformed techniques emerged from the introduction of e-Learning 2.0. The measures applied to detect the existence of various kinds of cheating and recommendations how to reduce them are introduced together with the limits set by interactive techniques and teacher’s activities to prove the suspected scam. The estimation of the frequency of the different types of cheating is presented in parallel with the results of an anonymous questionnaire revealing student impression about fraudulent behaviour of their colleagues and themselves. The paper proves that without a proactive implementation of protection measures to prevent cheating, many students will resort to different kinds of dishonesty in order to accomplish their ultimate goal to pass the exam with no remorse. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Are Video Games Designed to be Addictive?(ETHICOMP 2018 - Polish-Japanese Academy of Information Technology (PJAIT) and SWPS University of Social Sciences and Humanities Tricity, Sopot, Poland, 2018-09-24) ;Zdravkova, AnaProblematic video game behaviour has been an increasing issue in the past decade with the increase of access to the Internet, mobile phones and of course, personal computers. Cases have been reported of aggressive behaviour, isolationism, escapism and even death when it comes to compulsive playing. But at the same time, video games are a possible career since massive tournaments are held annually with large prize pools from sponsors and from other users, across various games and genres. Is this pastime activity purposefully created to be addictive, in order to form a loyal target group of users that will stick around a game no matter what, or is it an activity that is so attractive to vulnerable users that it becomes a serious addiction? Are video games to be perceived as a relaxing activity with a possible career such as football or is it something to be more associated with the usage of drugs? - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Deploying Production-Grade Kubernetes Cluster(2019-05); Deploying a production-grade Kubernetes cluster is a challenging feat, mainly because of all the different services that need to be integrated with each other. We examined Kubespray, which is an open-source project whose purpose is to automate the deployment of stable clusters, as well as ease the future administration and lifecycle management along the way. Additional components can be installed during the deployment process that enrich and improve the cluster capabilities. We used Kubespray and together with other open-sources projects we created production-grade Kubernetes cluster ready for real deployment scenarios. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, USING SCOTTIE GO! AS GAME BASED LEARNING TOOL FOR COMPUTATIONAL THINKING COURSE(IATED, 2018) ;Videnovik, MajaTrajkovik, VladimirThe pervasiveness of information and communication technologies in everyday life imposes the need to be digitally proficient. Computational thinking and learning to code are necessary 21st century skills for students. Those skills can drastically influence future labor market. Carefully planned educational approaches must be used in order to develop computational thinking skills at primary school level. We propose to use game based learning combined with flipped classroom and collaborative team work. This can utilize students’ energy and enthusiasm they have when playing games, in achieving educational goals. This methodological approach is also very useful to develop different level of digital competences focusing on a technology as a tool for achieving certain goal. Scottie Go! is an interactive puzzle-based mobile game which aims to involve primary school children in coding using approach similar to popular block based coding approaches such as Scratch coding environment. The coding is very similar to making the ordinary paper puzzle, where each part of the puzzle is one coding instruction. The “compiling” of code is done using mobile app camera-based interface that is very popular among students. This simple and tactile approach makes easier for young learners to deal with abstract coding concepts without depending on technology at one side, and developing sophisticated digital competences (simplified augmented reality) at other side. The collaborative game approach is used in order to integrate less interested or talented students in achieving learning outcomes in a very natural way. By playing the game students have both fun and possibility to learn from the other in the flipped classroom manner. The proposed approach was used with 120 students from six different primary schools over a period of two months. The students than took part in the survey concerning their overall experience in using the game for development of computational skills. Information concerning students’ interest in the game, ease of use, students' quality of experience and correspondence to educational goals were obtained using the survey. In addition, An exam has been carried out to evaluate students’ learning achievements and long term knowledge. Survey results together with exams’ results indicate that the proposed approach has created collaborative, stimulating and motivational learning environments which lead to successful achieving of learning outcomes. Proposed teaching methodology and results of the survey are presented in the paper. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Influence of the low-cost digital contents in improvement of the students' learning experience(2012) ;Tusevski, VaseTrajkovik, VladimirIn the study process, the students have problems understanding parts or of the whole course curriculum. The most frequent reasons for these problems are: the student absence of one or more successive lectures, or the student lack to understand parts of the course curriculum. Depending on the structure and dependability of the lessons in the course curriculum, the student can have problems with small part or large number of lessons in the course curriculum. These might lead to complete misunderstanding of the course curriculum. In order to solve this problem, development and deployment of additional digital content is usually needed, which is both time and budget consuming. The high development and maintaining price are most common arguments which cause resistance against deployment of such systems in the educational institutions. In this article, we propose a model for broadening of the traditional study process by using low-cost digital content and distance learning. This model is inexpensive for deploying, administering and supporting and is simple to use, while the greatest benefit is increasing the students’ learning experience. In the paper, we will describe the distance education model that was used for content sharing together with the student survey reflecting on the achieved quality of learning experience. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, E-Government Sophistication of E-Services in Republic of Macedonia(Faculty of Computer Science and Engineering, Ss. Cyril and Methodius University in Skopje, Macedonia, 2012) ;Budinoski, KosteTrajkovik, VladimirThis paper presents the state of e-Government sophistication in Republic of Macedonia for the period 2007 up to 2010. The survey is done using the 20 basic public e-services. Results showed that further progress will need to be made on two–way interaction. More progress is achieved in G2B (Government-to-business) services, and majority of applications were aimed at facilitating the communication between the government institutions and the business community. We additionally present comparison of online sophistication between Republic of Macedonia and European countries. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, QoE Measurement in E-learning Systems Based on a Videoconferencing Platform(2012-05-01) ;Malinovski, Toni ;Vasileva-Stojanovska, TatjanaTrajkovik, VladimirE-learning educational systems are constantly being evaluated in a terms of performance, availability and their capacity to meet the end-users needs at the end. Technical behavior of the equipment, infrastructure-related parameters, overall QoS performance are lacking sufficient information about the end-users’ experience. This paper explores videoconferencing implementation of an e-learning system, considering both necessary QoS controls (of the underlying videoconferencing infrastructure) and students’ QoE perception (of the achieved learning). We propose basic and extended QoE measurement methods. In the basic model, we combine two different techniques based on surveys and cognitive interviews for students’ evaluation in order to decrease the measurements errors and provide proper results. The extended approach based on ANFIS neuro-fuzzy model, is used to identify the causal relationship between input parameters of both objective and subjective nature, and the resulting QoE. The extended model uses the QoE estimation from the basic model as a subjective input variable to the system. To evaluate results of the basic model and support our claims, test experiment is conducted with videoconferencing application in two combined learning sessions, while gathered information is process through the proposed basic QoE measurement model. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, A concept for a smart web portal development in intelligence information system based on SOA(2013) ;Ackoski, Jugoslav ;Trajkovik, VladimirSerafimova, NevenaThis paper presents a concept for Service Oriented Architecture (SOA) approach in a prototype of an Intelligence Information System (IIS). IIS prototype, based on SOA, could offer better coordination among institutions involved in intelligence thus providing increase of intelligence effectiveness. This approach can serve as a foundation for the establishment of the Integrated Intelligence System, which is based on services as software components. Here, our main interest is the upgrading of the Intelligence Information System with a Smart Web Portal, composed of three modules combined together to automate the Intelligence Cycle. The purpose of this feature is to serve as a platform for integrating Intelligence’s information collected by different sources and ensure information delivery to the right end-user. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Managing Risk In Transmission System With Implemented Service Oriented Arhitecture(2013) ;Kiteva Rogleva, Nevenka ;Trajkovik, Vladimir ;Fustik, Vangel; The purpose of the paper is to analyze power system disruptions, high voltage (HV) equipment condition and to provide a methodology for their interception and risk reduction. Risk management in energy companies refers to the analysis, identification and quantification of risk events. Web services and Service Oriented Architecture (SOA) are used for system planning and analysing. Risk planning and identification phase includes database design for defined risks, reasons for their occurrence and consequences of the emergence and proposing responses to address the risks in the energy sector. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Evaluation of physical activities recommendation methodology for blood glucose level regulation(Institute of Advanced Engineering and Science (IAES), 2014-12); ;Koceski, Sasho ;Vlahu-Gjorgievska, ElenaTrajkovik, VladimirProviding patients with convenient health facilities at a low cost has always been a great challenge for health service providers. Moreover, the fast changing life style of the modern world and the problem of aging society pose an urgent need to modernize such facilities. The emphasis has to be paid on providing health monitoring in out-of-hospital conditions for elderly people and patients who require regular supervision, particularly in remote areas. This paper presents a recommendation algorithm, which incorporates collaboration and classification techniques in order to generate recommendations and suggestions for the physical activities that the users should carry out in order to improve their health. The algorithm has been evaluated using generic data and considering the daily food intake. The results of the experimental evaluation show that the algorithm is robust and could suggest the physical activities that might compensate the influence of the food intake over the blood glucose level.
