Academic & Scientific Articles
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Item The Future of BPM in the era of industry 4.0 : exploring new opportunities for innovation(CERIST, 2025-02) Khider, Hadjer; Meziane, Abdelkrim; Hammoudi, SlimaneIn today's digital age, the fourth industrial revolution has given rise to Industry 4.0. This new paradigm has brought new challenges for organizations, through a digital transformation. This digital transformation has profoundly impacted the way businesses operate, leading to a fundamental shift in the Business Process Management (BPM), affecting business models, processes, products, relationships and competencies. This transformation is based on the use of cyber-physical systems and information and communication technologies, in particular artificial intelligence and the Internet of Things. This paper aims to identify and define the main challenges, limitations, and opportunities of BPM in the era of Industry 4.0. Furthermore, it aims to identify potential future research directions. in addition to analyzing the impact of Industry 4.0 concepts and related technologies on the management of organizations and their business processes.Item Two-tower neural network for personalizing service recommendation in cloud environment(CERIST, 2025-02) Lebib, Fatma Zohra; Meziane, AbdelkrimEffective cloud service recommendation necessitates a deep understanding of both user preferences and the diversity of cloud services. This paper proposes a novel two-tower neural network architecture to address this challenge. By leveraging the power of neural networks, we create concise representations of users and cloud services, enabling highly personalized recommendations. Our two-tower architecture is designed to efficiently scale to the massive scale of cloud environments. Each tower, dedicated to users and cloud services respectively, integrates relevant features and interaction data to generate dense embeddings. Cloud services are then ranked based on their similarity to the user’s embedding, ensuring accurate and tailored suggestions. The proposed two-tower model was evaluated on the WSdream dataset for both regression and classification tasks. Experimental results consistently demonstrated superior performance compared to state-of-the-art recommendation techniques, including k-nearest neighbors and matrix factorization.Item Applied Gaming-Based Emotion- Driven on Disaster Resilience Training(CERIST, 2024-11) Hadjar, Hayette; Hemmje, Matthias; Hadjadj, Zineb; Meziane, AbdelkrimManaging stress in disaster response environments is a critical challenge that requires effective strategies to enhance the resilience and well-being of emergency responders. This study introduces DisasterPlay, a prototype web-based platform designed for resilience training. The prototype features a comprehensive model design, user interface, and implementation using WebXR, facial emotion monitoring, and contactless vital signs monitoring. This approach not only improves the training experience but also aids decisionmakers in selecting the most suitable candidates for high-stakes tasks, thereby enhancing resource allocation. Accessible via web browsers and utilizing cloud-based data processing, this innovative platform aims to provide a robust solution for advancing disaster response strategies.Item Toward an Approach for Job Recommender System: Leveraging Hybrid Techniques(CERIST, 2024-11) Khider, Hadjer; Meziane, Abdelkrim; Hammoudi, SlimaneThe rapid evolution of the job market, driven by digitalization and changing business environment dynamics, requires the development of sufficient job recommender systems. A significant number of challenges are facing those job seekers on LinkedIn professional social network. These LinkedIn users are seeking job-maker proposals that align with their business needs. Supporting these job seekers is a real challenge. In order to address this deficiency, we propose a methodology for job recommender systems on the professional social network LinkedIn, based on the user profiles on that platform. This paper presents a user-centric design approach and recommendation process for jobs based on the social profile of the LinkedIn users. The proposed approach to job recommendation combines hybrid techniques, integrating collaborative filtering, content-based filtering, context aware recommendation. In this paper, we introduce a user-centric and interactive framework that enables job seekers to interact with our Job Recommender System to provide the most relevant and valuable recommendations. The proposed framework is designed to addressing common challenges in the field; this approach aims to enhance recommendation accuracy and user satisfaction.Item Towards Big Data Analytics over Mobile User Data using Machine Learning(IEEE, 2023-01) Ichou, Sabrina; Hammoudi, Slimane; Cuzzocrea, Alfredo; Meziane, Abdelkrim; Benna, AmelMachine Learning (ML) is a science that forces computers to learn and behave like humans. As these systems interact with data, networks, and people, they automatically become smarter so that they can eventually solve or predict a practical issue in the world for us. The use of ML can be a giant leap for cannot simply be integrated as the top layer. This requires redefining workflow, architecture, data collection and storage, analytics, and other modules. This paper aims to discuss the issue of machine learning technique for analysis data of mobile user. First, we identified the machine learning benefits and drawbacks, challenges, advantages of using Machine Learning. Then, we propose a generic model of analytic mobile user data using ML, the model is centered on the machine learning component, which interacts with two other components, including mobile user data, and system. The interactions go in both directions. For instance, mobile user data serves as inputs to the learning component and the latter generates outputs; system architecture has impact on how learning algorithms should run and how efficient it is to run them, and simultaneously meeting. Mobile user data goes through several stages: prepossessing which includes the steps we need to follow to transform or encode the data so that it can be easily analyzed by the machine. Then, modelling in this step we will be clustering and classification the data obtained. Finally, evaluation, various measures of performance, accuracy, recall, precision, and F-measure were used to analyze the results of the naive Bayes, SVM, and K-nearest neighbor classification algorithms.Item On the challenges of mobility prediction in smart cities(Copernicus Publications, 2020) Boukhedouma, H.; Meziane, Abdelkrim; Hammoudi, S.; Benna, AmelThe mass of data generated from people’s mobility in smart cities is constantly increasing, thus making a new business for large companies. These data are often used for mobility prediction in order to improve services or even systems such as the development of location-based services, personalized recommendation systems, and mobile communication systems. In this paper, we identify the mobility prediction issues and challenges serving as guideline for researchers and developers in mobility prediction. To this end, we first identify the key concepts and classifications related to mobility prediction. We then, focus on challenges in mobility prediction from a deep literature study. These classifications and challenges are for serving further understanding, development and enhancement of the mobility prediction vision.Item Leap motion controller for upper limbs physical rehabilitation in post-stroke patients: a usability evaluation(2022-05) Hadjadj, Zineb; Masmoudi, Mostefa; Meziane, Abdelkrim; Zenati, NadiaStroke in Algeria is one of the most important causes of severe physical disability. Since the disease strongly influences the quality of life of patients, optimal solutions for the treatment of post-stroke patients are needed. The use of new technologies in the field of rehabilitation aims to reduce the impact of functional problems. Recent studies have shown that technologies such as virtual reality and video games can provide a way that can motivate and help patients recover their motor skills. In this paper, our objective is to evaluate the usability of the Leap Motion Controller virtual reality system (LMC), which is a sensor that captures the movement of the patient's hands and fingers without the need to place sensors or devices on the body, with serious games specifically designed for upper limbs rehabilitation in post-stroke patients. We measured the usability of the LMC system used with serious games as well as the level of satisfaction among healthy participants and post-stroke patients from Bounaama Djilali Hospital (CHU Douera) in Algeria. The results show favorable data, for the first time, the LMC is a usable tool, measured by the System Usability Scale (SUS). In addition, participants demonstrated good motivation, enjoyment and the majority of them said that they would like to use the proposed system in future treatment. Nevertheless, further studies are needed to confirm these preliminary findings.