Navegando por Autor "Cysneiros Filho, Gilberto Amado de Azevedo"
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Item Desenvolvimento de uma abordagem para o aprendizado de cultura gastronômica brasileira com utilização de game learning analytics para avaliação de sua efetividade(2024-03-06) Farias, Caio Henrique de Souza; Cysneiros Filho, Gilberto Amado de Azevedo; http://lattes.cnpq.br/0534822491953359Exploring aspects of national gastronomic culture not only enriches understanding of a fundamental part of cultural identity, but also promotes the appreciation and preservation of culinary traditions. Given this scenario, it is necessary to seek effective methods to disseminate this knowledge, with educational games being one of the most promising strategies to achieve this objective. However, the effectiveness of these games is not always guaranteed in the teaching process. To evaluate this effectiveness, we propose the use of Game Learning Analytics, an approach that analyzes data that is collected during the player’s interaction with game elements. This study presents the development of a game that aims to serve as an approach to learning Brazilian gastronomic culture, while using Game Learning Analytics as an essential tool to measure and improve its educational effectiveness and Generative AI for generation of questions relating to educational objectives. This study obtained satisfactory results, demonstrating that the game developed was effective in improving players’ knowledge about the topic covered, with 93.7% of players presenting a Master or Leaner profile.Item Planejador de roteiros turísticos: uma aplicação do Problema do Caixeiro Viajante na cidade do Recife(2018) Bispo, Rodolfo César; Cysneiros Filho, Gilberto Amado de Azevedo; http://lattes.cnpq.br/0534822491953359A mobile application (proof of concept) has been developed providing route recommendations for tourists visiting Recife by walking. The tourist selects the points of interest (POI) he wants to visit and the application recommends a route. The tourist can choose the points of interest from a list of points and view them on a map. The application also provides detailed information on points of interest to aid in the choice. Three algorithms were implemented to recommend the route. The algorithms were compared in terms of execution time, impact on the total length of the route generated, memory and CPU usage. The Brute Force algorithm presented a skillful execution time in up to 8 chosen points. Nearest Neighbor moved away more and more of the optimal solution as the number of points increased,while its combination with 2-OPT resulted in an optimization of up to 50 minutes in the route duration.Item Sistema de recomendação de restaurantes, baseado em três tipos diferentes de filtragem de dados, nos bairros do Recife-PE(2021-12-20) Silveira Filho, Daniel Guilherme da; Cysneiros Filho, Gilberto Amado de Azevedo; http://lattes.cnpq.br/0534822491953359Considering that the city of Recife is in third place for gastronomic centers in Brazil, and that currently the amount of information present on the internet is bordering on infinity, tourists and even the local population go to the most popular restaurants. A consequence of this is that small accessories, which do not have a strong publicity for their brand, end up going out of business in the first five years of existence. Therefore, a research was carried out on recommendation systems, an analysis purpose for the development of a restaurant recommendation system, based on three different types of data filtering techniques, in the neighborhoods of the city of Recife. Therefore, it is necessary to explain the fundamentals of the filtering techniques that will be used in the development of the system, in addition to identifying how to define, collect, treat and analyze the data provided for the construction of the system, analyze the development of a recommendation-based system in the content, analyze the development of a recommendation system, based on the user, analyze the development of a hybrid recommendation system and finally identify which recommendation technique best results. A study is then carried out on the database, selection, collection and processing of data provided for the construction of the system, in addition to modeling a sample of people and results to be recommended, a study was also carried out on recommendation systems, definition, emergence and main filtering techniques, used in similar works, thus it was necessary to define which attributes and parameters to be collected, in addition to a modeling of the data capture form and development of the three selected collaborative filtering techniques, and finally, system tests are carried out to prove its functioning and analysis of collected data. Therefore, it appears that although the content-based filtering technique stands out in the results, the difference between this type of filtering and collaborative filtering was not significant, which imposes the observation that the recommendation system, based on neighborhoods , brings ease and convenience to users, in addition to promoting the brand of neighborhood restaurants and expanding tourism in the city of Recife, but it requires more interaction and information from registered users, to become more precise in their recommendations.Item Trilhas virtuais de aprendizagem usando A-Frame e ARCore: um estudo comparativo(2023-04-24) Freire, Rubson Hebrain de Lima; Cysneiros Filho, Gilberto Amado de Azevedo; http://lattes.cnpq.br/0534822491953359; http://lattes.cnpq.br/4399026655441639This article presents a comparative study on virtual and augmented reality technologies that can be applied for learning. It is fundamental before using the technologies, to explore with the objective of understanding and knowing how to apply them better. In particular, the study was carried out on A-Frame and ARCore in order to identify how these technologies can contribute to the creation of virtual learning paths. A comparison was made between the characteristics and functionalities of the technologies for the development of virtual learning trails by specialists. A-Frame and ARCore technologies were used to create two virtual track experiments. The experiments were evaluated through questionnaires. In this way, we had a result, which showed that more than 80% of the participants evaluated the project as significant for learning.Item A utilização de Game Learning Analytics em um Serious Game voltado ao turismo(2020-11-05) Spinelli, Christian Rabelo do Nascimento; Cysneiros Filho, Gilberto Amado de Azevedo; http://lattes.cnpq.br/0534822491953359; http://lattes.cnpq.br/7006082986551649The digital games market has been consolidating in Brazil and its capacity to capture the attention of players allows games to be used educationally, with the development of Serious Games . Serious Games are games that are not only intended to entertain, but also to teach the player, including with regard to tourism. It aims to teach characteristics and customs of places for its inhabitants and tourists. The purpose of Game Learning Analytics is to gather information and analyze data from Serious Games for the purpose of improving its functionality and measuring learning. There are several ways to apply Game Learning Analytics to Serious Games and one of these ways is to use quizzes and mini games in parallel with the main game, within which approach the player should have a main mission in the game that encourages him to play and get resources to progress in the game as a result of having access to the learning mechanisms. From this approach, this article will describe the development of a Serious Games focused on tourism using Game Learning Analytics.Item Utilização de Game Learning Analytics para verificação do aprendizado em jogo sério voltado ao ensino de zoologia(2019) Farias, Laura Lobo de; Cysneiros Filho, Gilberto Amado de Azevedo; http://lattes.cnpq.br/0534822491953359; http://lattes.cnpq.br/5281211059562823Digital games are tools capable of aiding in learning, games developed exclusively for this purpose are called Serious Games. Serious Games are used in several areas of learning including in the field of Zoology, which aims to train people who know the characteristics of animals and relate ethically with them. However, Serious Games face some problems, one of these difficulties is to understand how players interact with the game and how the learning process takes place. With Game Learning Analytics it is possible to collect and analyze data from the Serious Games with the aim of improving their practical applicability and thus to develop more effective educational games. In this project, we developed a Serious Game capable of assisting learning in Zoology and its effectiveness will be analyzed through the use of Game Learning Analytics.
