TCC - Bacharelado em Sistemas de Informação (UAST)
URI permanente para esta coleçãohttps://arandu.ufrpe.br/handle/123456789/2936
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Item Análise sensorial: desenvolvimento de um sistema computacional para verificação de aceitação de produtos(2021-03-02) Queirós, Dilva da Silva; D'Emery, Richarlyson Alves; http://lattes.cnpq.br/3553920177544450; http://lattes.cnpq.br/5152329770233157Sensory analysis assesses consumer satisfaction with products by perceiving emotional reaction through feeling, in particular, facial expressions. However, it often uses manual and expensive processes, with human errors, from the wrong understanding of reaction to registration. This article presents a computational system that assists the analysis of photosensitive products. The system uses Arduino and software to control LED-RGB lights, manages experimental sessions, framework for recognizing facial expressions by Convolutional Neural Networks, multiplatform desktop graphical interface and database. As a result, there is a solution that guarantees the security and reliability of information.Item Avaliação de Usabilidade do Portal de Transparência de Pernambuco(2021-03-04) Vitório, Mayara Maira Nogueira; D'Emery, Richarlyson Alves; http://lattes.cnpq.br/3553920177544450; http://lattes.cnpq.br/0892800360916330Usability must ensure an easy, pleasant user experience toward products. Research involving users analyse both qualitatively and quantitatively their interest and satisfaction concerning a product. In this study, an investigation has been conducted on user experience accessing the Transparency Portal of Pernambuco (PT-PE) from the user perspective, who performed tasks and answered a questionnaire with criteria to the Brazilian Freedom of Information Act and design principles. Hypotheses were validated by Chi- Squared and ANOVA tests. System Usability Scale was used for satisfaction analysis. The usability of PT-PE was considered satisfactory and transparency contributor, although improvements may be necessary for further improvement.Item Desenvolvimento de um Ambiente Educacional para Auxiliar o Ensino de Lógica de Programação: uma abordagem com arduino, blocos de montar de plástico interligados e programação em blocos(2019-12-19) Brito, Alan Limeira; D'Emery, Richarlyson Alves; http://lattes.cnpq.br/3553920177544450; http://lattes.cnpq.br/5397050619245987Currently, as schools undergo transformations in their teaching methods, some still use traditional tools, on the other hand, other updated updates. Technology in schools can develop new skills, such as logical thinking, or who welcomes students both at school level and in relation to everyday activities and their working life. The teaching of programming logic is already part of the basic curriculum of many countries, which are related to the importance of logic as a basis for the development of children. In the information society, the use of technologies as a tool to help teachers has gained notoriety, in this sense, Educational Robotics becomes an alternative means for teaching and, consequently, can improve the performance of children in the study of programming logic. . It is in this context that we decorate this research, focused on the development of an educational environment for the teaching of programming logic. The developed environment uses the JavaScript code programming method and block programming, which are used in blocks to drive hardware developed from the combination of interlocking plastic assembly blocks and Arduinopowered electronics. An electronic interface is encapsulated to address any complexities. Thus, as a major contribution, this work brings the development of a solution for teachers and students assisting in the process of teaching and learning the logic of programming, mainly because it is a low cost solution that can be used in work situations and / or in a school environment.Item Desenvolvimento de um ambiente para auxiliar a prática de lógica de programação: uma abordagem de gamificação(2021-03-03) Nogueira, José Elvis da Silva Souza; D'Emery, Richarlyson Alves; http://lattes.cnpq.br/3553920177544450; http://lattes.cnpq.br/7744856274390660Introduction: learning to program is difficult, a fact verified by the high failure rates in courses in the area of Computing, one of the causes being the difficulty of assimilating logical-mathematical concepts. Educational soft- ware is an alternative to mitigate this problem. Objective: to present the deve- lopment of a game that helps in the practice of Logical Expressions. Method: the coding will be in Java. The organization is given in MVC. XML is used for data storage. The game was assessed using the MEEGA methods; SUS and hy- pothesis testing. Results: it was verified through the SUS evaluation, reconciled the analysis of the applied questionnaire that the game has characteristics that help in learning, in addition to the quality of the same.Item Desenvolvimento de uma Plataforma para Auxiliar Tratamentos Fonológicos(2021-03-09) Silva, Breno Silvério Limeira; D'Emery, Richarlyson Alves; http://lattes.cnpq.br/3553920177544450; http://lattes.cnpq.br/8532592523470199Phonological disorders, also called phonological disorders, can be characterized in several ways, requiring a form of treatment in each of them, which can be through repetition of words, naming of images, assimilation of sounds, etc. This paper presents a computational solution that assists in the speech pathologists decision-making and brings them closer to patients through remote treatment. It uses web software for speech pathologists analysis and Android mobile application to perform tasks by patients, encouraging the practice of activities proposed in the treatment of phonological disorders.Item Desenvolvimento e avaliação de usabilidade do jogo educacional Desktop JAvatar para o ensino da programação orientada a objetos: uma abordagem gamificada(2021-03-02) Veras, Williany Thalita Almeida; D'Emery, Richarlyson Alves; http://lattes.cnpq.br/3553920177544450; http://lattes.cnpq.br/4632297675232947The teaching process demands solutions thatencourage student participation and interest. Digitals Games afford a higher level of motivation and interactivity. Goals: Present the JAvatar game and your usability assessment. Methods: Java, XML and architectural patterns are used with iterative and incremental development. The usability assessment uses prospective technique by questionnaires with analysis by Chi-Square, ANOVA and System Usability Scale. Result: An educational game is presented that provides significant contributions to the teaching-learning process of Object Oriented Programming and your design was classified as excellent.Item PaintCode: um ambiente de programação baseada em blocos para o ensino de conceitos básicos de ProgramaçãoSilva, João Emerson Niculau da; D'Emery, Richarlyson Alves; http://lattes.cnpq.br/3553920177544450; http://lattes.cnpq.br/6960607042909886Introduction: Programming is a challenge in Computing, both for its complexity and for being a subject not taught in basic education. With educational software, its introduction and practice can be aided. Goals: To present the PaintCode software that helps teaching and learning of basic programming concepts. Methods: Use Python, the MVC architectural pattern, good design principles and block programming. Usability assessment uses System Usability Scale (SUS) and statistical inference by Chi-Square and ANOVA. Results: SUS is 91.38 points, with best imaginable adjectives SUS and hypothesis is proven a significant contribution to the teaching and learning process of basic programming concepts.Item Utilização de pentest na prevenção de ataques cibernéticos às organizações(2018) Vieira, Yago Dyogennes Bezerra; D'Emery, Richarlyson Alves; http://lattes.cnpq.br/3553920177544450With the evolution of technology, new devices are created, more users connect to the Internet and become addicted. Black hats have found that information and data are valuable to users and businesses and use knowledge for illicit purposes, stealing data, leaving companies totally inoperable after attacks, achieving profit or even competitive advantage. Knowing that no system is totally safe, criminals are looking for failures to innovate more and more in their attacks and only the big and medium companies are concerned about security, some medium and small only care when they suffer some type of damage resulting from a security breach of information. Even if companies invest in security it is necessary to apply it correctly, and an exploited vulnerability can compromise the entire corporate environment. Information security is an area of computing that aims to protect systems and devices against potential threats using the international standards and prevention recommended by experts in the field. Unknown to many companies, Pentest allows them to test their level of protection by testing the entire environment, simulating a real attack by a criminal, and measuring the risk and consequences of such attacks. Pentest is carefully carried out between contractor and contractor to ensure that none of your services stop while the tests are performed, you can still use a sequence based on certain methodologies, depending on the customer's needs. Given this scenario, in this monograph, it is discussed and proposed the use of intrusion testing in the prevention of cyber-attacks to organizations. The work showed that it was possible to carry out security tests in a company's computing environments, which would lead to the leakage, alteration and destruction of information from both the company and all its customers if they were discovered by a black hat. Real flaws were exploited in the computing environment of a company, which did not have the culture to protect its information. The main objective of the work was to demonstrate a method of security failure analysis (Pentest) and the use of some invasion techniques used by black hats, which if implemented by security teams will help to prevent attacks based on this type, organizations that must cultivate a culture of protection of their data, because even with all necessary security, no system is totally safe. As results there were flaws that could be exploited and consequently could cause damages such as: access leaving company systems unusable, destruction of data alteration and theft, disclosure of personal data without authorization, and if these risks occurred, would result in incalculable losses. Tests the company has been willing to invest in security and fix the flaws.