TCC - Bacharelado em Sistemas de Informação (UAST)
URI permanente para esta coleçãohttps://arandu.ufrpe.br/handle/123456789/2936
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Resultados da Pesquisa
Item Avaliação da usabilidade dos aplicativos móveis que auxiliam na mobilidade urbana(2019-12-12) Pinto, Dayla Rodrigues; Brennand, Celso Augusto Raposo Lisboa; Brennand, Camilla Valéria de Lima Tenório; http://lattes.cnpq.br/9083076050421030; http://lattes.cnpq.br/1245516173722185; http://lattes.cnpq.br/5162065228796368Urban mobility is defined as the ease of displacement of people and goods in urban roads, ensuring the movement of different modes between their areas. In this segment, with the increasing use of applications on mobile devices, mainly in geolocation services, has provided the development of applications that support urban mobility, allowing people access to important information for their displacement, such as, tracing routes, locating addresses, congestion information, road conditions, accidents. These applications have a specific characteristic in their context of use, since they are commonly used during vehicular driving. Consequently, the usability of these applications should provide intuitive and simple interaction with the interface, for these applications to be satisfactory and to be used effectively. In this context, the aim of this work is to evaluate the usability of the applications that assist in urban mobility, whose focus is to assess the quality of the interaction and interface of the applications that are used while driving. In order to perform this evaluation, the heuristic inspection method will be used, through the SMASH heuristic evaluation, specific to smartphones, the test will be carried out by online form, for the collection of quantitative and qualitative data, with an exploratory approach. As a result of this work, it evidenced the pertinent usability problems in the applications, the indicative and positive and negative influences that affect permeate the use, the factors that negatively impact user satisfaction, as well as a comparative analysis of which application gets the best performance in this context of use. In conclusion, the Waze application has more users than Google Maps, yet it presented the most usability problems in both evaluations, which implies that for its effectiveness to be permanent and more satisfactory, it must take into consideration the problems. according to their severity. The problems contained in Google Maps, in part, are similar to those in Waze, containing some features that also require corrections.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 Brincalculia: um objeto de aprendizagem destinado a discalculia(2019) Lopes, Victor Matheus da Costa Teixeira; D’Emery, Richarlyson Alves; http://lattes.cnpq.br/3553920177544450; http://lattes.cnpq.br/2686517069765187Introduction: The difficulties of learning are present in its most diverse fields of study, Mathematics is considered by students as one of the most difficult subjects of learning. The problem is that most people close to the students associate learning difficulties with laziness ot lack of interest on the part of the students. In this scenario is the Dyscalculia, which despite being considered a mental deficiency, limits cognitive processes for the learing of Mathematics. thus, it is necessary to think of solutions that aid in the exercise and development of the discalculic student. These introduce learning objects that are digital resources or not, which aims to help and stimulate students learning and can be a means to aid in their learning. Objective: This work aims to develop a Learning Object for discalculic students. Materials and Methods: Investigated characteristics of dyscalculia and, from your types, activities have been established that can exercise dyscalculia. After that, the learning object Brincalculia was developed and, because it is a Role-Playing Game, is described in a game design document containing the whole subject, mechanic and story approached. The development is given on the development platform Construct. Followed the model of development the iterative and incremental; and your interfaces follow best practices of design principles. Lastly there is an experimental design to validade your usability and acceptance through Sistem Usability Scale with a controlled experiment with prospective technique based on questionnaires applied to teachers and psychopedagogues. Results: This work resulted in a development of a learning object Brincalculia which, after its evaluation, was rated as excellent software that can be used by health professionals and education in the accompaniment of discalculic students.Item Ferramenta adaptável para auxílio no processo de coleta de dados em pesquisas estruturadas(2019) Nascimento, Thiago Lucas Freire; Albuquerque, Hidelberg Oliveira; Albuquerque, Héldon José Oliveira; http://lattes.cnpq.br/3563291777221100; http://lattes.cnpq.br/0955255065576989; http://lattes.cnpq.br/1424806662151417Science is born of the unceasing search for knowledge starting from the problematization and questioning of historical events about the world and the reality in which we find ourselves. The existence of science depends on the development of studies which may or may not be associated with a hypothesis that needs to be explained and proven. In order to carry out such studies, it is necessary to obtain a large amount of data that may represent a given reality. Subsequently, specific methods and techniques are applied to this data for extracting information that aids in the discovery of results, revealing answers to help with the understanding of a proposed problem or raising new questions. However, doing this task in the traditional way, i.e. manually is considered as an ineffective and uncomfortable task due to several factors, one of them being the occurrence of errors due to the high human interaction in the activities. The process of computerized data collection consists of reducing the human efforts that result from the activities operated manually. This work aimed to develop a computational solution to assist researchers in the process of collecting, storing and processing data in different research areas and settings. Therefore, we conducted a literature review of the available technologies and methods that could be used for developing the solution as a means of meeting the requirements demanded by the proposed domain. This study proposed the development of a tool that allows the researcher to better organize and manage his research. Furthermore, it offers a greater convenience to the researcher by enabling the collection of data through a mobile application, performing this activity in the research setting without the need of internet connection, in a centralized, integrated and secure way. On that account, a Web application was designed allowing the researcher to make the necessary registrations to carry out a research by following the progress of the process and viewing the results through descriptive statistical metrics. The combined use of mobile and Web structures permits users to access information and perform activities anywhere, anytime. For the activity of elicitation and analysis of requirements, several meetings were held with the research group formed by an advisor and five students that took the role of stakeholders in that context. The information about the process and its procedures was obtained through interviews with targeted questions and the prototyping technique were used during meetings with the stakeholders. The purpose of the evaluation was to assess the interface in search of possible problems that might compromise the user interaction experience with the tool and propose feasible improvements. For that reason, a questionnaire was applied with questions related to the type of evaluation with the team of researchers who participated actively in the development process and thoroughly used the tool in the research setting. Based on the evaluation results, it was possible to identify that the tool has some elements that need to be repaired. Another aspect revealed by the evaluation was the level of user familiarity with the tool, considering that there was no difficulty in answering the evaluation questionnaires. In conclusion, the developed tool helps researchers to conduct different types of studies by simplifying and reducing the efforts made through the process done in the traditional manner, that is, manually.Item Classificação automática de discursos de ódio em textos do twitter(2019) Nascimento, Robson Murilo Ferreira do; Souza, Ellen Polliana Ramos; http://lattes.cnpq.br/6593918610781356; http://lattes.cnpq.br/8962852253787699Hate Speech can be defined as any communication that denigrates a person by their ethnicity, race, religion, sexual orientation, nationality or other characteristics. This behavior is becoming increasingly common in social networks, where many people confuse freedom of expression with intolerance. Young people are the main users affected since they represent a portion which might be easier to be influenced by the ideology propagated by haters, which in turn spread violence, racism, xenophobia, religious intolerance, etc. The tool that might help to handle this issue is Text Mining, which is capable of capture patterns or trends of texts in natural language. This task can be defined as a method of extracting relevant information in unstructured databases or semi-structured. Given that the Twitter is one of the most used social networks in Brazil, this work aims to implement and evaluate supervised machine learning techniques in order to automatically identify hate speech in tweets. With that in mind, we build a corpus with data collected from Twitter and part of it is manually annotated and subsequently preprocessed so we can obtain the ground truth collection used for training and evaluation of the supervised models. Finally, we conduct a comparison between machine learning algorithms, namely the SVM, Naive-Bayes and Logistic Regression. Later, we identify the best model under the described domain.Item Heuristicidade: um software educacional baseado em Role-playing Game para exercitar princípios de usabilidade de software por analogias(2019) Nascimento, Nedson Vieira do; D’Emery, Richarlyson Alves; http://lattes.cnpq.br/3553920177544450; http://lattes.cnpq.br/5324359469734479Introduction: The increasing use of technology, through devices such as computers, smartphones and tablets, influence all sectors of society, therefore there is also a growing need for systems that are more interactive for human use. Disciplines such as Human-Machine Interface (HMI) study the usability surrounding computer systems, but some practitioners in the area often do not apply the principles of HMI in the software development process. It is essential to encourage the culture of using these principles through new teaching methods in the training of new professionals. In this context, digital games emerge, especially the Role-Playing Game (RPG), which have several characteristics, among them, a motivating effect. Objective: This paper proposes educational software based on RPG to assist in the teaching and learning process of undergraduate students in Computer, on the software usability principles. Materials and Methods: Software is cross-platform available for Web, mobile and desktop context. It has two versions, a complete one developed through the Construct and a prototype codified in Java organized in Model-View-Controller architecture; both developed by the iterative and incremental process. It is an RPG that, in its plot, narrates the adventure of a citizen residing in a city with diverse problems and, through its knowledge in principles of design, solves them. These problems are arranged in challenges through analogies to contemporary situations of a city. The player assumes the role of the citizen and must solve the challenges, through interaction with other citizens, mayor of the city and resources collection. The RPG interfaces follow basic principles of design and, for their elaboration, a survey was carried out in the RPG style game literature. The scenario is 2D and uses digital gaming techniques like sprites and tilemaps. It is described in a game design document. To evaluation the software and of your contribution in the process of teaching and learning, there was a controlled experiment with objective and prospective techniques from investigation by questionnaire applied to students who attended the discipline of HMI. The questionnaires follow heuristics of pedagogical usability and design principles. The analysis of the data was given by System Usability Scale (SUS) and by statistical inference by the Chi-Square test. Results: The Heuristicity RPG was classified, after the experiment, as excellent in the SUS evaluation. Statistical analysis evidenced the hypothesis that the software provides a significant contribution in the teaching and learning process of HMI principles. Conclusions: The use of games in Education can stimulate students' interest in the teaching and learning process. It was also observed the empathy of the students in the scenario proposed, mainly, to have a friendly interface, containing playful elements and arranged in current technologies of the daily life of these students.Item Comitê de classificador para mineração de opinião de eleitores brasileiros(2019) Souza, Guilherme Henrique Pereira de; Souza, Ellen Polliana Ramos; http://lattes.cnpq.br/6593918610781356; http://lattes.cnpq.br/2474970020729937The recent and exponential growth of social media and user-generated content on the Internet, provide a wealth of data to uncover the feelings, opinions, and experiences of users and customers. Among the various social media currently available, Twitter stands out, with more than 336 million monthly active users. Understanding what people are thinking or their opinions is critical to decision making, especially in the context in which these people express their comments voluntarily. For this type of analysis, opinion mining is used, also known as sentiment analysis, which analyzes people’s opinions, feelings and emotions about entities such as services, products, brands, individuals, problems, events and topics, be expressed in an unstructured form, as in texts, for example. The spread of social media also raises the possibility of delving deeper into the web to explore and track citizens’ political and electoral preferences. In this sense, recent studies explore social media as a device to assess the popularity of politicians during the campaign. Analyzing social media during an election campaign can be a useful supplement or supplement to traditional surveys, and among the reasons include the low cost and speed of real-time analysis. This paper aims to analyze the efficiency of a ensemble for opinion mining applications, using data extracted from Brazilian voters. In this study, an application of opinion mining was developed at the document level using ensembles, with the objective of analyzing the efficiency of the ensembles in such applications. For that, data extracted from Twitter containing opinions of Brazilian voters were used. Six pre-processing configurations and three ensemble approaches were evaluated: Voting, Bagging and Boosting. The results were obtained in terms of Accuracy. According to the experiments, configuration 3, which uses stopwords, n-gram and TF-IDF, achieved the best results, with a 90.26% accuracy for the committee that used the Boosting approach.Item Análise comparativa de métodos de aprendizado supervisionado para mineração de opinião dos usuários da plataforma de e-participação votenaweb(2019) Nascimento, Eliaquim Moreira do; Souza, Ellen Polliana Ramos; Santos, Diego George da Silva; http://lattes.cnpq.br/1433346297212674; http://lattes.cnpq.br/6593918610781356; http://lattes.cnpq.br/6033431769198675With the help of information technologies, it is possible that the media and participatory media are recognized as democratic and participatory, as well as the participation and collaboration platforms, also known as e-participation and e-collaboration. However, although it is a problem, it is necessary to have a broader view on the perspectives, it is a process that is not analyzed and does not have a process of presentation or bill. It is impossible to be human completely in all content in a reasonable amount of time What has sparked an interest in the community of systems able to obtain additional information about the data type automatically. Opinion mining, also known as sentiment analysis, is an area of study that analyzes people’s feelings and opinions about entities, such as products and services, unstructured formal expressions, such as text, for example. This study, this investigate the case of the class comparator and technique to pre-processing the reviews of users of topics-and-collaboration and e-collations available for the Brazilian citizens. As this article was published, it was published in the magazine Aplications of the portal VOTENAWEB, in view of what is widely used, in addition to allowing publications to comment on a set of projects. Supervised learning algorithms with data preprocessing techniques were evaluated: storpwords removal, keywords, N-gram, TF-IDF and word embedding, a set of instructions for keyword mining. . The linear regression algorithm was the best result with accuracy of 88.22% and f-measure of 87.07%, while the deep learning of the old meaning was accuracy of 84.96% and f-measure of 84.90%.Item Info saúde: uma aplicação mobile para auxiliar usuários da saúde pública no Brasil(2019) Silva, Dhonatan Diego Marinho da; D’Emery, Richarlyson Alves; http://lattes.cnpq.br/3553920177544450; http://lattes.cnpq.br/2377670834761465Over the years, the world in which we live has undergone several changes, among them the health sector and technology. These changes have awakened the need for rapid, accurate and available information at any time and place, providing a significant growth in the use of mobile applications in smartphones. In contrast, public health in Brazil still faces a number of problems can be cited: overcrowding of hospitals, bureaucracy in marking consultation, lack of medicines and doctors, and lack of accurate information on the location of establishments, and the specialties of physicians who work in the same. Information that is fundamental in the speed and precision of the patient’s decision. From this context, this project aimed to develop an app that contributes making available data about establishments and doctors working for services of the Brasilian Unified Health System. The software uses the data from the state of Pernambuco, which was obtained through the DATASUS website, which is an agency of the Department of Strategic and Participatory Management of the Ministry of Health, which has the responsibility of collecting, process and disseminate health information. The application still uses the Google database, Google firebase, which has several features, which used Authentication and Realtime Database among them, the first one that guarantees better control over the users and the second allowing a visualization and change in real time of the registered data, finally the establishments are geo represented in the application through api Google Maps. The application also counts, with the possibility of 2 users, the citizen, who can view the data, register a profile, inform dependents; and the administrator, who will be responsible for maintaining the data in app.Item O mapa da inclusão: um sistema de apoio à decisão para análise da inclusão escolar no estado de Pernambuco(2019) Maia, Davi José Mendes; Souza, Ellen Polliana Ramos; http://lattes.cnpq.br/6593918610781356; http://lattes.cnpq.br/6070011163968954Introduction: Scholar inclusion is the process of insertion, maintenance and support for People with Disability (PwD) in classrooms of regular schools. The effort for social and scholar inclusion of PwD in Brazil is the answer to a situation that perpetuated segregation and restricted the full development of these people. With the introduction of the Brazilian Inclusion Law, in 2015, it is mandatory to enroll students with disabilities in regular teaching rooms and begin discussions about the inclusive process. To assist discussions on these issues, two important technologies can be listed: Open Data and Decision Support Systems. In the context of open data, the publication of these data helps to understand how these data impact daily life and how the dissemination of these data can help in the construction of policies that improve the quality of life of the population. Due to the large volume of data presented in these databases, the use of Decision Support Systems can optimize the use of these databases, mainly by making information available consistently and immediately. Goal: In this sense, the objective of the present work is to build a Decision Support System to monitor the enrollment of students with disabilities, education institutions and educational indicators of the state of Pernambuco through the microdata of the school census.Method: For this, a development method was used that would follow the bottom-up approach and comprised seven steps: planning, needs assessment, dimensional modeling, physical design of BD’s, ETC project, development validation and testing. The above method used as data source the microdata of the School Census for the period 2012 to 2016. The construction of the same used the tools: Pentaho Business Intelligence, Microsoft Power BI and PostgreSQL . Results: Results show a reduction in the enrollment of students with some type of disability in special classrooms and increase of the same in regular classrooms. Regarding the teaching stage, there was a reduction in enrolments of students with disabilities in early childhood education, elementary School is the largest holder of enrolment of these students, with respect to secondary education, there was a reduction in enrolments of these pupils in relation the typical enrollments. Regarding accessibility, the indicators showed that most schools in the state still do not have these resources. The educational indicators showed that the vast majority of the municipalities presented indexes below the recommended.
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