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

Agora exibindo 1 - 6 de 6
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    Privacidade e Segurança na Engenharia de Requisitos: um mapeamento sistemático da literatura
    (2021-03-09) Napoleão, Juliana Mayara Gomes; Albuquerque, Hidelberg Oliveira; http://lattes.cnpq.br/0955255065576989
    Requirements Engineering seeks to adapt techniques and tools to assist software development professionals in effectively meeting users' requests, thus minimizing the amount of errors and their subsequent correction costs. This work performs a Systematic Mapping of Literature in the scope of Requirements Engineering with a focus on two Non-Functional Requirements: Data Privacy and Security. The mapping carried out sought to answer the research questions through publications in the annals of events, magazines and digital libraries of distinction in the area of Requirements Engineering, in the period from 2014 to 2019. The results of this study can help students, professionals and researchers on the that has been explored in these areas of Requirements Engineering, and to show an overview of how they have been employed within software projects and / or business process models.
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    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/5152329770233157
    Sensory 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.
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    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/8532592523470199
    Phonological 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.
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    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/2686517069765187
    Introduction: 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.
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    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/5324359469734479
    Introduction: 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.
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    Informe City: plataforma para informar e gerenciar problemas de infraestrutura urbana
    (2018) Albuquerque, Natan de Souza; D’Emery, Richarlyson Alves; Pires, Glauber Magalhães; http://lattes.cnpq.br/1159581534108735; http://lattes.cnpq.br/3553920177544450; http://lattes.cnpq.br/6942586955274004
    Introduction:In recent years there has been a significant increase in popular participationin public administration due to the use of information technology and the development ofcommunication mechanisms between population and government. These technologies appliedin public management gave rise to e-government. With the emergence of new devices suchas smartphones and the increasing increase of its users, it allowed the emergence of a newapproach to participatory public administration, which became known as mobile government.Among the focuses of urban management are urban infrastructure services, with their technicalnature characterized by systems and technical subsystems. These systems are subject to theappearance of problems that can compromise its operation, it is the responsibility of the municipalgovernment to solve them in the environments of the cities. The main difficulty of the governmentin this process is to identify the emergence of these problems. One approach to minimizing thischallenge is to stimulate society so that it can help in this process by reporting the problemsencountered because they are part of their day-to-day lives. This approach has been used formany years, but through limited means such as telephone exchanges and forms, which hinder theprocess for both parties.Objective:The objective of this work was to develop a software platformthat facilitates the process of dissemination, monitoring and control of urban infrastructureproblems. Method: It was based on steps common to software development processes, suchas: requirements gathering, use case planning, modeling of system components using UnifiedModeling Language, implementation, and validation tests. The platform was developed in theclient-server architecture, through a Web service in the architectural form Representational StateTransfer (REST) and two client applications. The Web service was developed using the Goprogramming language and MongoDB as the database. The first client application was used tomanage the problems reported on the platform. It was developed to be a single-page application,using the TypeScript language with the Angular framework 6, used the GoogleMaps JavaScriptAPI v3 and was styled with the CSS Bootstrap framework. The second client application wasdeveloped in the TypeScript language using the Ionic and PhoneGap frameworks, and wasdesigned to run on the Andoid, iOS and Window Phone platforms. This application made useof the GoogleMaps JavaScript API v3. At the end of the development, the applications weretested. The Web service was validated through unit testing, white box and load performance test,black box, using the latter the Vegeta tool. The two client applications were tested by functionaltest based on use cases and test cases. After running these tests the applications were validatedbecause they met your requirements.Conclusion:After the development and validation ofthe systems, it was verified that they met the requirements and objectives raised in this work.In this way, a software platform has been developed that facilitates the population to reportproblems through their smartphones and that provides the government with a tool to managethese problems.