TCC - Bacharelado em Ciência da Computação (Sede)
URI permanente para esta coleçãohttps://arandu.ufrpe.br/handle/123456789/415
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Resultados da Pesquisa
Item Virtualização de jogos tradicionais para aprendizagem de matemática: uma avaliação do jogo Cubra Doze em versão digital(2019-01-18) Silva, Ana Carolina Santos; Falcão, Taciana Pontual da Rocha; http://lattes.cnpq.br/5706959249737319; http://lattes.cnpq.br/0794195512627295The current research is guided by the growing use of games in education, as a teaching methodology that joins fun, logical reasoning, strategic planning, among other aspects. Prior to the Digital Era, physical games were already used in Math teaching, helping to develop students’ skills. With the increasing ubiquity of technological devices in people’s daily lives, especially the new generations, using digital technology in education is an inevitable trend. Therefore, in order to approximate the positive results of traditional games in teaching and the growing demand and interest of children and young people for digital games, this research aims to analyze the contributions of a digital game about the four Mathematics basic operations. In order to do this, the game called Cubra Doze was transformed into a digital version and an analysis was made considering the engagement and impact of the Human-Computer Interaction aspects in the user experience. After the game virtualization process, a case study was conducted with 32 students in the 1st year of High School to gauge the motivation and interaction with it. Notes registered while students were playing and an educational games evaluation questionnaire were used as instruments. The game was also evaluated based on 25 usability heuristics by 11 experts. The results revealed there are possibilities for improvements in the game’s usability, therefore it was verified there were positive outcomes related to the engagement in learning through a digital game as well as the collaboration and educational content attached to it, demonstrating how games are good educational tools to support learning.Item Como a (in)felicidade impacta nos engenheiros de software em ambientes ágeis?(2019-12-04) Amorim, Luís Felipe Cavalcanti de; Marinho, Marcelo Luiz Monteiro; http://lattes.cnpq.br/3362360567612060; http://lattes.cnpq.br/6498416955849459Given a scenario where IT organizations are increasing the use of agile practices, which is based on a people-centered culture along software development process, it is important to understand the social and human factors linked to those individuals, such as happiness and unhappiness and how these factors impact on this kind of environment. Therefore, 5 case-studies were developed inside agile projects, in a company that values innovation, aiming to identify how (un)happiness impacts on software engineers in agile environments. According to the answers gathered from 67 participants through a survey and using a cross-analysis, (un)happiness characteristics were identified as anxiety and frustration on younger respondents and unhappy ones, and high satisfaction and collaboration on happier ones.Item Desenvolvimento de um sistema com dispositivo portátil para auxílio no diagnóstico de coarctação da artéria aorta em neonatos(2018-08-16) Amorim, Jéssyca Karolinny da Silva; Barros, Abner Corrêa; http://lattes.cnpq.br/3825998752196688; http://lattes.cnpq.br/4499057406814333In recent years, advances in technology have brought unquestionable benefits to human life. Especially in the medical field, where some techniques and tests that were considered technically and economically unviable, have become usual. However, in some cases, the actual technology has not been sufficient to provide an early diagnosis of congenital diseases. it happens with Congenital Heart Disease (CC), with the most common CC being the Coarctation of the Aorta (CoA). Currently, available diagnostic methods are ineffective, leading to late diagnosis, which can lead to cardiac collapse, neurological damage, and death. In this way, the present work aims to propose an alternative to the development of a computational system that captures, by a low cost and mobile embedded device, and evaluate the photoplethysmographic (PPG) tags of neonates in order to aid in the identification and in diagnosis of CoA.Item Detecção de mãos através da combinação de técnicas de detecção de tom de pele e movimento para background complexo(2018-08-18) Sá, Vinícius Cavalcanti Nogueira de; Macário Filho, Valmir; http://lattes.cnpq.br/4346898674852080; http://lattes.cnpq.br/1197232523837982Technology has a social function to facilitate the life of its users, with its evolution, and with the emergence of globalization, the access to information and communication in general have become much more accessible for the general population. Nevertheless, groups with special needs still suffer from the lack of products and systems that can meet their needs. This work will make use of pre-existing technologies that can be used to make life easier for these users, especially deaf users. We live in a world where we are faced with an immensity of devices with cameras, or of equipment that can be connected to one, the computer vision becomes very important or otherwise, essential from this reality. Many areas use images to automate or assist their activities within their segments, whether they are for entertainment, industry or others. Thus, it is possible to realize the importance of image processing as a solution of problems in different areas. In this work it was used image processing to elaborate a possible solution in the hand recognition area, the use of the hand as a way of communication is evident. We can see it as a main character not only in everyday communication through gestures, but we can also use it in the control of computational interfaces, in the aid of immersion in virtual reality, in the manipulation of virtual objects in augmented reality or even as facilitator in the accessibility from the communication by signals, being this last example the key point of this work, that aims to facilitate the communication between deaf and possible users interested in the sign language through a new approach. Hand recognition was performed through a hybrid approach involving skin tone segmentation and movement, this approach was chosen to overcome the difficulties that each type of segmentation brings. The best hit rate we had with this approach was 76.4% indoors and 45.15% in outdoor environment.Item Aprendizagem de máquina quântica e comitê quântico de classificadores(2019-12-02) Araujo, Ismael Cesar da Silva; Nascimento, André Câmara Alves do; Silva, Adenilton José da; http://lattes.cnpq.br/0314035098884256; http://lattes.cnpq.br/0622594061462533; http://lattes.cnpq.br/7125338940009959Quantum machine learning is a subarea of quantum computing that studies, among other things, the creation of equivalent classical classifiers. An ensemble of classifiers is a classification model in which the output is a combined result of the outputs of the classifiers contained in it. With the premiss that when using a sufficiently large ensemble with average classifiers, a good performance can still be obtained. This work investigates the differences in the performance of a quantum equivalent of an ensemble of classifiers, using trained and untrained classifiers. Where the simulation was mane, which the performance was measured through the calculation of the amplitude probabilities of the system. And the machine learning models of the ensemble were executed over benchmark datasets made available by scikitlearn library.Item Aprendizado profundo com capacidade computacional reduzida: uma aplicação à quebra de CAPTCHAs(2018-08-16) Melo, Diogo Felipe Félix de; Sampaio, Pablo Azevedo; http://lattes.cnpq.br/8865836949700771; http://lattes.cnpq.br/2213650736070295During the last decade, Deep Neural Networks has been shown to be a powerfull machine learn technique. Generally, to obtain relevant results, these techniques require high computacional power and large volumes of data, which can be a limiting factor on some cases. Neverthless, a careful project of trainig and archtecture may help to reduce these requirements. In the this work we present a comparative approach to the application of deep neural networks to text based CAPTCHAs as a way to cope with these limitations. We studied models that are capable of learn to segment and identify the text content of images, only based on examples. By experimentation of different hiper-parameters and architectures, we were capable to obtain a final model with 96.06% of token prediction accuracy in approximately 3 hours of training in a simple personal computer.Item Um currículo de aprendizado por reforço para o cenário “Run to Score with Keeper” do Google Research Football Environment(2019-12-10) Silva, Jonatan Washington Pereira da; Sampaio, Pablo Azevedo; Macário Filho, Valmir; http://lattes.cnpq.br/4346898674852080; http://lattes.cnpq.br/8865836949700771; http://lattes.cnpq.br/6846637095187550Reinforcement learning is a group of techniques that allow an agent to interact with a particular environment. Agents observe the state of the environment and perform an action, the action is evaluated through a reward obtained. The agent objective is to maximize this reward. Various issues such as three-dimensional locomotion and electronic games have been addressed by reinforcement learning (KURACH et al., 2019). The Trainament of agents for a soccer game usually has sparse rewards, what slows learning (MATIISEN et al., 2019). One technique that can solve this obstacle is the curriculum learning proposed in (BENGIO et al., 2009). This technique use simplest tasks of the main task and the increase difficult level with the time. In This work we present two curriculum, identified as 5-15-30-50 e 3-10-20-67, for the scenario Run To Score With Keeper of Football Academy. We have shown that curriculums on average achieved better results compared to training only in the main scenario, without curriculum. Curriculum 3-10-20-67 achieved a better result even considering the pattern deviation.Item Classificação de documentos de identificação com redes neurais convolucionais(2019-01-18) Rocha, Alessandro Nazário da; Sampaio, Pablo Azevedo; http://lattes.cnpq.br/8865836949700771; http://lattes.cnpq.br/2466292990350036Deep Learning has played an important role in data processing, with one of its main techniques being convolutional neural networks, which has the power to automatically learn features included in images in their layers. However, these deep artificial neural networks need a significant amount of images, for the proposed problem, already separated into categories to perform the training and validations of models that are not always available. In this context, in this work was constructed a dataset with images of Brazilian identification document of National Registry (RG) and National Qualification Card (CNH) separating them into some categories and, since they are documents with sensitive information, add a significant amount of images to obtain good results, it was a step that took time. For this reason, care was taken to preserve this sensitive information. This work presents some architectures of deep artificial neural networks to classify the images for different categories. Experiments were performed using a graphics processing unit (GPU) and using only the central processing unit (CPU). Results above 99% were obtained in some scenarios that were tested in the course of the work for the different proposed architectures.Item Redesign de interface mobile com base em métodos de interação humano-computador para melhorar a experiência do usuário(2019) Santos, Welton Luiz Gomes dos; Franca, Alberto Cesar Cavalcanti; http://lattes.cnpq.br/2939395207680085; http://lattes.cnpq.br/0556454692435789The user experience is made up of many elements and some of these elements are within the reach of the designer and developer, researching the target audience, understanding the culture, their values is an important step towards a better user experience, Producing knowing who you will be creating value for can be the success of your product.The aim of this paper is to propose a redesign using usability evaluation methods in mobile interface,to build steps with human-computer interaction methods and tools. The theoretical knowledge in the literature is of great importance, because we can use as a study filter and generate knowledge to improve and contribute more and more to our projects, the human-machine interactionhas several methods and guidelines that helps to under stand the users. The results obtained from a scientific research involving user experience should be considered as a continuous improvement that always seeks better results, this is achieved through various methodologies and good practices. In general the implication of this research can generate new discoveries and future work, the applied methods can be taken advantage of and propose a redesign of any digital artifact devices that exist or may exist.Item Interação entre patógenos: abordagens computacionais na busca por padrões em genomas filogeneticamente distantes(2019) Silva, Leonardo Figueirôa e; Melo, Jeane Cecília Bezerra de; Freitas, Nara Suzy Aguiar de; http://lattes.cnpq.br/6891650997818766; http://lattes.cnpq.br/8499459630583005; http://lattes.cnpq.br/3580125507460293Considered an emerging area, the study of Pathogen-Pathogen Interaction has received considerable attention over the recent years because of the health implications it poses to the human population. At the beginning of this research project, biologists from the Department of Bio-logy from the Federal Rural University of Pernambuco conducted an analysis on the genes and proteins of Human papillomavirus type 16 (HPV 16) contained in the National Center for Bi-otechnology Information (NCBI) sequences databases. The initial analysis resulted in similar alignments and in synteny with the genome of Chlamydia trachomatis. As these pathogens are phylogenetically distant, little is known about their history of interaction and evolution at the genetic level.The analysis of evolutionary events between phylogenetically distant genomes involves lo-o king for patterns that are not previously known in conserved regions of the genomes, taking in to account their specific characteristics. Considering the non availability of computational methods to deal with this problem and its specificities, the present research project intends to study current approaches to similar problems and to implement a heuristic using classical computational methods for motif fiding and specific biological knowledge in order to investigate possible evolutionary relationships and interactions between the speciesAlphapapilomavirus9andChlamydia trachomatis through the application of computational techniques and comparative genomics.The implementation of the heuristics involved gathering information about genome homogenization, codon usage, physiochemical properties of amino acids, and finding motifs com-mon to the sequences through exhaustive searching. Since the results obtained from the implementation of the heuristic were bulky, it was necessary to cluster them through a statistical method. The method chosen was correspondence analysis, which helps with data visualization and allows the view of relationships between the variables of the analysis and the results obtained. This clustering of the data gathered in the process provided clues that support the hypothesis initially raised by the biologists, allowing for the formulation of new interpretations as of how these organisms interact.