Bacharelado em Ciência da Computação (Sede)

URI permanente desta comunidadehttps://arandu.ufrpe.br/handle/123456789/6


Siglas das Coleções:

APP - Artigo Publicado em Periódico
TAE - Trabalho Apresentado em Evento
TCC - Trabalho de Conclusão de Curso

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Resultados da Pesquisa

Agora exibindo 1 - 3 de 3
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    Análise de sentimentos de tweets relacionados a vacinas antes e durante a pandemia da COVID-19 no Brasil
    (2023-03-01) Silva, Íkaro Alef de Lima; Andrade, Ermeson Carneiro de; http://lattes.cnpq.br/2466077615273972; http://lattes.cnpq.br/7938306473921402
    In early 2020, the COVID-19 disease spread rapidly around the world and one of the ways to fight it is the vaccine. Governments faced problems with fake news and anti-vaccination groups. Thus, it is necessary to understand the feelings of the population in order to propose efficient public policies. This article describes a sentiment analysis on vaccine-related tweets in Brazil from June 2020 to June 2021. The results revealed peaks in total tweets in January and May 2021, the predominance of positive tweets, and feelings of confidence, fear, submission and sadness. They are also associated with former President Jair Bolsonaro. The negative polarity was the least common, showing that the Brazilian population was receptive to vaccines.
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    Sentiment analysis of tweets related to SUS before and during COVID-19 pandemic
    (2021-02-19) Silva, Henrique Farias Pereira da; Andrade, Ermeson Carneiro de; Araújo, Danilo Ricardo Barbosa de; Dantas, Jamilson Ramalho; http://lattes.cnpq.br/5655706091153128; http://lattes.cnpq.br/2466077615273972; http://lattes.cnpq.br/9810796504568932
    The COVID-19 pandemic has affected the whole world since the beginning of 2020. In Brazil, over 70% of the population rely on the Brazil’s Unified Health System (SUS). Knowing public opinion related to SUS is very important for the improvement of services and assistance provided by such an entity. Sentiment analysis has been used in several applications including social networks and blogs to extract public opinion. Despite the fact that other papers have already worked with sentiment analysis, none of them have focused on SUS. Therefore, the goal of this paper is to analyse the sentiments shown by Brazillian Twitter users about SUS before and during COVID-19 pandemic. To reach this goal, a database of portuguese tweets regarding SUS posted between december 2019 and october 2020 was created. The tweets were pre-processed, classified and then analysed. The results show that, in most cases, users are in favor of SUS.
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    Ensino remoto em tempos de Covid-19: uso de técnicas de gamificação em ambientes virtuais de aprendizagem
    (2021-12-10) Conceição, André da; Araújo, Carlos Julian Menezes; http://lattes.cnpq.br/3156174527107999; http://lattes.cnpq.br/1983070386656147
    It is a fact that covid19 caused several disorders in several areas and education was one of the most affected, as where before its activities were in person, it passed to be remote, thus becoming a problem for both teachers and students, because they had to adapt to a new routine without even having had a transitional time for that. Another aggravating factor is the discouragement, lack of motivation and the lack of engagement that the remote learning may entail for some, since distance learning does not have the physical presence of a tutor or something that encourages and motivates the performance of activities education, however, a solution that has gained expression in the educational environment. is gamification, which consists of assigning game elements to virtual environments in order to encourage interaction and engagement of students. This work aims to study gamification as a way to help distance learning, thus providing students with more motivation and engagement. in the curriculum activities. The work was developed in two parts: in the first form elements of gamification in Environment were studied through scientific articles. Learning Virtual (AVA) and also studied the difficulties that the teachers find in motivating and engaging students in distance learning activities. In the second part, an AVA Moodle was implemented, where a minicourse so that students could test the elements of gamification (Level UP, Progress Bar, H5P). In total there were 10 participants in different areas of the SA ber, in which they underwent a short course, where as they performed the activities tested the gamified elements. The last module of the short course was a questionnaire in order to know how was the experience with the gamified elements, preferences and other questions, below are some of the results obtained. There were several elements in the environment, in which we asked which were the most attractive and 90% of the participants chose the gamified elements over the nongamified. They were asked if they were satisfied with the gamified elements and 90% of the participants answered yes, they were also asked which of the elements gamified all used, the participant identified most and the Leve UP was chosen by 8 out of 10 participants. Another question was whether the gamification elements were effective, that is, they helped to continue the activities, in which 60% of people respond were fully effective and 30% responded that it was very effective. Finally the work allowed a theoretical and practical deepening on the concept of gamification, the use of gamification elements and a reflection on the difficulty of motivation and engagement by students in distance learning.