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VANESSA VERA DO NASCIMENTO
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APP INCLUDE: CULTURAL ACCESS AT THE CASA DE ALUIZIO CAMPOS MUSEUM
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Date: Dec 22, 2021
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Time: 15:00
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Show Summary
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The development of actions that promote accessibility for people with disabilities and new audiences in cultural spaces, including museums, is a search that has become increasingly present and growing in the area of culture and heritage preservation. One of the ways to promote cultural change in the methods of preservation and dissemination of the heritage of these organizations is to develop accessible actions. In this research, we aim to promote the cultural accessibility of people with disabilities at the Museu Casa de Aluízio Campos through the development of an application with accessibility features. During this investigation, we developed the software for the Inclur application, using the Java language through the Android Studio platform, in addition to promoting a reflection on the importance of cultural accessibility in MCAC. Insert the central concepts used in the research, citing authors and sources. As for the technical procedure, suggestions for methods and research activities will basically be centralized in Design Science Research (DSR). According to Dresh, Lacerda and Júnior (2015), the DSR is a method that operationalizes the conduct of studies when the objective to be achieved is a product or a prescription, that is, design guidelines or recommendations. The participation of people with disabilities and representatives of new audiences in accessible curatorship proposals results in a change in languages and traditional production models, enabling knowledge and dialogue with the needs and concerns of these individuals through protagonism and the creation of new projects such as the Include application, which until the time of writing this work already had its base built and five works inserted to illustrate its purpose. In addition to raising reflections on accessibility not only in the museum, but in schools, as in one of the technical visits to the MCAC, we were invited to visit a public school located in the Aluizio Campos housing complex, to discuss ideas on how to work with accessibility at school.
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RAMON PAULINO DE LIMA
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Use of Pure Data and Unity in the development of mobile audio games for people with visual impairments
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Date: Dec 16, 2021
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Time: 16:00
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Show Summary
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The mobile gaming segment is a relevant part of the industry, moving billions of dollars
every year, due to its popularity and easy access in everyday life. Unfortunately a large
portion of users are out of this type of media, the VI (visually impaired), and for this
audio-based games (or audiogames) emerge to meet this need. The aim of this study is to
investigate the use of Pure Data (Pd) in the development of mobile audiogames on the Unity
platform. To do this, we developed Binaural Flight, an endless vertical scrolling game
exploring the integration of Pure Data and the Unity platform. In the course of this work we
verified that Pd is viable and versatile as a real-time audio manipulation and generation tool
in the game. The use of libpd allows the implementation of Pd on several platforms. From
this study, we propose a set of guidelines to assist in the use and implementation of Pure Data in the development of mobile audio games on the Unity platform, thus making it a viable option for independent developers and thus fostering new audio game productions for
visually impaired individuals.
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SANDRO GONÇALVES DA SILVA FILHO
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FRAMEWORK FOR PLANNING CLASSES IN HIGHER DISTANCE EDUCATION WITH MULTIMEDIA CONTENT SUPPORT
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Date: Nov 30, 2021
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Time: 16:00
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Show Summary
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With the outbreak of the COVID-19 Pandemic in 2020, changes in routines that impacted the entire world were necessary, and the main change was regarding social isolation as a way to contain the advance of contamination by the coronavirus. In education, the impacts were directly linked to the closing of educational institutions, forcing a new educational context based on the use of Information and Communication Technologies (ICTs) as a support for the continuity of the teaching and learning process. This change caused structural and pedagogical problems among students and teachers that ranged from the availability of devices such as computers, internet access and the need for teaching methodologies adapted to the Emergency Remote Teaching (ERE) model adopted during the pandemic. Teachers needed to migrate their teaching methods and materials to the virtual environment, which in many cases was the first contact with this type of teaching. To understand how this change in teaching occurred in the context of higher education, a survey was carried out with professors from the Federal University of Paraíba (UFPB). The research showed problems such as the lack of student engagement and the low qualification of teachers in handling ICTs as tools for teaching and learning. As a way to support teachers in the ERE, this work aims to offer a proposal for a framework to be used as a guide for recommendations so that teachers can, even in the planning stage of their remote classes, work on concepts and methods that facilitate and enhance the selection, production and transmission of pedagogical content in order to obtain greater student engagement in the context of emergency remote teaching.
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BRENO NOVAES ALVES
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BONEAUX PATCH: A FREE TOOL DEVELOPED TO ASSIST THE Slide TROMBONE LEARNING AND IMPROVEMENT
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Date: Oct 18, 2021
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Time: 16:00
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Show Summary
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The creation and use of technological tools to assist musical, apprentices, and performing artists have become increasingly frequent. However, most of these tools still do not meet pedagogical presuppositions in the musical activity. In addition to this, there is still a need for technological interaction of teachers both in the applied instruction environment, in the daily lives of beginners and music professionals to use them. This work created a prototype, based on Design Science Research, capable of assisting in the musical development for apprentices and professionals. It sought to encourage the immersion of musicians in handling these technologies can collaborate in either the construction or improvement of this equipment. One of the premises of this work, which is to provide access to this prototype, sought to develop it using the concept of open-source software, to encourage democratic learning. This prototype will enable its use in schools and community bands which are philanthropic entities and do not contain a professional pianist or any musical tool to accompany this development. This artifact is called patch BoneAux. Its functions and subfunctions are interconnected by Object-Oriented developed from the free software Pure Data (Pd) with connections via QjackCtl, Patchage, and Qsynth, using Soundfonts in MIDI format for reproduction and musical accompaniment. From its functionalities, the alteration of the tempo to be played with the capacity of melodic and harmonic execution, comprising music of the most varied genres and performance levels. In addition, play, pause, record, playback functions, and an environment like the library are to be maintained by the user to access their music. Then, we created a systematic survey based on the DSR, to ensure the requirements of problem classes relevant to the development of this artifact.
To validate it, a Workshop took place with 16 specialist trombonists (artists and pedagogues), active in the musical work market. All of them are experienced and recognized by the Brazilian Association of Trombone (ABT). It has ministered within the extension project of the Federal University of Paraíba (UFPB), entitled Trombones in Quarantine, which aims to assist the musical development of young people and adults during the pandemic period. To summarize, the professionals involved in the experiment not only approved its functionalities and confirmed the positive impact it provided. Through these observations and analyses, it was possible to understand the usefulness of the artifact for the technical-musical development from beginners to active music professionals.
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THAYNÁ DOS SANTOS GOMES
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THE PERCEPTION OF VALUE IN THE PRACTICE OF MUSIC CONSUMPTION THROUGH ACCESS TO THE SPOTIFY STREAMING PLATFORM
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Date: Aug 31, 2021
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Time: 16:00
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Show Summary
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The shared economy is a contemporary trend that reveals itself as an alternative for consumers who prioritize adherence to the sharing of goods and services to the detriment of their ownership. Such prioritization denotes the rise of streaming services, evidencing a new consumption pattern in which consumers tend to pay for the experience of enjoying products made available in the services, even temporarily, instead of purchasing them. Considering the impacts already promoted by this trend, and its growth in the digital market, there is a need to better understand it. The objective of this work is to analyze the perception of value under the multidimensional perspective proposed by Sheth, Newman and Gross (1991). This perspective is based on five value drivers that influence, in a different and independent way, the practice of music consumption through access to the Spotify streaming platform. To achieve the objective, an exploratory research was carried out on the concepts that encompass this area of investigation. Among the contributions of this research, a consumer with the habit of conscious consumption and sustainable alternative was discovered, creating a new understanding of value perception. This value is based on the principle of meeting your needs and, at the same time, having a good cost-effective offer, currently found in the streaming service. This suggests a successful, sustainable and profitable business model, with great potential for economic development.
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REINALDO TOSCANO DOS SANTOS JUNIOR
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IMPLEMENTATION OF INTERACTIVE RESOURCES THROUGH THE OPEN SOUND CONTROL PROTOCOL: AN EXPERIMENT WITH DIGITAL ART AT SESI DIGITAL MUSEUM IN CAMPINA GRANDE
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Date: Aug 30, 2021
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Time: 15:00
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Show Summary
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This research will deal with Digital Art in a museological context that involves art, science and technology. We carried out a historical overview, from the 1960s, a period in which the first works of digital art using computational resources began to appear, up to the present day. To contextualize concepts and definitions that surround the Digital Art panorama. We relate knowledge from the fields of art and technology to deal with the process of artistic creation with this bias, understanding the importance of using algorithms in digital arts. We carried out a state-of-the-art survey based on a literature review, listing works that involved Digital Art in museums, between 2016 and 2019 in the digital databases of the Association for Computing Machinery (ACM) and the Institute of Electrical and Electronics Engineers (IEEE); We relate Digital Art works using emerging technologies in order to verify the limits of current artistic production in this segment. We complement the foundation of our research with a survey of digital / interactive museums, in Brazil and worldwide, observing their main characteristics and relationships with their visitors. Based on a preliminary study, we verified that the Open Sound Control (OSC) protocol can be a versatile, flexible, precise and interoperable alternative in the implementation of interactivity in multimedia systems, the verification of its applicability in the context of digital arts was one of the objectives of this research. We carried out an experimental phase to propose the implementation of interactive resources in the Panoramic Projection Room of SESI Digital Museum in Campina Grande, taking advantage of the pre-installed infrastructure in the museum, adding hardware and software resources to make the implementation feasible. We proposed a prototype of the implementation of interactive streaming in the projection room, based on the development of a Proof of Concept. Finally, we will present a discussion that will relate the exploratory and experimental phases of our research to create reflections on the development of our prototype, the current and future context of digital arts.
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DILAINNE DANIEL DE ALBUQUERQUE
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MODELING AND DEVELOPMENT OF A DATABASE FOR AUTOMATIC TRANSLATION OF DIGITAL CONTENT TO BRAZILIAN SIGNALS LANGUAGE
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Date: Aug 27, 2021
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Time: 16:00
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Show Summary
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This research presents a proposal for modeling and developing a bilingual textual database to support the development of automatic translators from Portuguese to Libras, using a textual notation in Libras, called gloss. For this, initially some rules were defined to specify grammatical aspects that are important and characteristic of Libras in this notation. Based on this notation, a bilingual textual database was developed using a team of 10 Libras interpreters, resulting in a bilingual corpus containing 57,206 examples of translations in Portuguese and their corresponding gloss representation in Libras. This database was then used and applied for training a new VLibras automatic translator model, and the impacts produced in VLibras in relation to the treatment of these grammatical aspects of Libras were evaluated with deaf users. The results indicated that users rated that they understood the translated sentences better when the database was incorporated into VLibras.
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LÍLIAN DAS MERCÊS SALVADOR
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SET OF HEURISTICS FOR ASSESSING USABILITY ON VIDEO STREAMING PLATFORMS ON MOBILE DEVICES FOCUSING ON THE SKILLS OF ELDERLY USERS
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Date: Aug 27, 2021
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Time: 14:00
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Show Summary
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Population aging is an expressive sociodemographic transformation of the 21st century. In Brazil, the increase in the number of elderly people and in their use of the internet as a form of entertainment can be observed in some works in the literature and among the most common cultural activities among internet users is the act of watching videos via streaming . This more assiduous use of video streaming services has been reaching not only young people, but also the elderly, who are finding a form of distraction and entertainment on this platform. However, it is noticeable the different way that the elderly perceive technology compared to digital natives, therefore, it is necessary to understand the difficulties faced by this audience while navigating these platforms, in order to help promote a more egalitarian and affordable video streaming platforms for senior users. To address this problem, this work proposes the development of a set of specific heuristics to assess the usability of applications in the video streaming domain on mobile devices, targeting the elderly audience. From the results obtained by the heuristic evaluation and by the resolution of a checklist that helped in the usability evaluation process of the three platforms (YouTube, Globoplay and Netflix) chosen in a mobile context and taking into account the skills of elderly users, we concluded that the The analyzed video streaming platforms have some usability problems, mainly in the areas of accessibility, feedback, correction and iconography (association of the symbol with the function it represents) which ended up making navigation difficult for these elderly users.
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LINDERSON CHRISTIAN SALES DE OLIVEIRA
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PRESENCE AND INTERACTION: A Study of Gender Relations in World of Warcraft
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Date: Aug 26, 2021
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Time: 14:30
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Show Summary
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The increasing popularity of online games and the video game industry itself in national and international markets has enabled more and more new users or players to enter this world of digital games. These games, also understood as a form of computational art, have provided, from graphic, sound, textual and other elements, a new possibility of insertion and interaction of human beings in virtual worlds. Among the different genres of existing games, the MMORPG stands out as a field of possibilities for communication, representation and gender interactions in the technological age, mainly because it uses the internet as an essential support bridge for this purpose. Understanding the interaction dynamics within MMORPG games is seeking to understand the new forms of human relationships that are being built in these virtual spaces. Given the above, this study seeks to investigate the relationships and interactions between players of different genres in the online and massively multiplayer role-playing game World of Warcraft. In order to understand the aforementioned aspects, an exploratory field research of a qualitative nature will be carried out, using an online questionnaire formulated by the researcher based on the study objectives as an instrument for data collection and will be made available to 60 participants. The data obtained from this questionnaire will be analyzed using the IRAMUTEQ qualitative data analysis support software. Finally, it is expected that the research carried out can contribute to a greater understanding of the interactions between different genres and how they happen in the online digital game space.
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JOSE ARNAUD DA SILVA JUNIOR
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THE CREATIVE COMMUNICATOR BUSINESS ANALYST: A COMPETENCE MODEL FOR A STRATEGIC PROFILE IN DIGITAL PROJECT DESIGN
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Date: Aug 18, 2021
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Time: 15:30
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Show Summary
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Emotional skills, also known as soft skills, have been highlighted in recent years in the scope of professional careers and human resources. What used to be seen as secondary skills of professionals, nowadays, emerge as true know-hows for the success of the ventures. Today, the thinking is undeniable in organizations: a great project may not prosper due to a simple lack of human engagement. As a resource for connecting these gaps, this work proposes the characterization of a profile, through a competence model, of the professional business analyst, consisting of an approach to social communication, using the characteristic skills of this area, such as communicability, creativity, interpersonal relationships and market knowledge, as means of stimuli in the construction of better creative results in project design processes. The development of this dissertation adopts as methodology the concept of Mixed Methods described by Creswell and Plano Clark. The research, of an exploratory nature, takes place in two stages: the first, a qualitative approach was used, using a literature review to support the composition of the competency model. Then, a quantitative approach, through a survey, to listen to the market and the perspectives of project leaders about the creative challenges in their teams, putting the product of the first stage into validation. As a result, the interpretation by Mixed Methods showed a high rate of convergence between the results of the two approaches, considering, therefore, as conclusive, that the creative communicator profile of the business analyst is a relevant strategic resource for the success of project development.
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VICTOR AMARAL FREITAS
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MusicMeaning: Gamified tool for introducing programming concepts from music knowledge
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Date: May 31, 2021
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Time: 09:00
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Show Summary
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The emergence of new automation tool technologies has grown in several areas. Despite that, the process of teaching / learning programming languages has become something relatively common, there is a deficiency in training qualified professionals in this field. The solutions to the obstacles to the training of these professionals consist of harnessing the professional needs of different areas and showing the integration of different disciplines with computer programming, in addition to the gamification of processes as a motivating element for learning programming. Based on the solutions proposed by the literature and the importance of programming nowadays, this research has created a gamified tool, called MusicMeaning, which aims to introduce the teaching of programming language to musicians or students of music. It seeks to relate the areas of music and programming through Ausubel's Subsumption Theory. The steps of the research included: (i) To analyze the applications selected in the bibliographic survey and evaluate them in relation to the following characteristics: target audience and content taught; (ii) to conduct an exploratory research to identify computational applications developed with the purpose of supporting the teaching of programming; (iii) select the concepts of music and programming, contemplating the elaboration of the proposal based on meaningful learning, with that, the musician does not need to be familiar with the jargon of the programming area, since the programming contents will be related to the music, facilitating the understanding; (iv) plan and build the MusicMeaning tool to assist the musician, thus, programming knowledge will be put into practice to serve as an example for the potential learner (the musician).
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THIAGO DA SILVA SALES
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AVAMUSIC: VIRTUAL LEARNING ENVIRONMENT FOR TEACHING MUSICAL INSTRUMENTS
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Date: Mar 8, 2021
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Time: 09:00
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Show Summary
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The need to create Virtual Learning Environments - AVAs with specific applications, has become increasingly relevant. Thus, it was necessary to develop the Avamusic, a web application developed specifically for the context of teaching musical instruments. The Avamusic can be considered as a Content Management System - CMS. The Avamusic has thepotential to become a Suite (set) of applications aimed at the music education area. The first app added to the Suite is the Manossolfa Digital, an artificial intelligence app, more specifically a machine learning app. The Manossolfa is a Kodály Method tool used to teach musical notes with signs similar to the Brazilian sign language, libras. So, we decided to develop the app and integrate it with the Avamusic. The general objective of the research was to understand the viability of a web application aimed at teaching musical instruments from the perspective of teachers. The specific objectives were: to analyze which are the Web applications used for teaching music and their characteristics; Observe if there are differences and similarities between the applications; Develop a web application for an online musical instrument course; Check the teachers' perspective on the application. Regarding the methodology, a qualitative research of multiple cases or multi-case was carried out. Two cases were studied in the music extension course at the Federal University of Paraíba - UFPB, where Case 1 - was the development and validation of Avamusic Alpha version in a hybrid guitar initiation course and Case 2 - was the development and test of the Avamusic Beta version and Manossolfa Digital by an expert teacher. For both cases, a web application was developed, a Virtual Learning Environment - AVA that mediated these actions. The results were satisfactory. All objectives were achieved. From the teachers' perspective, Avamusic faced considerable challenges, but it proved to be a promising tool for teaching musical instruments in several modalities, among them, distance music education.
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IURY MATHEUS COSTA SILVA
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VR CINEMA: THEORETICAL AND TECHNICAL CONCEPTIONS ABOUT SPECTATOR ENJOYMENT IN CINEMATOGRAPHIC NARRATIVES IN 360 DEGREES
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Date: Feb 23, 2021
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Time: 16:00
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Show Summary
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The issue of the dissertation revolves around understanding how it is possible to attract the attention of the viewer in 360-degree films, in order to enable the construction of a narrative process and a minimum understanding by the public about the story being told . Seeking to have an understanding of what mise-en-scène is and how it relates to cinema and VR cinema itself, we seek support in the studies of Junior (2013) and Bordwell and Thompson (2006). Based on this, we highlight that this dissertation is composed of two parts, the first consists of a study on mise-en-scène in cinema and how it is applied and related to virtual reality, in order to assist in the construction of a more accurate understanding of what Virtual Reality Cinema is. The second part, in turn, sought to develop an initial framework that would assist the 360-degree film production team to attract viewers' attention so that they have a minimal understanding of the story and, for that, a literature review was carried out. , in order to gather and understand the techniques used, as well as a film analysis of the works Faoladh (2018) and Help (2016) in order to observe the techniques and the way that these films used to guide the viewer's attention and develop their narratives.
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