PROGRAMA DE PÓS-GRADUAÇÃO EM COMPUTAÇÃO, COMUNICAÇÃO E ARTES (PPGCCA)

UNIVERSIDADE FEDERAL DA PARAÍBA

Teléfono/Extensión
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Disertaciónes/Tesis


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2023
Descripción
  • LEANDRO ISMAEL DE AZEVEDO LACERDA
  • HEURISTIC USABILITY EVALUATION IN ACCESSIBILITY GUIDELINES FOR ELECTRONIC GAMES
  • Fecha: 31-ago-2023
  • Hora: 16:00
  • Mostrar Resumen
  • More and more videogames have tried to ensure that people with disabilities have an experience that is as good as everyone else's. With that in mind, they have included features such as subtitles, visual cues, alternative color palettes, and custom controls. Despite this, many recent products still resort to excluding mechanics (e.g.: button-mashing or quick-time-events) and have serious flaws when it comes to navigation, communication, readability and visibility. To demonstrate what are the most common mistakes and the best solutions, experts have created guidelines for designers and developers and made them available on publicly accessible web pages, such as the Web Content Accessibility Guidelines (WCAG), the Game Accessibility Guidelines (GAG), the BBC Games Global Experience Language Framework (Games-GEL), the Accessible Player Experiences Guidelines (APX) and the Xbox Accessibility Guidelines (XAG). For at least two decades, several researchers have evaluated these guidelines and criticized the way in which they are presented to their target audience, especially in terms of vocabulary, organization and adaptability. As these pages undergo periodic updates and many of the problems were pointed out a few years ago, it is essential to evaluate the usability of their current versions. Therefore, this research aims to carry out a heuristic evaluation of usability in accessibility guidelines for video games, so it is possible to determine whether there are still serious usability problems in these tools.
  • EVERTON DE LIMA SILVA
  • Proposal for the development of games in Libras Using the Children's Avatar Guga from VLibras as an Educational Tool for Deaf Children in Elementary School I
  • Fecha: 23-ago-2023
  • Hora: 14:00
  • Mostrar Resumen
  • The initial situation of deaf people's education is built from the collective subjection of deaf people to the dominant language of hearing people. However, legal apparatus, in the face of linguistic studies surrounding this language, contributed to the fact that Libras is recognized as a language in Brazil today. In contrast to this reality, it is common to find deaf children entering school spaces without fluency and/or acquisition in their first language, which represents a challenge to be overcome in school spaces as this language represents the key to these children's understanding of the world. Given this, the methodology adopted for this research is qualitative in nature and proposes to contribute to the education of deaf people through the creation of a game in Libras. To achieve our objectives, we used videos, one the game Means of Transport in Libras two questionnaires one aimed at teachers and the second aimed at students to generate the data, which took place in a public school in the city of João Pessoa-PB. Two deaf children, a hearing Libras teacher and two deaf teachers participated in the research. The results obtained demonstrate that the interactive game in Libras using the Guga do Vlibras avatar represents a viable way to effectively contribute to the education of deaf children in our country given the visual linguistic nature of users and the scarcity of games of this nature.
  • MERLIA HELEN FAUSTINO DA SILVA
  • MUSIC TEACHING AND PERFORMANCE ON A NETWORK: OPEN SOURCE SOLUTIONS FOR REMOTE INSTRUMENTAL AND VOCAL PRACTICE
  • Fecha: 14-jun-2023
  • Hora: 14:00
  • Mostrar Resumen
  • The knowledge, development and use of technological tools as a support for musical performance and teaching activities are increasingly necessary, both for the optimization of performance preparation processes and for the geographic expansion and democratization of music teaching. Although there are already available tools that allow musical interaction in a network, the resistance on the part of musicians and music teachers to use them, makes computational tools remain taboo, even making it difficult to improve them to better meet the needs of the musician/teacher. In this work, we will approach the possibilities of networked music in remote music teaching, in order to identify the main tools used and difficulties present in the practice of the modality. Given this situation, we aim to present free solutions that can be used by music teachers to optimize remote teaching, through the use of Jack and JackTrip software. The research method used was the Design Science Research (DSR), respecting the proposals of rigor between the theme and the researches that address it, and the elaboration of an artifact that will bring practical solutions to a group of users with a problem in common, currently translated as the possibility of using the JackTrip software, in server or client mode, from home networks. This technological artifact also provides musicians and teachers with free computational tools in an autonomous and practical way. For the development of the artifact, following the DSR methodology, a systematic survey of the literature on network music and the use of JackTrip was carried out, with which we were able to identify the classes of problems and how the creation of the artifact would be relevant to the community involved. To validate the artifact, we carried out the instruction and practical tests of the Jack and JackTrip tools with geographically distributed musicians and music teachers, using a 100MB home network as a server. It was necessary to carry out Port Forwarding technology in the home network to compare its usability in relation to academic networks in server and client, end-to-end (P2P) and group (HUB) operation modes, using the Jack audio server and the JackTrip tool on Linux, Window and MacOS systems, with the GoogleMeet tool used as video support. Most of the professionals involved in the tests had little experience with computational tools, which provided us with sincere feedback regarding the difficulties of installing, configuring and accepting or not JackTrip as a possible work tool. At this point we made a parallel with David Ausubel's theory of meaningful learning, in which teachers' prior computational knowledge was used as a starting point for handling Jack and JackTrip. With real-time communication, it is possible for the teacher to play exercises and listen to the student synchronously, perform collective rehearsals between voices and instruments and have a real perception of the sound made by the student in terms of dynamics and other points of performance.
  • JEFFERSON VALENTIM
  • O MODELO CONCEITUAL DE REDES ADVERSÁRIAS GENERATIVAS NA CONSTRUÇÃO DE ASSETS 2D PARA ARTISTAS DE GAMES: UM ESTUDO DE CASO UTILIZANDO ATIVOS ARTÍSTICOS DO AXIE INFINITY
  • Fecha: 26-abr-2023
  • Hora: 16:00
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  • A presente dissertação faz uma análise do potencial do modelo conceitual de redes adversárias generativas na construção de assets 2D para estúdios digitais de pequeno porte na indústria atual. Para atingir o resultado foi realizada uma pesquisa utilizando o método científico indutivo e o estudo de caso, bem como a observação direta do fenômeno para gerar as inferências. Descobriu-se que o modelo conceitual pode criar assets 2D por meio de um processo adversarial que sintetiza imagens com características reais, a partir de um banco de dados criado por um artista ou desenvolvedor. Isso significa que este modelo de redes pode ser utilizado por estúdios de e-games para criar assets 2D ou ser utilizado como suporte para criação de assets 2D diversificados. Assim, o modelo é promissor para automatizar a produção artística dentro de estúdios de pequeno porte que atuem na indústria atual dos jogos.
  • GUSTAVO DE OLIVEIRA ANDRADE
  • PROPOSAL FOR THE DEVELOPMENT OF THE GAME “EU CUIDO”: INCLUSIVE EDUCATION IN HEALTH FOR CHILDREN WITH DOWN SYNDROME
  • Fecha: 14-abr-2023
  • Hora: 09:00
  • Mostrar Resumen
  • Digital games are important recreational tools for education, as they are attractive to children. In inclusive education, they are beneficial in facilitating learning, like children with Down Syndrome. These games can fulfill an information role beyond the screens, with attitudinal changes, as in health care learning. This proposal seeks to understand how the interface of games and communication mediated by software can contribute to the education of children with Down Syndrome, in learning about respiratory health care and in the transmission of viral diseases. Therefore, the present study proposes to carry out a qualitative and quantitative systematic review, based on PubMed, LILACS and Scopus databases. We also surveyed the state of the art in the availability of applications and digital games on the topic of respiratory health, through a qualitative study based on the Google Play platform. Based on the surveys carried out, we present a project to develop a serious educational game entitled “Eu me Cuido”, aimed at promoting basic health care, guidance on the correct use of Personal Protective Equipment (PPE) and awareness of the community, both in the context of the pandemic caused by COVID-19 and other viral respiratory diseases. It is expected with the proposition and elaboration of the game a better mediation of educational dialogues with this public. It is also intended that this resource encourage good habits of prevention and basic health care, ensuring that these are incorporated through play and the mimicry of virtual reality into the children's daily lives.
  • ROSANGELA DIAS CARVALHO DO NASCIMENTO
  • Didactic use of cell phones in Youth and Adult Education: a proposal for the elaboration of video reports by students
  • Fecha: 30-mar-2023
  • Hora: 17:30
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  • This investigation starts from the research problem identified in Youth and Adult Education (EJA), which refers to the presentation of unattractive classes, with insufficient use of Digital Information and Communication Technology (TDIC). In addition, there are gaps that refer to the non-identification of a specific teaching method for EJA, as well as the scarcity of research relating this teaching modality with TDIC. In this way, the work contributes epistemologically by describing a teaching method that guides teachers regarding the didactic use of cell phones for the elaboration of video reports carried out by EJA students. The described method transits through active methodological issues, which concern dialogue, participation and collaboration among students of this teaching modality, considering existing interfaces between Computing, Communication and Education. The epistemological basis of the investigation is Design Science and the method that operationalizes it is Design Science Research.
  • EDVALDO DE VASCONCELOS VIEIRA DA ROCHA FILHO
  • USE OF BRAIN-MACHINE INTERFACES TO EVALUATE ARTISTIC ENJOYMENT
  • Fecha: 28-feb-2023
  • Hora: 15:00
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  • The objective of this dissertation is to present the development of an artistic enjoyment evaluation system using neural waves through electroencephalograms (EEG). This method is already used to check the most varied possible conditions, for example attention and relaxation. In this research a mixture of waves was used, which were responsible for identifying which work of art caught the users' attention the most, being necessary to use the crossing of the readings of two or more waves for a better interpretation. The experiment used a commercial model EMOTIV INSIGHT headset and a basic mid-range computer to process the data obtained from the various types of waves read, such as Alpha, Beta, Gamma, and Theta. The expectation is that the information said by the user in a test prior to reading the waves with the headset will be similar to the wave data obtained when exposed to the artwork. The evaluation parameter models used was the Design Science Research, with the focus of the study in iteration of the brain with the computer, that is, the Computer Brain Interface (CBI) since it best fits the criteria we established for analysis, the example of one of these criteria is the perception when individuals are exposed to works of art, because this analysis of exposure is not a deterministic factor, having a deductive and inductive character. In this way, the need arises to understand the relationship of what the individual informs prior to the reading of the neural waves with the data after the reading. The result obtained at the end of the research demonstrates that the individuals studied obtained a greater number of interaction peaks, that is, a greater interest in works of art. This fact implies that the more stimuli an individual has, the greater his or her attachment to the work, regardless of the authorship of these works. In the research we compared works ranging from Van Gogh to electronic handicrafts by unknown artists, which provided a greater amount of the latter because of the use of touch in the perception of the stimuli. The impact of this research is that we can demonstrate that the greater the stimuli, the greater the users' immersion in the artwork. Thus, we can detect if they are really interested or even connected to the artwork by its visual context or touch, instead of just being attached to it because the author is a famous artist, thus making the evaluation of artistic enjoyment much closer to the artwork and not only to the historical context of the artist. Such findings may even lead to new, more immersive art shows in the future, capturing and "holding" the individual's attention to what is being presented
  • GABRIEL PONCIANO DE MIRANDA
  • A DIGITAL GAME FOR TEACHING BIODIVERSITY AND ECOLOGY OF COASTAL ENVIRONMENTS
  • Asesor : ED PORTO BEZERRA
  • Fecha: 27-feb-2023
  • Hora: 16:00
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  • The global ecological crisis needs solutions in all areas, including education. Based on this, the objective of this work is to create a serious game for the Environmental Education of elementary school students through Learning Based on Digital Games, emphasizing concepts of Biodiversity and Ecology in a coastal ecosystem. For this, the iterative Design Science Research (DSR) method was used. An identification and analysis of games related to the theme in digital game databases was carried out, which helped in the proposition of the game. The game project was elaborated in a Game Design Document model that values procedural rhetoric, aiming at the idealization of systems that engage the player. The prototypes produced were implemented through the game engine Unity. The name chosen was “Litorália” and the primary mechanics defined were photographing fauna and flora species and dialoguing with non-player characters. Different evaluation methods were applied: descriptive analysis; semi-structured interviews with basic education teachers; and System Usability Scale usability testing with experts. Its results showed the qualities and limitations of the game, which were used for its improvement in each research cycle. Finally, research contributions and obstacles are pointed out and future work suggested.
  • JUCINALDO HERCULANO PEREIRA
  • Photobook The faces of Juventino Maravilha: body and mask in dramatic composition
  • Fecha: 27-feb-2023
  • Hora: 09:00
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  • This research deals with the intersections between dramatic composition and the photobook. We are interested in the paths taken and involved in the language of dramaturgy by incorporating photobook techniques, either as a recording and memory generation mechanism or as a creative process, above all, based on the relationship between body and mask; and yet, to retrace the changes engineered in the field of photography when it gathers media resources, which establish convergences for a narrative in the dramaturgical composition. For this purpose, the dramaturgy of Everaldo Vasconcelos is used, through the text As Caras de Juventino Maravilha, the free software GIMP for image processing and Scribus for desktop publishing, in an effort to produce the photobook and reflect on the relationships exercised between the photography and staging. The practical and theoretical experiences of the researcher are highlighted, in relation to the body and the mask, from his encounter with theatrical art, to the meeting between the praxis of staging and the resources of photography for the elaboration of the artifact. This dissertation dialogues, reflects and is inspired by the theoretical conceptions of the authors: Bonfitto (2011), Stanislavisk (1997), Burnier (2009) in order to think about the function of the body in the actor's body. About the planning of the photobook and narrative articulations of photography, this study was inspired by the authors: Michael Freeman (2014), Gerry Badger (2015), Vilém Flusser (2009), Roland Barthes (1980) and Walter Benjamin (2012). The theoretical conceptions of the authors made it possible to analyze the contribution and potentialization of the photographic image, which is capable of intervening and creating a visible reality in dramaturgy.
2022
Descripción
  • LAIDIA DA SILVA EVANGELISTA
  • IMPROLIVRE APP AS A SUPPORT IN THE STUDY OF FREE MUSICAL IMPROVISATION
  • Fecha: 26-ago-2022
  • Hora: 09:00
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  • With the objective of offering subsidies to the study of the practice of non-idiomatic improvisation of free improvisation, the research proposes an experience on the creation of an application called ImproLivre. The ImproLivre app, whose function is to play sounds and noises, while the musician/student will work on the listening process before running the app, encouraging the creative and spontaneous process as much as the study of free improvisation. The Architecture and development of the application as a backend for the Pure Data programming language. The research methodology is exploratory and qualitative, also making use of Ausubel’s learning theory. Ten survey participants will experience the application in practice and will answer a question about how the application works and about their individual views on the use of technologies in musical educational environments. Not following the research and as a conclusion, we propose a reflection on the exploration of the potential the computing can trace in the artistic and educational field, providing different directions.
  • FRANCISCO BRENO MOURA ALVES
  • LUMU: DEVELOPMENT OF A WIRELESS CONTROLLER MUSICAL INSTRUMENT AS A CLASSROOM AUXILIARY RESOURCE FOR MUSIC TEACHERS
  • Fecha: 25-ago-2022
  • Hora: 09:00
  • Mostrar Resumen
  • LuMU is a low-cost, wearable, glove-shaped wireless controller with development oriented to intercommunication between devices, using internet of things concepts. More than an isolated device, it is a multimedia suite, composed by the integration of designed hardware and open source software. LuMU seeks to simulate the performance of a controller keyboard, with more mobility and freedom of movement. It works intuitively when you touch your thumb to specific areas on other fingers, triggering triggers that allow you to control specific musical notes, trigger samples (audio and video) and/or modulate sounds. It was designed to be another auxiliary tool for music teachers in a classroom environment in their most diverse sub-areas. In this work we carried out the development of a functional prototype, capable of intercommunication between the device and the host PC, using the OSC-over-UDP communication protocols, documentation of multimedia material to be used with the project and the execution of tests with users.
  • ELTHON FERREIRA RIBEIRO
  • A proposal for reconfiguration of video streaming platforms based on user perception
  • Fecha: 08-jul-2022
  • Hora: 10:00
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  • Video streaming services have become popular as an instrument for consuming audiovisual content in recent years. The objective of this study is to propose improvements to the video streaming services: Netflix, Globoplay and Amazon Prime Vídeo based on the perception of users. In order to achieve the result, an exploratory qualitative research was carried out, using the literature review to support the concepts of digital consumption, user perception, streaming, platform integration and content unification. Data collection was carried out using ten semi-structured interviews and later content analysis to verify the platform problems experienced by users during consumption as well as suggestions for improvements. The streaming services Netflix, Amazon Prime Vídeo and Globoplay need reconfigurations such as: greater user accessibility to consume the contents of the platforms and other integrated services; the reduction of the amount charged to subscribe to the platforms; improving interactivity between the user and the platforms, planning the dissemination of new audiovisual productions and improving their content.
2021
Descripción
  • VANESSA VERA DO NASCIMENTO
  • APP INCLUDE: CULTURAL ACCESS AT THE CASA DE ALUIZIO CAMPOS MUSEUM
  • Fecha: 22-dic-2021
  • Hora: 15:00
  • Mostrar Resumen
  • 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.
  • RAMON PAULINO DE LIMA
  • Use of Pure Data and Unity in the development of mobile audio games for people with visual impairments
  • Fecha: 16-dic-2021
  • Hora: 16:00
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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.
  • SANDRO GONÇALVES DA SILVA FILHO
  • FRAMEWORK FOR PLANNING CLASSES IN HIGHER DISTANCE EDUCATION WITH MULTIMEDIA CONTENT SUPPORT
  • Fecha: 30-nov-2021
  • Hora: 16:00
  • Mostrar Resumen
  • 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.
  • BRENO NOVAES ALVES
  • BONEAUX PATCH: A FREE TOOL DEVELOPED TO ASSIST THE Slide TROMBONE LEARNING AND IMPROVEMENT
  • Fecha: 18-oct-2021
  • Hora: 16:00
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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.
  • THAYNÁ DOS SANTOS GOMES
  • THE PERCEPTION OF VALUE IN THE PRACTICE OF MUSIC CONSUMPTION THROUGH ACCESS TO THE SPOTIFY STREAMING PLATFORM
  • Fecha: 31-ago-2021
  • Hora: 16:00
  • Mostrar Resumen
  • 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.
  • REINALDO TOSCANO DOS SANTOS JUNIOR
  • IMPLEMENTATION OF INTERACTIVE RESOURCES THROUGH THE OPEN SOUND CONTROL PROTOCOL: AN EXPERIMENT WITH DIGITAL ART AT SESI DIGITAL MUSEUM IN CAMPINA GRANDE
  • Fecha: 30-ago-2021
  • Hora: 15:00
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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.
  • DILAINNE DANIEL DE ALBUQUERQUE
  • MODELING AND DEVELOPMENT OF A DATABASE FOR AUTOMATIC TRANSLATION OF DIGITAL CONTENT TO BRAZILIAN SIGNALS LANGUAGE
  • Fecha: 27-ago-2021
  • Hora: 16:00
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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.
  • LÍLIAN DAS MERCÊS SALVADOR
  • SET OF HEURISTICS FOR ASSESSING USABILITY ON VIDEO STREAMING PLATFORMS ON MOBILE DEVICES FOCUSING ON THE SKILLS OF ELDERLY USERS
  • Fecha: 27-ago-2021
  • Hora: 14:00
  • Mostrar Resumen
  • 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.
  • LINDERSON CHRISTIAN SALES DE OLIVEIRA
  • PRESENCE AND INTERACTION: A Study of Gender Relations in World of Warcraft
  • Fecha: 26-ago-2021
  • Hora: 14:30
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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.
  • JOSE ARNAUD DA SILVA JUNIOR
  • THE CREATIVE COMMUNICATOR BUSINESS ANALYST: A COMPETENCE MODEL FOR A STRATEGIC PROFILE IN DIGITAL PROJECT DESIGN
  • Fecha: 18-ago-2021
  • Hora: 15:30
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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.
  • VICTOR AMARAL FREITAS
  • MusicMeaning: Gamified tool for introducing programming concepts from music knowledge
  • Fecha: 31-may-2021
  • Hora: 09:00
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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).
  • THIAGO DA SILVA SALES
  • AVAMUSIC: VIRTUAL LEARNING ENVIRONMENT FOR TEACHING MUSICAL INSTRUMENTS
  • Fecha: 08-mar-2021
  • Hora: 09:00
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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.
  • IURY MATHEUS COSTA SILVA
  • VR CINEMA: THEORETICAL AND TECHNICAL CONCEPTIONS ABOUT SPECTATOR ENJOYMENT IN CINEMATOGRAPHIC NARRATIVES IN 360 DEGREES
  • Fecha: 23-feb-2021
  • Hora: 16:00
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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.
2020
Descripción
  • AMANDA AZEVEDO SOUSA
  • CONTRIBUIÇÕES DO DESIGN AUDIOVISUAL NA ANÁLISE DAS INTERFACES E INTERAÇÃO DO GLOBOPLAY
  • Fecha: 19-jun-2020
  • Hora: 14:00
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  • Essa pesquisa tem o objetivo de identificar como a interface do Globoplay pode proporcionar novas formas de fruição, sendo essa a principal plataforma sob demanda no Brasil. Para isso, usamos o Design Audiovisual que é um modelo teórico metodológico desenvolvido a partir da interseção entre teorias de Interação Humano-Computador e Estudos de Mídia. Esse modelo é oportuno para realizar a análise das interfaces e interação com os conteúdos, que apresenta diferentes focos para planejar estratégias em produtos e serviços audiovisuais. Os instrumentos que compõe o método são as linhas de design, de Conteúdo, Identidade, Motivação e Experiência como meios para desenvolver estratégias de interatividade, significativas aos papéis das audiências na era da convergência. Os resultados apontam que os recursos oferecidos pelo Globoplay permitem a fruição em níveis básicos, por comentários e compartilhamentos. Entretanto, há relações de consumo entre o Globoplay, a TV Globo, sites dos programas e redes sociais digitais, que expandem a interação a outros níveis, que nem sempre ocorre de forma planejada. Concluímos esse trabalho demonstrando através do Design Audiovisual, as oportunidades para a criação de recursos, que atribuem o domínio da interação ao indivíduo, para promover a ampliação da fruição audiovisual.
  • LUCAS LIMA BRANDAO
  • SUPORTE AO APRENDIZADO DE MÚSICA BASEADO EM GRAVAÇÕES USANDO FERRAMENTAS DE CÓDIGO ABERTO
  • Fecha: 29-may-2020
  • Hora: 16:00
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  • O crescente acesso às tecnologias educacionais e a adoção destas ferramentas em sala de aula se configuram como possíveis estratégias pedagógicas para a comunidade acadêmica. Este trabalho descreve o processo de construção prática e teórica de um método dedicado à criação de material de Lecture Recording (gravação do conteúdo de uma palestra, conferência ou seminário) para cursos em práticas interpretativas em música, realizado inteiramente com softwares de código aberto. No quesito prático, destaca-se a otimização de um sistema operacional de código aberto Linux para atuar em conjunto com técnicas de gravação e uma estação de trabalho em áudio digital chamada Ardour, com a finalidade de auxiliar o ensino. O método descrito vem sendo utilizado pelo Grupo de Pesquisa em Performance e Pedagogia do Trombone em gravações junto a atividades educativas da Universidade Federal da Paraíba. Durante o processo foram utilizadas técnicas de gravação diversas, como padrões de captação estéreo e microfonação de acento para a obtenção do resultado, que possui sonoridades distintas e adaptadas às formações musicais de cada apresentação. Todas as captações ocorreram sem instabilidade do ponto de vista computacional. Com a divulgação dos resultados e materiais criados para propagação e replicação desta ação, pretende-se ampliar a discussão sobre a utilização de sistemas de gravação de código aberto na criação de material didático para música.
  • RALMON SOUSA PEREIRA
  • O USO DE PLUGINS GRATUITOS E DE CÓDIGO ABERTO EM SISTEMAS OPERACIONAIS LINUX NA PRODUÇÃO MUSICAL
  • Fecha: 29-may-2020
  • Hora: 14:00
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  • Esta pesquisa investigou o uso de plugins gratuitos, como meio eficiente para jovens empreendedores e seus projetos de Home Estúdio. Para este propósito, o sistema operacional Linux Mint (otimizado para áudio profissional) e a DAW Ardour (host), foram escolhidas para o estudo. A metodologia foi baseada em duas frentes: Uma revisão sistemática e a mixagem do álbum gravado pelo Grupo de Metais Nordeste (GMNE), executada exclusivamente dentro do computador (mais conhecido no meio profissional por mix in the box). Esse processo foi baseado no conceito de mixagem de David Gibson (The Art of Mixing), utilizando os Kits de plugins da CALF, EQ10Q Lv2, e outros aprendidos durante o decorrer da pesquisa, resultando em um processo de mixagem possível com ferramentas 100% gratuitas, demonstrando sua eficiência a partir de processos simples e cominando em técnicas avançadas de mixagem. Palavras-chave: Plugins open source e gratuito, software gratuito, linux/ardour.
  • BRUNO GOMES GAMA
  • UNPLUGGED COMPUTING IN PUBLIC SCHOOLS: DRAFT MANUAL FOR TEACHING COMPUTATIONAL THINKING WITH THE USE OF OLD AND MODERN BOARD GAMES
  • Fecha: 28-may-2020
  • Hora: 14:00
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  • The information society established by cyberculture brought with it Information and Communication Technologies (ICTs) for all social spheres, mainly for Education. What appeared to be a revolution for pedagogical processes has proved to be a major gap in Public Schools in Brazil, as shown by the research of the Management Committee. Therefore, we need to think about solutions that guarantee the digital citizenship of these students in environments where technology is not present. In this context, board games, based on the technique of unplugged computing, appear as an alternative for the development of pedagogical practices that encourage the construction of computational thinking without the presence of the computer. The present study aims to present a project guided by the Instructional Design guidelines for the development of computational thinking in public schools with the use of board games, old and modern, in the context of unplugged computing. To understand how this tool emerges as a solution to this problem, it was necessary to do an exploratory research on the history of games and the concepts that encompass this area of ​​research, in addition to the application of Design Science Research for the elaboration of the project. Through this study we understand that the development of computational thinking through board games can be adopted as an educational practice capable of stimulating students' computing skills and competences, even without the presence of a computer.
  • CAROLINE MARIA GALIZA DE ANDRADE DIAS
  • ROBOTS: UMA NARRATIVA VISUAL QUE DEMONSTRA COMO OS BOTS POLÍTICOS ATUAM NO TWITTER
  • Asesor : GUIDO LEMOS DE SOUZA FILHO
  • Fecha: 28-may-2020
  • Hora: 10:00
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  • O Twitter se tornou uma importante ferramenta dentro do ecossistema político, permitindo a criação de um canal de comunicação direta com os cidadãos. No entanto, estes ambientes sofrem com a disseminação de fake news e desinformação realizadas por Bots, perfis autônomos programados para manipular discussões e desviar a atenção dos fatos para informações tendenciosas. Diante deste cenário, a presente pesquisa se propõe a analisar os bots ligados a Jair Bolsonaro e desenvolver uma narrativa visual que demonstre como os Bots são usados para manipular discursos e inflar o apoio a um determinado político. Para isso, foram utilizadas a biblioteca em Python GetOldTweets3, com a finalidade de coletar dados do Twitter, o botometer, para identificação dos bots, e as ferramentas de análise de perfis Social bearing e Accountanalysis. Foram analisas as hashtags que chegaram ao Trending topics durante a campanha eleitoral, o primeiro ano de seu mandato e na atual pandemia do Covid-19. Descobriu-se que os bots possuem diferentes finalidades de uso e três perfis apresentaram funções claras e bem definidas. O bot criado em 2018 se infiltrou entre os perfis reais, o de 2019 tem a função de espalhar conteúdo, gerando milhões de visualizações e o terceiro, ainda em fase de maturação, está crescendo o seu perfil em número de conexões.
  • BRUNO VINELLI NUNES DE OLIVEIRA ARAUJO
  • BETWEEN THE PAST AND THE PRESENT: ADOBE LIGHTROOM AND AFFECTIVE MEMORY IN LOPES SÓSTENES PHOTOGRAPHY
  • Fecha: 25-may-2020
  • Hora: 10:00
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  • This research aims to analyze the influence of affective memory in the edition of copyrighted photographs through the use of Adobe Lightroom software. I used the concept of punctum and studium (BARTHES, 1984) and the act of photographing (SONTAG, 2004; SOULAGES, 2010; CARTIER-BRESSON, 2016). “Affective memories” are archives of the emotional life story of each person, that is why the existence of family albums, photos attest to the existence of what you want to show, they are devices of memory. The advent of digital photography, in the 21st century, expanded the image editing resources, allowing changes and manipulations that were not possible in analog photography, one of the most used programs for managing and editing digital images in Brazil is Adobe Lightroom. Adobe Lightroom makes the transition between analog photography and digital photography possible. I used as a methodological procedure the qualitative approach and oral history through the case study. I consider orality as a source for this research because it allows us to recover what we do not find in other documents, such as spontaneity. This research presented the following results: in the work of photographer Sóstenes Lopes, the human-machine interaction was experienced in an intuitive way through the use of Adobe Lightroom, the revelation / editing was the moment to place the artist's signature at the same time with the intention to register with quality the instant photographed. Black and white photography for Sóstenes Lopes is the one that most stimulates his affective memory, regardless of the temporality of the photography and the registered theme.
2019
Descripción
  • EDVANILSON SANTOS DE OLIVEIRA
  • MULTI CONTROL: UM SISTEMA PARA EXPERIMENTAÇÃO DE POÉTICAS DA REALIDADE VIRTUAL EM AMBIENTE IMERSIVO E INTERATIVO
  • Fecha: 16-dic-2019
  • Hora: 09:00
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  • A presente pesquisa apresenta o Multi Control, um sistema de baixo custo, desenvolvido com base na plataforma de prototipagem Arduino e usa interfaces de potência, projetado com o objetivo de facilitar o processo criação e experimentação de instalações imersivas e interativas com base no uso de microcontroladores. Neste contexto, a questão central de nossa pesquisa é: até que ponto, e de que maneira, o Multi Control contribui para criação e experimentação de instalações multissensoriais? Neste sentido, que tipo de entradas e saídas são necessárias para possibilitar um ambiente imersivo/interativo? Para responder à questão proposta, elaborou-se uma instalação imersiva/interativa com uso da Realidade Virtual (RV) e módulo de comunicação Bluetooth, a qual denominamos Sentiendum. Em Sentiendum, buscamos analisar as possibilidades e limitações do sistema desenvolvido, além de avaliar quais aspectos poéticos da RV podem vir a emergir a partir do ambiente imersivo/interativo. Elaborou-se como aporte teórico, a articulação de aspectos históricos e conceituais inerentes a plataforma de prototipagem Arduino, Arte Interativa e Realidade Virtual, Corpo e Percepção. Ao longo da pesquisa, adotamos o design participativo como abordagem metodológica, através de um workshop sobre o uso do Arduino em Artes, realizado concomitantemente a disciplina Oficina Arte e Tecnologias Contemporâneas do Curso de Bacharelado em Artes Visuais da Universidade Federal do Mato Grosso do Sul - UFMS. A pesquisa foi dividida em quatro etapas: (1) imersão/entendimento do problema, (2) prototipação e design da solução, (3) criação e experimentação de uma instalação imersiva/interativa, (4) design do ambiente virtual. O trabalho resultou em contribuições distintas, tanto no que se refere a aquisição de conhecimento dos artistas, a relevância da interface e a própria aplicação em um processo artístico, como neste caso a criação de Sentiendum.
  • RICARDO PINTO PAIVA
  • JOGOS DIGITAIS E APRENDIZAGEM: MODELAGEM E IMPLEMENTAÇÃO PARA USO NO ENSINO SUPERIOR
  • Fecha: 30-jul-2019
  • Hora: 09:30
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  • A pesquisa foi justificada por considerar os altos indices de retencao de alunos, seja por reprovacoes ou trancamentos na educacao superior no Brasil. Teve como objetivo investigar os elementos fundamentais da teoria da aprendizagem significativa e das teorias dos jogos para a construcao de diretrizes para o desenvolvimento de jogos digitais para uso no ensino superior. A metodologia utilizada tomou como parametro para o modelo conceitual a teoria da aprendizagem significativa e a teoria dos jogos e para implementacao do modelo de jogo a Design Science. Com a utilizacao da Design Science (DS) foi possivel a compreensao do problema e a busca da sua solucao atraves da construcao do artefato. As abordagens teorico-metodologicas utilizadas permitiram a concepcao do prototipo, envolvendo a reflexao tanto sobre o modelo conceitual quanto o processo de construcao da engenharia de software. As vias de dialogo entre teoria e construcao do processo permitiu a producao de um artefato, que resultou na geracao de conhecimento cientifico sobre como melhorar a eficacia e eficiencia dos processos da organizacao dos conteudos atraves de jogos para uso no ensino. Atraves da estruturacao das categorias teoricas do estudo foi possivel conceber e planejar um evento de aprendizagem com base no conteudo da disciplina “Fisica Geral I”, componente curricular obrigatorio do primeiro periodo dos cursos de Fisica, tanto bacharelado quanto licenciatura, da Universidade Federal da Paraiba. Com base nos conteudos foi possivel montar o prototipo do Jogo “Ulisses-uma viagem no espaco tempo”, que podera ser testado e utilizado por docentes, contribuindo assim para fomentar a relacao entre educacao, cultura de convergencia e narrativa transmidiatica para melhoria do ensino de Fisica.
  • RAFAEL MOURA TOSCANO DA NÓBREGA
  • FRAMEWORK PARA AUXILIAR TERAPEUTAS NO DESIGN DE RECURSOS AUDIOVISUAIS PARA ENSINAR COMPETÊNCIAS E HABILIDADES A CRIANÇAS AUTISTAS
  • Fecha: 17-jul-2019
  • Hora: 10:00
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  • A tecnologia proporciona uma infinidade de recursos para fornecer orientacoes e suporte instrucional ao desenvolvimento de novas competencias e habilidades. Dentro desse escopo, podemos destacar a utilizacao de recursos audiovisuais e multimidia para o ensino de competencias e habilidades a criancas diagnosticadas com o Transtorno do Espectro Autista (TEA). Essa apropriacao da tecnologia instaura um cenario de midia, interacao e aprendizado, que atualmente nao esta amparado por modelos teorico-metodologicos tradicionais da Comunicacao, Computacao e Pedagogia. Avancando nesta tematica, este trabalho propoe um framework com recomendacoes e recursos visuais para auxiliar a descricao, planejamento e producao de sistemas audiovisuais que potencializem as estrategias de ensino dos terapeutas. O framework, denominado de TutoPlay, e proposto a partir da integracao teorica do Design Audiovisual aos estudos da Taxonomia de Objetivos Educacionais. Nessa preposicao, considera-se a crianca com o Transtorno Autistico como um individuo que na sua totalidade assume multiplos niveis de interacao com a midia e que estes podem ser compreendidos e relacionados a dominios cognitivos, afetivos e psicomotores. Alem disso, compreende-se tambem que a utilizacao de midia nesse contexto e partilhada entre os profissionais (clinicos ou educacionais) e responsaveis (familiares) de tal modo que esse fator dever ser considerado pelo conteudo e projeto pedagogico ofertado. Alem das recomendacoes para o planejamento dos objetivos educacionais, o framework tambem oferta uma matriz com treze formatos de interacao e um caso de uso para facilitar a compreensao dos terapeutas da aplicacao pratica do Tuto Play. Com o intuito de validar o framework, foi realizado um workshop com 28 terapeutas das areas de psicologia, psicopedagogia, pedagogia, fonoaudiologia, terapia ocupacional, arteterapia, e educacao fisica, que atuam em um centro de reabilitacao a pessoa com deficiencia. Nesse workshop os especialistas conheceram, aplicaram e avaliaram o framework. De modo geral, os participantes receberam positivamente o framework, demonstrando tambem a capacidade de compreensao a aplicacao do mesmo. Dessa forma, a pesquisa contribui para estrategias de ensino que integram niveis de interacao a partir de dominios cognitivos, afetivos e psicomotores, os quais impactam a geracao de conteudos e sistemas adaptativos as necessidades do portador.
  • LUCAS BLATT
  • Introdução à programação a partir de conhecimentos sobre música
  • Fecha: 29-abr-2019
  • Hora: 14:00
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  • O computador tem sido considerado uma ferramenta extremamente atraente para educacao musical bem como para criar e manipular sons. Sua precisao, possibilidades de novos timbres e potencial para automacao fantastica fazem dela uma plataforma atraente para experimentar e fazer musica, mas apenas na medida em que podemos realmente dizer a um computador o que fazer e como faze-lo. Para isso precisamos aprender como programar um computador. Nos cursos de linguagens de programacao, e notoria a dificuldade de muitos alunos em aprender tal assunto, pois alem de ser abstrato e conceitual. As atividades em sala de aula e no caderno ou ate no computador se tornam desinteressantes, pois nao permitem que o mesmo visualize no mundo real o que foi programado. Portanto, uma das solucoes propostas pela literatura e o uso de ferramentas de apoio ao ensino de programacao aliada a metodologias adequadas. Com isso, o objetivo deste trabalho e introduzir praticas com o hardware livre Frescobaldi como ferramenta de apoio ao ensino de linguagem de programacao para musicos atraves de uma metodologia baseada na Teoria da Aprendizagem Significativa, que leve em consideracao o conhecimento previo de musica que possa ser relacionado com computacao.
  • GLAYSON BRENDOWN SANTOS SILVA
  • Performance de Música em Rede: avaliação e análise de ferramentas e propostas de aprimoramento de usabilidade
  • Fecha: 29-mar-2019
  • Hora: 14:00
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  • A performance de musica em rede (NMP - do ingles Network Musical Performance) se da quando musicos em posicoes geograficas distintas tocam em conjunto usando uma rede de computadores. Apesar de ferramentas e plataformas com esse intuito ja existirem ha muito tempo, e possivel verificar que seu uso nao e explorado para dar suporte a producoes ou execucoes musicais relevantes. Atraves da realizacao de um levantamento de dados, verificamos a ausencia de estudos que relacionem NMP as areas de usabilidade, ergonomia e UX. Acreditamos que a concatenacao desses topicos e necessaria, pois anterior a experiencia da NMP esta o contato com a interface de algum software. Em razao disso, este trabalho propoe avaliar as interfaces de ferramentas de NMP, utilizando os metodos de avaliacao de interfaces graficas digitais Ergolist e Co-descoberta, e analisar a experiencia do usuario desses sistemas. Contamos com a participacao de musicos voluntarios para a realizacao dos experimentos de NMP. A pesquisa conclui-se com um conjunto de propostas de aprimoramento de usabilidade, na forma de mockups de interface, que sugerem melhorias a serem implementadas nessas ferramentas.
  • RENATA DA SILVA OLIVEIRA
  • PROPOSTA DE FRAMEWORK PARA ESCUTAS POPULARES ATRAVÉS DE MAPAS COLABORATIVOS
  • Fecha: 29-mar-2019
  • Hora: 14:00
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  • A presente pesquisa investigou a implementacao de melhorias em plataformas computacionais que promovem acoes de escutas populares baseadas em crowdsourcing, especificamente em mapas colaborativos. Embora alguns estudos apresentem fortes evidencias de que simplificam a comunicacao entre os diversos atores sociais e o poder publico, com uma abordagem economica e rapida, foi observado que alguns casos ainda apresentam um baixo nivel de engajamento e transparencia, o que e contraditorio em acoes crowdsourcing. Revelou-se que provavelmente devido a abordagem top-down ainda existente, continuam nao representando reais iniciativas da comunidade. E, semelhante aos modelos tradicionais ainda apresentam ideias exogenas implantadas ou testadas por tecnicos, planejadores urbanos ou academicos. Dessa maneira, uma linha de acao foi tracada buscando sistematizar boas praticas para o desenvolvimento de novas plataformas de escutas populares que se apoiem em mapas colaborativos. Pretendeu-se elencar possiveis melhorias que, alem de proporcionar autonomia aos organizadores e stakeholders, devem incluir um estagio de diagnostico compartilhado do problema em discussao, construido pela comunidade de forma assistida. A abordagem investigou maneiras de recriar virtualmente as metodologias adotadas em workshops presenciais de planejamento comunitario, tais como o CAP - do MIT, como tambem do Urbanismo Sustentavel. Estes resultados foram compilados na forma de um Framework, destinada a auxiliar no desenvolvimento e na prototipagem da interface do usuario e a analise do fluxo de tarefas de plataformas de escutas populares. Para tal, o framework pretende auxiliar os desenvolvedores a construir esse tipo de plataforma no futuro. Atraves da UML - Linguagem de Modelagem Unificada, procurou organizar uma linha comum para tais solucoes, incorporando etapas ja consagradas nos modelos convencionais de escutas populares. Deixando disponivel uma modelagem de negocio, no qual fe possivel entender uma visao geral do negocio, diagramas de casos de usos de negocios, diagrama de atividades, e diagrama de maquinas de atividades. Por fim foram compiladas boas praticas para promover a transparencia e o engajamento.
  • CAIO VINICIUS PEREIRA DE SÁ
  • AURIS KEYBOARD: FERRAMENTA DE AUXÍLIO AO TREINAMENTO DE PERCEPÇÃO MUSICAL TÁTIL PARA PESSOAS SURDAS
  • Fecha: 28-mar-2019
  • Hora: 18:00
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  • A presente pesquisa trata do processo inclusao de individuos surdos ao ensino formal de musica, por meio da traducao da informacao sonora em vibracao tatil. A partir da compreensao compreender das ferramentas e metodologias ja utilizadas para dar suporte ao ensino de musica para pessoas surdas, foi possivel o desenvolvimento de uma nova ferramenta contendo algumas das principais caracteristicas exitosas nos estudos anteriores. Realizou-se, entao, uma pesquisa qualitativa, com base em experimentos realizados com o grupos de individuos surdos e ouvintes, que utilizaram o prototipo construido, e geraram informacoes para sustentar uma analise da capacidade percepcao tatil de elementos ritmicos e melodicos. O uso da ferramenta foi avaliado como positivo para os casos abordados, o que sugere que a traducao do som para vibracoes tateis e possivel e pode ser utilizada para atividades relacionadas ao ensino formal de musica.
  • DANIEL SORRENTINO MARQUES
  • GLITCH ART E PURE DATA: UTILIZANDO PURE DATA PARA TRANSFORMAR O PROCESSO DE CRIAÇÃO DE GLITCH EM FERRAMENTA
  • Fecha: 25-ene-2019
  • Hora: 14:00
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  • A interação da arte com a digitalização da mídia gera um espectro abrangente de arte digital. Dentro deste espectro, dissertamos sobre glitch art, uma forma de arte digital que trabalha com a introdução intencional de erros em suas obras de arte. Especificamente, a mídia digital foi estudada para fazer uma produção criativa, usando, subvertendo ou listando soluções para criação artística através da computação. Desenvolvemos um programa de computador utilizando a linguagem de programação visual Pure Data, que transforma o processo de criação de glitch art em algo prático para o artista, mostrando resultados que possam ser explorados visualmente e com menos atrasos. Esse novo método oferece menor risco de destruição dos arquivos e reduz a carga de conhecimento computacional necessária para causar uma falha com intenção artística. Adicionalmente, investigamos as possibilidades que este programa facilitador de glitch cria para novas interações dentro dos dois campos de conhecimento focados neste projeto: arte e computação.
  • RODOLPHO RAPHAEL DE OLIVEIRA SANTOS
  • TVs LEGISLATIVAS E SUA RELAÇÃO COM A INTERATIVIDADE, PRODUÇÃO DE CONTEÚDO, DESIGN AUDIOVISUAL E AUDIÊNCIA
  • Fecha: 22-ene-2019
  • Hora: 10:30
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  • Com a reconfiguracao da tecnologia e a transicao de uma fase convergente para um conceito onde a conexao se faz constante, tem-se na individualizacao do conteudo o ponto central de um debate poderoso acerca da audiencia e da producao de conteudo como reflexo da interatividade nas TVs brasileiras, especialmente as TVs Legislativas onde o foco da pesquisa se direciona para as experiencias dos contextos: nacional (TV Camara e TV Senado) e local (TV Assembleia PB e TV Camara Joao Pessoa). O objetivo principal desta pesquisa e explorar a relacao destas TVs a partir da interatividade e, ao mesmo tempo, verificar de que forma ocorrem a circulacao e a propagacao dos conteudos e qual sua relacao com a audiencia. Levando em consideracao que esta, por sua vez, pode contribuir para a construcao de um modelo dinamico e mais participativo a partir dos fluxos de midia, bem como, os grandes eventos sao os responsaveis por um crescimento em larga escala da audiencia destas emissoras, que passa a se tornar fragmentada em virtude da participacao do individuo nas mais diversas plataformas reflexo do fenomeno da propagabilidade e da fruicao do audiovisual. A metodologia teve como base a analise de conteudo que utiliza procedimentos sistematicos e objetivos de descricao do conteudo das mensagens. Tendo a inferencia de conhecimentos relativos as condicoes de producao (ou eventualmente, de recepcao) e associada a ela a aplicacao do design audiovisual (DA) evidenciando os papeis do sintetizador, modificador e produtor; a motivacao para participacao neste processo. Os resultados explicam a baixa audiencia destas TVs que se centra na producao de conteudo e tendo como possibilidade de soerguimento a adesao ao sistema broadband para propagacao de um conteudo aberto e on demand.
2018
Descripción
  • VINICIUS DE OLIVEIRA ARAUJO
  • OLINDART: CONEXÃO ENTRE REALIDADE AUMENTADA (AR) E QR CODE PARA DESENVOLVIMENTO E AMPLIAÇÃO DO ALCANCE DA PRODUÇÃO DA ECONOMIA CRIATIVA DA CIDADE DE OLINDA (PE)
  • Fecha: 19-nov-2018
  • Hora: 14:00
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  • A Realidade Aumentada (RA) torna-se cada dia mais presente no cotidiano das pessoas devido a utilização de vários aplicativos e jogos eletrônicos. Esta pesquisa busca aproximar tecnologias emergentes no setor de Turismo e às áreas relacionadas, com a Economia Criativa (EC), com objetivo de aplicar recursos de RA para implementar soluções aos visitantes e turistas que chegam à cidade de Olinda (PE) e interagem com QR Code e Geolocalização. A metodologia utilizada neste trajeto foi uma pesquisa qualitativa, interligada à pesquisa-ação, na qual foram entrevistados 38 turistas de forma não-determinística e com reuniões realizadas junto aos gestores da Prefeitura Municipal, para que fosse possível aplicar os conceitos da Engenharia de Software na definição dos requisitos voltados ao sucesso desta plataforma. Análises de Interação Humano-Computador (IHC) possibilitarão propor, já no Mínimo Produto Viável (MVP), soluções que atendam aos anseios dos entrevistados. Através destas análises, foram encontrados problemas como: falta de sinalização, informações desatualizadas e imprecisas, falta de clareza na descrição de produtos e serviços, dificuldade de relacionamento por falta de informações em línguas estrangeiras e além de pouca utilização de recursos tecnológicos. Estes aspectos detectados demonstram o potencial de aplicabilidade da plataforma OlindART, não apenas na cidade de Olinda, mas em qualquer local no mundo, visto que, o mesmo utiliza recursos de geolocalização e QR Code para interação e sendo atualizados em tempo real. Com a finalização da plataforma OlindART, espera-se sanar os problemas detectados pelos turistas e visitantes. Inclui-se ao grupo a população que anseia por ter acesso à informação de qualidade e atualizada e a Prefeitura Municipal de Olinda que necessita de dados atualizados para tomada de decisão.
  • DIVALDO VALVERDE JUNIOR
  • REDESIGN EM JOGOS DIGITAIS: ESTUDO DE CASO DA FRANQUIA FINAL FANTASY EM DIFERENTES VERSÕES E PLATAFORMAS
  • Fecha: 02-ago-2018
  • Hora: 10:00
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  • Os jogos digitais sao artefatos multimidia que conquistaram jogadores de todo mundo, criando uma industria global que movimenta bilhoes financeiramente. A permanencia de uma empresa de jogos no topo do sucesso depende da forma como faz renovacoes e desdobramentos, como ocorre com a franquia Final Fantasy. Criada ha aproximadamente tres decadas, a franquia Final Fantasy Vem se renovando e incorporando as inovacoes tecnologicas por meio do processo de redesign. O objetivo desta dissertacao e apresentar um estudo sobre os processos de redesign nas diferentes versoes de Final Fantasy, a partir do qual se demonstra como esses processos sao fundamentais para a longevidade de um jogo digital. Como procedimento metodologico, aplicou-se nesta pesquisa um estudo de caso em quatro jogos da serie principal de Final Fantasy do genero japanese role-playing game (JRPG) e o lancamento de suas respectivas versoes para diversas plataformas. Entre os resultados alcancados pode-se apontar o agrupamento e a categorizacao de processos de redesign em jogos digitais, tracando como essas mudancas foram feitas, em que aspectos do jogo foram feitas e em alguns casos, por que foram feitas.
  • ELY MARQUES FERREIRA
  • Criação de representações visuais de dados usando o Deep Dream Generator
  • Fecha: 01-ago-2018
  • Hora: 14:00
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  • Se propoe a explorar as possibilidades esteticas e criativas de redes neurais artificiais (RNA) e seus desdobramentos na construcao da consciencia artificial. Tendo como proposito apontar possiveis caminhos de dialogo entre as cognicoes humanas e as cognicoes artificiais na cultura digital. Por meio de ferramentas computacionais se busca a ampliacao dos suportes criativos de artistas e profissionais do ramo midiatico, concomitantemente a compreensao do surgimento de novas linguagens e esteticas e suas aplicacoes. O objetivo principal e explorar o potencial estetico e imagetico do algoritmo Deep Dream Generator para a criacao de representacoes visuais de dados de trends topics, a partir do aplicativo para comunicacao Twitter, da rede social Instagram e do mecanismo de busca do Google. Criou-se, como prova de conceito, um prototipo experimental de aplicativo web para geracao de representacoes visuais atraves desse algoritmo. Pretendeu-se assim demonstrar a possibilidade de uso do fenomeno das RNAs como recurso estetico para diferentes areas do conhecimento humano. Desta forma, nossa abordagem apresenta a possibilidade de identificar o surgimento de uma estetica propria que dialoga com artes abstratas, psicodelismo, artes computacionais, inteligencias artificiais, grandes volumes de dados, assim como com a economia criativa e suas vertentes.
  • FELIPE ANDERSON GESTEIRA CABRAL
  • TECNOLOGIA NO ESPELHO: SELFIE, AUTOMAÇÃO E INSERÇÃO SOCIAL DOS PORTADORES DE MICROCEFALIA
  • Fecha: 08-may-2018
  • Hora: 15:00
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  • Este trabalho resulta da observacao sistematica de uma populacao portadora de microcefalia, com alta incidencia no Nordeste Brasileiro. Verificamos entao que os portadores de microcefalia se situam em uma instancia sociocultural informada principalmente pelos audiovisuais, o que se mostra evidente na recorrencia frequente a expressao “civilizacao da imagem”. Neste contexto, percebemos que a cultura midiatica audiovisual produz uma representacao dos portadores de microcefalia atraves do cliche e preconceito, o que resulta na estigmatizacao, formacao dos afetos negativos, rebaixamento de autoestima e crise de identidade por parte destes individuos. Deste modo, a pesquisa – de cunho qualitativo – buscar contribuir para o exercicio afirmativo de uma “acao comunicativa”, que contribua para a elevacao da autoestima, subjetividade e inclusao social dos portadores. Logo, partimos da hipotese que, dependendo dos “modos de usar” o selfie, este pode repercutir favoravelmente.E nessa direcao, encontramos um “prototipo de espelho inteligente” para facilitar a realizacao de autorretratos das pessoas com necessidades especiais, seja por eles proprios ou por seus cuidadores. Em sintese, o nosso objeto e o selfie dos portadores de deficiencia modelado pelo equipamento do “espelho inteligente”.
  • ALIA NASIM CHAUDHRY
  • A Infografia Interativa para Visualização de Dados do Programa de Artesanato Paraibano
  • Fecha: 26-abr-2018
  • Hora: 20:00
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  • O artesanato tradicionalmente e uma expressao cultural relevante. Trata-se de uma forma de representacao de folclores, linguas e marcas da ressaltando a identidade do seu povo. A partir de ferramentas digitais, este trabalho visa minerar dados referentes ao Programa de Artesanato da Paraiba e transforma-los em infograficos atraves da ferramenta para visualizacao de dados Tableau. A infografia realizada sera a base para a construcao de narrativas, a fim de incrementar a divulgacao do artesanato e do artesao paraibano atraves da internet.
  • LEANDRO TRAJANO DA SILVA
  • E-AUDI: Plataforma on-line de integração entre programas e estudantes de educação em áudio e empresas do setor de produção de conteúdo sonoro
  • Fecha: 25-abr-2018
  • Hora: 10:30
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  • A educacao em audio e o ramo educacional formal voltado ao ensino de conteudos relacionados ao audio, o que inclui producao musical, producao fonografica, engenharia de audio, tecnologia musical etc. Revisao da literatura relacionada identificou que, embora a educacao em audio ja seja considerada como uma importante via de entrada para a vida profissional, relatos de empregadores colhidos desde a decada de 1990 indicam haver uma preocupacao com o deficit de habilidades sociais de trabalho apresentadas pelos formandos da area. Como solucao para o problema, notou-se ser a pratica do estagio profissional a principal ferramenta, haja vista a sua capacidade de proporcionar ao aluno o contato indispensavel como o “mundo real” da profissao. Apesar da constatacao anterior, levantamento feito por esta pesquisa identificou que apenas 21,42% dos programas (cursos) de educacao em audio brasileiros exigem o estagio em seus curriculos escolares. Sendo assim, foi o objetivo geral deste trabalho desenvolver o projeto de uma plataforma on-line (E-AUDI / Educacao em Audio na Industria) de integracao entre programas de educacao em audio, seus respectivos estudantes e empresas do setor de producao de conteudo sonoro. Pretende-se com isso, promover e facilitar a comunicacao entre as tres partes envolvidas, assim, estimulando a pratica de estagios e o consequente desenvolvimento de habilidades sociais de trabalho entre os estudantes-alvo da pesquisa. O projeto da plataforma foi desenvolvido gracas a colaboracao entre o pesquisador e mais quatro profissionais das areas de design, arte e midia e computacao. O resultado final aponta que a funcionalidade da plataforma depende ainda de alguns fatores, dentre eles, do levantamento das causas do baixo indice de estagio entre os programas de educacao em audio no Brasil, de um melhor entendimento a respeito do perfil da industria do audio local, e do desenvolvimento de um trabalho de conscientizacao sobre a importancia do estagio entre seus agentes.
  • GUILHERME DE SOUZA ALVES
  • Auris Visual: uma representação de ritmo e estrutura de arranjo musical para pessoas surdas
  • Fecha: 28-feb-2018
  • Hora: 10:30
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  • O trabalho tem como objetivo ajudar na imersao de pessoas surdas em conteudo audiovisual, particularmente aqueles que envolvem elementos musicais. Buscando identificar o resultado otimo para representacao de ritmo (pulso) musical e estrutura de arranjo, sao sugeridas formas de representacao, metodologia de analise, aplicacao e coleta de dados, com desenvolvimento de artefatos que auxiliam a interacao de conteudo audiovisual com pessoas surdas possibilitando maior imersao nas obras audiovisuais. A validacao dos prototipos e feita utilizando questionarios, observacao de videos gravados e coleta de dados atraves de electroencefalografia (EEG). Os resultados sao animadores e demonstram a melhoria na imersao dos usuarios surdos em conteudos audiovisuais utilizando os prototipos de representacao sugeridos.
2017
Descripción
  • ALUIZIO CAVALCANTI GUIMARÃES FILHO
  • Subjetividade e Representação: o olhar mediado no ciberteatro
  • Fecha: 11-dic-2017
  • Hora: 10:00
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  • O presente trabalho, fundamentado na multi e interdisciplinaridade, consiste em configurar um conjunto de artificios teoricos, tecnicos e tecnologicos, visando aproximar o olhar do espectador do ciberteatro ao olhar do espectador do teatro analogico. A partir desta conformacao, o intuito e possibilitar novos olhares, construcoes cenicas, poeticas e narrativas, compondo assim novas estrategias que facilitem a imersividade ao espectador do ciberteatro. A partir de observacoes, experimentacoes e pesquisa bibliografica, discute-se a possibilidade de uma solucao mesclando o conceito de ciborgue com principios da fotografia cinematografica e, com isto, criando Ciborgues Opticos que funcionem como instrumentos de interface para o espectador em sua relacao para com as acoes que se dao em cena. Para que este trabalho seja efetivamente colocado em pratica, sugerimos tambem a criacao de um software [Personal Switcher] que facilite a interacao do ciberespectador com a obra, elevando-o a condicao de interator e produtilizador. Busca-se perceber ate que ponto este cenario pode colaborar para o surgimento de novos recursos narrativos e esteticos, assim como outras condicoes de imersividade, voltados ao ciberteatro como tambem a outras artes da cena no ciberespaco.