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\n  \n 2021\n \n \n (1)\n \n \n
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\n \n\n \n \n \n \n \n \n Lessons Learned from a Lean R&D Project.\n \n \n \n \n\n\n \n Teixeira, B.; Ferreira, B.; Damasceno, A.; Barbosa, S.; Novello, C.; Villamizar, H.; Kalinowski, M.; Silva, T.; Chueke, J.; Lopes, H.; Kuramoto, A.; Itagyba, B.; Salgado, C.; Comandulli, S.; Fischer, M.; and Fialho, L.\n\n\n \n\n\n\n In Proceedings of the 23rd International Conference on Enterprise Information Systems, pages 345-352, 2021. SCITEPRESS - Science and Technology Publications\n \n\n\n\n
\n\n\n\n \n \n \"LessonsWebsite\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 17 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Lessons Learned from a Lean R&D Project},\n type = {inproceedings},\n year = {2021},\n pages = {345-352},\n websites = {https://www.scitepress.org/DigitalLibrary/Link.aspx?doi=10.5220/0010459803450352},\n publisher = {SCITEPRESS - Science and Technology Publications},\n id = {2d39a78b-bb03-3e62-b718-351d2274a73f},\n created = {2021-09-16T14:02:30.948Z},\n file_attached = {false},\n profile_id = {143c02f2-51f4-3ef0-a59f-4e4c6ce692c6},\n last_modified = {2021-09-16T14:02:30.948Z},\n read = {true},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n abstract = {In a partnership between academia and industry, we report our experience in applying the Lean R&D approach in the IAGO project, an oil and gas machine-learning-based dashboard. The approach is grounded in continuous experimentation through agile development, beginning with a Lean Inception workshop to define a Minimal Viable Product. Then, after technical feasibility assessments and conception phases, Scrum-based development begins, continually testing business hypotheses. We discuss our experiences in following the approach, and report developers’ perceptions gathered through interviews and user evaluations of the final product. We found that the Lean Inception works well for aligning expectations and objectives among stake-holders, but it is not enough to level the domain knowledge among developers. The participation of end users in the workshop and throughout the project, as well as constant communication among all stakeholders, is very important to deliver appropriate solutions.},\n bibtype = {inproceedings},\n author = {Teixeira, Bianca and Ferreira, Bruna and Damasceno, André and Barbosa, Simone and Novello, Cassia and Villamizar, Hugo and Kalinowski, Marcos and Silva, Thuener and Chueke, Jacques and Lopes, Hélio and Kuramoto, André and Itagyba, Bruno and Salgado, Cristiane and Comandulli, Sidney and Fischer, Marinho and Fialho, Leonardo},\n doi = {10.5220/0010459803450352},\n booktitle = {Proceedings of the 23rd International Conference on Enterprise Information Systems}\n}
\n
\n\n\n
\n In a partnership between academia and industry, we report our experience in applying the Lean R&D approach in the IAGO project, an oil and gas machine-learning-based dashboard. The approach is grounded in continuous experimentation through agile development, beginning with a Lean Inception workshop to define a Minimal Viable Product. Then, after technical feasibility assessments and conception phases, Scrum-based development begins, continually testing business hypotheses. We discuss our experiences in following the approach, and report developers’ perceptions gathered through interviews and user evaluations of the final product. We found that the Lean Inception works well for aligning expectations and objectives among stake-holders, but it is not enough to level the domain knowledge among developers. The participation of end users in the workshop and throughout the project, as well as constant communication among all stakeholders, is very important to deliver appropriate solutions.\n
\n\n\n
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\n\n
\n
\n  \n 2020\n \n \n (2)\n \n \n
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\n \n \n
\n \n\n \n \n \n \n \n \n Authoring Hypervideos Learning Objects.\n \n \n \n \n\n\n \n Damasceno, A., L., B.; Busson, A., J., G.; Lima, T., S.; and Soares Neto, C., S.\n\n\n \n\n\n\n Special Topics in Multimedia, IoT and Web Technologies, pages 149-181. Springer International Publishing, 2020.\n \n\n\n\n
\n\n\n\n \n \n \"SpecialWebsite\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inbook{\n type = {inbook},\n year = {2020},\n pages = {149-181},\n websites = {http://link.springer.com/10.1007/978-3-030-35102-1_6},\n publisher = {Springer International Publishing},\n city = {Cham},\n id = {45b318f5-5cd8-35d2-85b5-faf4ffeee26a},\n created = {2020-07-16T17:23:37.278Z},\n file_attached = {false},\n profile_id = {143c02f2-51f4-3ef0-a59f-4e4c6ce692c6},\n last_modified = {2021-02-21T14:35:52.993Z},\n read = {true},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n abstract = {The development of hypervideo-based Learning Objects (LOs) is complex and usually requires a multidisciplinary team, e.g., software developers, designers, and content specialists. In such a scenario, it is important to provide easy-to-use and flexible authoring tools that allow teachers create their educational content by themselves. This chapter presents a comprehensive list of requirements for hypervideo LO authoring tools (gathered from a literature review, a user-oriented participatory design, and a review of current LO authoring tools). Moreover, this chapter proposes the Cacuriá tool in order to fulfill all the identified requirements. It also presents a declarative model, called SceneSync, to specify hypervideo documents in the educational domain. The tool proved to be useful for teachers to build LOs. The main positive results of the usability tests were related to the learnability of the user interface in terms of ease of use and reduced learning time.},\n bibtype = {inbook},\n author = {Damasceno, André Luiz Brandão and Busson, Antonio José Grandson and Lima, Thacyla Sousa and Soares Neto, Carlos Salles},\n doi = {10.1007/978-3-030-35102-1_6},\n chapter = {Authoring Hypervideos Learning Objects},\n title = {Special Topics in Multimedia, IoT and Web Technologies}\n}
\n
\n\n\n
\n The development of hypervideo-based Learning Objects (LOs) is complex and usually requires a multidisciplinary team, e.g., software developers, designers, and content specialists. In such a scenario, it is important to provide easy-to-use and flexible authoring tools that allow teachers create their educational content by themselves. This chapter presents a comprehensive list of requirements for hypervideo LO authoring tools (gathered from a literature review, a user-oriented participatory design, and a review of current LO authoring tools). Moreover, this chapter proposes the Cacuriá tool in order to fulfill all the identified requirements. It also presents a declarative model, called SceneSync, to specify hypervideo documents in the educational domain. The tool proved to be useful for teachers to build LOs. The main positive results of the usability tests were related to the learnability of the user interface in terms of ease of use and reduced learning time.\n
\n\n\n
\n\n\n
\n \n\n \n \n \n \n \n \n Lean R&D: An Agile Research and Development Approach for Digital Transformation.\n \n \n \n \n\n\n \n Kalinowski, M.; Lopes, H.; Teixeira, A., F.; da Silva Cardoso, G.; Kuramoto, A.; Itagyba, B.; Batista, S., T.; Pereira, J., A.; Silva, T.; Warrak, J., A.; da Costa, M.; Fischer, M.; Salgado, C.; Teixeira, B.; Chueke, J.; Ferreira, B.; Lima, R.; Villamizar, H.; Brandão, A.; Barbosa, S.; Poggi, M.; Pelizaro, C.; Lemes, D.; Waltemberg, M.; Lopes, O.; and Goulart, W.\n\n\n \n\n\n\n Lecture Notes in Computer Science, pages 106-124. Springer, Cham, 2020.\n \n\n\n\n
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\n
@inbook{\n type = {inbook},\n year = {2020},\n keywords = {Agile Methods,Continuous Experimentation.,Digital Transformation,Lean,Research and Development},\n pages = {106-124},\n websites = {http://link.springer.com/10.1007/978-3-030-64148-1_7},\n publisher = {Springer, Cham},\n id = {1f70885c-705b-3a65-bb01-3a33321494cb},\n created = {2021-02-21T14:35:52.373Z},\n file_attached = {false},\n profile_id = {143c02f2-51f4-3ef0-a59f-4e4c6ce692c6},\n last_modified = {2021-02-21T14:35:52.373Z},\n read = {true},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n abstract = {Petrobras is a large publicly-held company that operates in the oil, gas and energy industry. Recently, they conducted internal dynamics to identify several Digital Transformation (DT) opportunities to leverage their operational excellence. Addressing such opportunities typically requires Research and Development (R&D) uncertainties that could lead traditional R&D cooperation terms to be negotiated in years. However, there are time-to-market constraints for fast-paced deliveries to experiment solution options. With this in mind, they partnered up with PUC-Rio to establish a new DT initiative. The goal of this paper is to present the Lean R&D approach, tailored within this new initiative, and results of two case studies regarding its application in practice. We designed Lean R&D integrating the following building blocks: (i) Lean Inceptions, to allow stakeholders to jointly outline a Minimal Viable Product (MVP); (ii) early parallel technical feasibility assessment and conception phases, allowing to ‘fail fast’; (iii) scrum-based development management; and (iv) strategically aligned continuous experimentation to test business hypotheses. In the two reported case studies, Lean R&D enabled addressing research-related uncertainties early and to efficiently deliver valuable MVPs within four months, showing itself suitable for supporting the DT initiative. Key success factors were the business strategy alignment, the defined roles and co-creation philosophy with strong integration between Petrobras and PUC-Rio’s teams, and continuous support of a highly qualified research team. Main opportunities for improvement, based on our lessons learned, rely on better adapting Lean Inceptions to the DT context and on scaling the approach to a project portfolio level of abstraction.},\n bibtype = {inbook},\n author = {Kalinowski, Marcos and Lopes, Hélio and Teixeira, Alex Furtado and da Silva Cardoso, Gabriel and Kuramoto, André and Itagyba, Bruno and Batista, Solon Tarso and Pereira, Juliana Alves and Silva, Thuener and Warrak, Jorge Alam and da Costa, Marcelo and Fischer, Marinho and Salgado, Cristiane and Teixeira, Bianca and Chueke, Jacques and Ferreira, Bruna and Lima, Rodrigo and Villamizar, Hugo and Brandão, André and Barbosa, Simone and Poggi, Marcus and Pelizaro, Carlos and Lemes, Deborah and Waltemberg, Marcus and Lopes, Odnei and Goulart, Willer},\n doi = {10.1007/978-3-030-64148-1_7},\n chapter = {Lean R&D: An Agile Research and Development Approach for Digital Transformation},\n title = {Lecture Notes in Computer Science}\n}
\n
\n\n\n
\n Petrobras is a large publicly-held company that operates in the oil, gas and energy industry. Recently, they conducted internal dynamics to identify several Digital Transformation (DT) opportunities to leverage their operational excellence. Addressing such opportunities typically requires Research and Development (R&D) uncertainties that could lead traditional R&D cooperation terms to be negotiated in years. However, there are time-to-market constraints for fast-paced deliveries to experiment solution options. With this in mind, they partnered up with PUC-Rio to establish a new DT initiative. The goal of this paper is to present the Lean R&D approach, tailored within this new initiative, and results of two case studies regarding its application in practice. We designed Lean R&D integrating the following building blocks: (i) Lean Inceptions, to allow stakeholders to jointly outline a Minimal Viable Product (MVP); (ii) early parallel technical feasibility assessment and conception phases, allowing to ‘fail fast’; (iii) scrum-based development management; and (iv) strategically aligned continuous experimentation to test business hypotheses. In the two reported case studies, Lean R&D enabled addressing research-related uncertainties early and to efficiently deliver valuable MVPs within four months, showing itself suitable for supporting the DT initiative. Key success factors were the business strategy alignment, the defined roles and co-creation philosophy with strong integration between Petrobras and PUC-Rio’s teams, and continuous support of a highly qualified research team. Main opportunities for improvement, based on our lessons learned, rely on better adapting Lean Inceptions to the DT context and on scaling the approach to a project portfolio level of abstraction.\n
\n\n\n
\n\n\n\n\n\n
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\n\n
\n
\n  \n 2019\n \n \n (3)\n \n \n
\n
\n \n \n
\n \n\n \n \n \n \n \n \n Visualizing Student Interactions to Support Instructors in Virtual Learning Environments.\n \n \n \n \n\n\n \n de Brandão Damasceno, A., L.; dos Santos Ribeiro, D.; and Barbosa, S., D., J.\n\n\n \n\n\n\n Universal Access in Human-Computer Interaction. Theory, Methods and Tools, pages 445-464. 2019.\n \n\n\n\n
\n\n\n\n \n \n \"UniversalWebsite\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inbook{\n type = {inbook},\n year = {2019},\n pages = {445-464},\n websites = {http://link.springer.com/10.1007/978-3-030-23560-4_33},\n id = {91cd0287-fbbe-390c-882e-1d93a797435d},\n created = {2019-07-14T22:31:01.457Z},\n file_attached = {false},\n profile_id = {143c02f2-51f4-3ef0-a59f-4e4c6ce692c6},\n last_modified = {2021-02-21T14:35:53.438Z},\n read = {true},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n citation_key = {DeBrandaoDamasceno2019},\n private_publication = {false},\n abstract = {Online education has broadened the avenues of research on student’s behavior and performance. In this paper, we shed light on how make visualizations to better support the instructors in the analyses of students interactions on VLE. We conducted a study in order to identify which data the instructors take into account and their visualization preferences. As result, even though instructors were presented different types of the visualization, the ones they selected the most and evaluated better are in line with they already used.},\n bibtype = {inbook},\n author = {de Brandão Damasceno, André Luiz and dos Santos Ribeiro, Dalai and Barbosa, Simone Diniz Junqueira},\n doi = {10.1007/978-3-030-23560-4_33},\n chapter = {Visualizing Student Interactions to Support Instructors in Virtual Learning Environments},\n title = {Universal Access in Human-Computer Interaction. Theory, Methods and Tools}\n}
\n
\n\n\n
\n Online education has broadened the avenues of research on student’s behavior and performance. In this paper, we shed light on how make visualizations to better support the instructors in the analyses of students interactions on VLE. We conducted a study in order to identify which data the instructors take into account and their visualization preferences. As result, even though instructors were presented different types of the visualization, the ones they selected the most and evaluated better are in line with they already used.\n
\n\n\n
\n\n\n
\n \n\n \n \n \n \n \n \n What Can Be Found from Student Interaction Logs of Online Courses Offered in Brazil.\n \n \n \n \n\n\n \n Damasceno, A.; Almeida, C.; Fernandes, W.; Lopes, H.; and Barbosa, S.\n\n\n \n\n\n\n In Anais do XXX Simpósio Brasileiro de Informática na Educação (SBIE 2019), pages 1641 -- 1650, 11 2019. Brazilian Computer Society (Sociedade Brasileira de Computação - SBC)\n \n\n\n\n
\n\n\n\n \n \n \"WhatWebsite\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {What Can Be Found from Student Interaction Logs of Online Courses Offered in Brazil},\n type = {inproceedings},\n year = {2019},\n pages = {1641 -- 1650},\n websites = {https://br-ie.org/pub/index.php/sbie/article/view/8897},\n month = {11},\n publisher = {Brazilian Computer Society (Sociedade Brasileira de Computação - SBC)},\n day = {11},\n city = {Brasilia},\n id = {a9a0b72a-41d7-3b61-8d21-2eb4476df4e6},\n created = {2019-11-20T14:39:12.820Z},\n file_attached = {false},\n profile_id = {143c02f2-51f4-3ef0-a59f-4e4c6ce692c6},\n last_modified = {2020-06-07T22:26:09.528Z},\n read = {true},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n citation_key = {Damasceno2019},\n private_publication = {false},\n abstract = {Online Education has broadened the avenues of research on student behavior and performance. In this paper, we compare results in the literature about student behavior patterns and performance with an analysis of VLE logs of online courses offered in Brazil. We conducted a study exploring and analyzing data using statistical methods and machine learning techniques on a dataset provided by a Brazilian institution. Then, we compared the results of our analysis with what the literature says about student behavior and performance. Finally, we show that, although most results related to student access and course completion can also be found in courses offered in Brazil, some of our results contradict existing work, mostly when related to student performance.},\n bibtype = {inproceedings},\n author = {Damasceno, André and Almeida, Cassio and Fernandes, William and Lopes, Helio and Barbosa, Simone},\n doi = {10.5753/cbie.sbie.2019.1641},\n booktitle = {Anais do XXX Simpósio Brasileiro de Informática na Educação (SBIE 2019)}\n}
\n
\n\n\n
\n Online Education has broadened the avenues of research on student behavior and performance. In this paper, we compare results in the literature about student behavior patterns and performance with an analysis of VLE logs of online courses offered in Brazil. We conducted a study exploring and analyzing data using statistical methods and machine learning techniques on a dataset provided by a Brazilian institution. Then, we compared the results of our analysis with what the literature says about student behavior and performance. Finally, we show that, although most results related to student access and course completion can also be found in courses offered in Brazil, some of our results contradict existing work, mostly when related to student performance.\n
\n\n\n
\n\n\n
\n \n\n \n \n \n \n \n \n What the Literature and Instructors Say about the Analysis of Student Interaction Logs on Virtual Learning Environments.\n \n \n \n \n\n\n \n Damasceno, A., L., d., B.; Ribeiro, D., d., S.; and Barbosa, S., D., J.\n\n\n \n\n\n\n In 2019 IEEE Frontiers in Education Conference (FIE), pages 1-9, 10 2019. IEEE\n \n\n\n\n
\n\n\n\n \n \n \"WhatWebsite\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {What the Literature and Instructors Say about the Analysis of Student Interaction Logs on Virtual Learning Environments},\n type = {inproceedings},\n year = {2019},\n pages = {1-9},\n websites = {https://ieeexplore.ieee.org/document/9028398/},\n month = {10},\n publisher = {IEEE},\n id = {c89e6e14-cbcf-380f-b393-74630224fa14},\n created = {2020-06-07T22:26:08.945Z},\n file_attached = {false},\n profile_id = {143c02f2-51f4-3ef0-a59f-4e4c6ce692c6},\n last_modified = {2021-02-21T14:35:53.018Z},\n read = {true},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n citation_key = {Damasceno2019},\n private_publication = {false},\n abstract = {Online education has broadened the avenues of research on student behavior and performance. In this paper, we shed light on how student interaction logs on virtual learning environments have been analyzed. We conducted two studies: interviews with instructors and a systematic mapping of 136 papers on Education Data Mining and Learning Analytics, published between 2010 and Feb/2019. Then, we triangulate the results between the instructors’ answers and research results found in the mapping. The main contributions of this paper are: (i) an overview of Brazilian instructors’ experience with Virtual Learning Environments and requirements to improve student analysis; (ii) an overview and classification of the papers in this topic; (iii) a ranking of importance of the instructors’ main statements and paper results; and (iv) guidelines based on the requirements mentioned by instructors for designing tools that support their analyses. Finally, we discuss gaps in existing work that can ground and guide future research, such as tools to evaluate student interaction logs with video lectures and to analyze instructor interaction logs on Virtual Learning Environments.},\n bibtype = {inproceedings},\n author = {Damasceno, Andre Luiz de Brandao and Ribeiro, Dalai dos Santos and Barbosa, Simone Diniz Junqueira},\n doi = {10.1109/FIE43999.2019.9028398},\n booktitle = {2019 IEEE Frontiers in Education Conference (FIE)}\n}
\n
\n\n\n
\n Online education has broadened the avenues of research on student behavior and performance. In this paper, we shed light on how student interaction logs on virtual learning environments have been analyzed. We conducted two studies: interviews with instructors and a systematic mapping of 136 papers on Education Data Mining and Learning Analytics, published between 2010 and Feb/2019. Then, we triangulate the results between the instructors’ answers and research results found in the mapping. The main contributions of this paper are: (i) an overview of Brazilian instructors’ experience with Virtual Learning Environments and requirements to improve student analysis; (ii) an overview and classification of the papers in this topic; (iii) a ranking of importance of the instructors’ main statements and paper results; and (iv) guidelines based on the requirements mentioned by instructors for designing tools that support their analyses. Finally, we discuss gaps in existing work that can ground and guide future research, such as tools to evaluate student interaction logs with video lectures and to analyze instructor interaction logs on Virtual Learning Environments.\n
\n\n\n
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\n  \n 2018\n \n \n (4)\n \n \n
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\n \n \n
\n \n\n \n \n \n \n \n \n Entrevistas e mapeamento sistemático sobre análise de logs de interação de alunos em ambientes virtuais de aprendizagem.\n \n \n \n \n\n\n \n Damasceno, A., L., d., B.; Ribeiro, D., d., S.; Colcher, S.; and Barbosa, S., D., J.\n\n\n \n\n\n\n Technical Report Pontifícia Universidade Católica do Rio de Janeiro, 2018.\n \n\n\n\n
\n\n\n\n \n \n \"EntrevistasWebsite\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n  \n \n 7 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@techreport{\n title = {Entrevistas e mapeamento sistemático sobre análise de logs de interação de alunos em ambientes virtuais de aprendizagem},\n type = {techreport},\n year = {2018},\n keywords = {Educational Data Mining,Learning Analytics,MOOC,VLE,behavior,e-learning,engagement,interaction,mapping.},\n pages = {10},\n websites = {ftp://ftp.inf.puc-rio.br/pub/docs/techreports/18_08_damasceno.pdf},\n city = {Rio de Janeiro},\n institution = {Pontifícia Universidade Católica do Rio de Janeiro},\n id = {74ffe9a5-2ed0-3d81-bec1-f3914432c3f6},\n created = {2019-02-25T23:43:05.500Z},\n file_attached = {false},\n profile_id = {143c02f2-51f4-3ef0-a59f-4e4c6ce692c6},\n last_modified = {2019-02-25T23:43:05.500Z},\n read = {true},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n citation_key = {Damasceno2018},\n private_publication = {false},\n bibtype = {techreport},\n author = {Damasceno, André Luiz de Brandão and Ribeiro, Dalai dos Santos and Colcher, Sergio and Barbosa, Simone D. J.}\n}
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\n \n\n \n \n \n \n \n \n VideoViz - Uma proposta de ferramenta de visualização de logs de interação em players de vídeo.\n \n \n \n \n\n\n \n Damasceno, A., L., d., B.; Guedes, Á., L.; Colcher, S.; Barbosa, S., D.; Rabêlo, D., J.; and Monier, E., B.\n\n\n \n\n\n\n In Anais Estendidos do XXIV Simpósio Brasileiro de Sistemas Multimídia e Web, pages 175-178, 10 2018. Sociedade Brasileira de Computação - SBC\n \n\n\n\n
\n\n\n\n \n \n \"VideoVizWebsite\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@inproceedings{\n title = {VideoViz - Uma proposta de ferramenta de visualização de logs de interação em players de vídeo},\n type = {inproceedings},\n year = {2018},\n keywords = {AVA,Educational Data Mining,Learning Analytics,MOOC,Video,behavior,e-learning,engagement,interaction,tool,visualization},\n pages = {175-178},\n websites = {http://portaldeconteudo.sbc.org.br/index.php/webmedia_estendido/article/view/4078},\n month = {10},\n publisher = {Sociedade Brasileira de Computação - SBC},\n day = {16},\n city = {Salvador},\n id = {b037f208-35ef-3ced-8802-1ba2fa5b5978},\n created = {2019-02-25T23:43:06.523Z},\n file_attached = {false},\n profile_id = {143c02f2-51f4-3ef0-a59f-4e4c6ce692c6},\n last_modified = {2019-07-14T22:31:02.111Z},\n read = {true},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n abstract = {The usage of technologies for content authoring, storage, distribution and presentation supported the arise of Virtual Learning Environments (VLEs) such as Moodle and MOOCs (e.g., Udacity, Coursera, EdX). All students’ interaction in these environments can be stored in logs. For instance, video is one of the resources has a greater focus on VLEs. In this paper, we present a state-of-the-art overview of interaction analysis on video players. We noticed that teachers would like to know how and when students interact with videos. In order to fill this gap, we propose VideoViz, a tool to analyse logs from interaction on video players.},\n bibtype = {inproceedings},\n author = {Damasceno, André Luiz de Brandão and Guedes, Álan L.V. and Colcher, Sergio and Barbosa, Simone D.J. and Rabêlo, Dilson J.L. and Monier, Elza B.},\n doi = {10.5753/webmedia.2018.4599},\n booktitle = {Anais Estendidos do XXIV Simpósio Brasileiro de Sistemas Multimídia e Web}\n}
\n
\n\n\n
\n The usage of technologies for content authoring, storage, distribution and presentation supported the arise of Virtual Learning Environments (VLEs) such as Moodle and MOOCs (e.g., Udacity, Coursera, EdX). All students’ interaction in these environments can be stored in logs. For instance, video is one of the resources has a greater focus on VLEs. In this paper, we present a state-of-the-art overview of interaction analysis on video players. We noticed that teachers would like to know how and when students interact with videos. In order to fill this gap, we propose VideoViz, a tool to analyse logs from interaction on video players.\n
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\n\n\n
\n \n\n \n \n \n \n \n \n Developing Deep Learning Models for Multimedia Applications in TensorFlow.\n \n \n \n \n\n\n \n Busson, A., J., G.; de Figueiredo, L., C.; dos Santos, G., N., P.; Damasceno, A., L., d., B.; Colcher, S.; and Milidiú, R.\n\n\n \n\n\n\n In Proceedings of the 24th Brazilian Symposium on Multimedia and the Web on - WebMedia '18, pages 7-9, 2018. ACM Press\n \n\n\n\n
\n\n\n\n \n \n \"DevelopingWebsite\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n\n\n\n
\n
@inproceedings{\n title = {Developing Deep Learning Models for Multimedia Applications in TensorFlow},\n type = {inproceedings},\n year = {2018},\n keywords = {Deep Learning,Multimedia,TensorFlow},\n pages = {7-9},\n websites = {http://dl.acm.org/citation.cfm?doid=3243082.3264605},\n publisher = {ACM Press},\n city = {New York, New York, USA},\n id = {81df8f50-8bc2-3167-91dc-ce6a5bb85a66},\n created = {2019-02-25T23:43:07.286Z},\n file_attached = {false},\n profile_id = {143c02f2-51f4-3ef0-a59f-4e4c6ce692c6},\n last_modified = {2019-02-25T23:43:07.286Z},\n read = {true},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n abstract = {Methods based on Deep Learning became state-of-the-art in several Multimedia challenges. However, there is a gap of professionals to perform Deep Learning in the industry. Therefore, this short course aims to present the grounds and ways to develop multimedia applications using methods based on Deep Learning. Likewise, this short course is an opportunity for students and IT professionals can qualify yourselves.},\n bibtype = {inproceedings},\n author = {Busson, Antonio José G. and de Figueiredo, Lucas Caracas and dos Santos, Gabriel N. P. and Damasceno, André Luiz de B. and Colcher, Sérgio and Milidiú, Ruy},\n doi = {10.1145/3243082.3264605},\n booktitle = {Proceedings of the 24th Brazilian Symposium on Multimedia and the Web on - WebMedia '18}\n}
\n
\n\n\n
\n Methods based on Deep Learning became state-of-the-art in several Multimedia challenges. However, there is a gap of professionals to perform Deep Learning in the industry. Therefore, this short course aims to present the grounds and ways to develop multimedia applications using methods based on Deep Learning. Likewise, this short course is an opportunity for students and IT professionals can qualify yourselves.\n
\n\n\n
\n\n\n
\n \n\n \n \n \n \n \n \n Desenvolvendo Modelos de Deep Learning para Aplicações Multimídia no Tensorflow.\n \n \n \n \n\n\n \n G. Busson, A., J.; Figueiredo, L., C.; dos Santos, G., P.; de B. Damasceno, A., L.; Colcher, S.; and Milidiú, R., L.\n\n\n \n\n\n\n Minicursos do XXIV Simpósio Brasileiro de Sistemas Multimídia e Web, pages 67-116. Sociedade Brasileira de Computação, 10 2018.\n \n\n\n\n
\n\n\n\n \n \n \"MinicursosWebsite\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inbook{\n type = {inbook},\n year = {2018},\n pages = {67-116},\n websites = {http://portaldeconteudo.sbc.org.br/livros/index.php/sbc/catalog/view/8/17/56-1},\n month = {10},\n publisher = {Sociedade Brasileira de Computação},\n day = {16},\n id = {0899539e-1c21-36b3-8fec-4cec1fc51f9e},\n created = {2019-07-15T12:34:41.270Z},\n file_attached = {false},\n profile_id = {143c02f2-51f4-3ef0-a59f-4e4c6ce692c6},\n last_modified = {2021-02-21T14:35:53.671Z},\n read = {true},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n abstract = {The availability of massive quantities of data, combined with increasing computational capabilities, makes it possible to develop more precise Machine Learning algorithms. These new tools provide advances in areas such as Natural Language Processing and Computer Vision, allowing efficient processing of images, text and audio. Now, cognitive functionalities, such as learning, recognition and detection, can be used in multimedia applications to create mechanisms beyond traditional capture, streaming and presenta- tion uses. Methods based on Deep Learning became state-of-the-art in several Multi- media challenges. This short course presents the grounds and ways to develop models using Deep Learning. It prepares the participant to: (1) understand and develop mod- els based on Deep Neural Networks, Convolutional Neural Networks (CNN), Recurrent Neural Networks, including LSTM and GRU; (2) apply the Deep Learning models to solve problems within the multimedia domain like Image Classification, Facial Recogni- tion, Object Detection, Video Scenes Classification. The Python programming language is shown alongside TensorFlow, a package for developing Deep Learning models.},\n bibtype = {inbook},\n author = {G. Busson, Antonio José and Figueiredo, Lucas C. and dos Santos, Gabriel P. and de B. Damasceno, André Luiz and Colcher, Sérgio and Milidiú, Ruy L.},\n doi = {10.5753/sbc.455.7.03},\n chapter = {Desenvolvendo Modelos de Deep Learning para Aplicações Multimídia no Tensorflow},\n title = {Minicursos do XXIV Simpósio Brasileiro de Sistemas Multimídia e Web}\n}
\n
\n\n\n
\n The availability of massive quantities of data, combined with increasing computational capabilities, makes it possible to develop more precise Machine Learning algorithms. These new tools provide advances in areas such as Natural Language Processing and Computer Vision, allowing efficient processing of images, text and audio. Now, cognitive functionalities, such as learning, recognition and detection, can be used in multimedia applications to create mechanisms beyond traditional capture, streaming and presenta- tion uses. Methods based on Deep Learning became state-of-the-art in several Multi- media challenges. This short course presents the grounds and ways to develop models using Deep Learning. It prepares the participant to: (1) understand and develop mod- els based on Deep Neural Networks, Convolutional Neural Networks (CNN), Recurrent Neural Networks, including LSTM and GRU; (2) apply the Deep Learning models to solve problems within the multimedia domain like Image Classification, Facial Recogni- tion, Object Detection, Video Scenes Classification. The Python programming language is shown alongside TensorFlow, a package for developing Deep Learning models.\n
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\n  \n 2017\n \n \n (4)\n \n \n
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\n \n\n \n \n \n \n \n \n Lessons Learned from Evaluating an Authoring Tool for Learning Objects.\n \n \n \n \n\n\n \n Damasceno, A., L., d., B.; Soares Neto, C., d., S.; and Barbosa, S., D., J.\n\n\n \n\n\n\n Learning and Collaboration Technologies. Novel Learning Ecosystems: 4th International Conference, LCT 2017, Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9-14, 2017, Proceedings, Part I, pages 77-89. Zaphiris, P.; and Ioannou, A., editor(s). Springer International Publishing, 2017.\n \n\n\n\n
\n\n\n\n \n \n \"LearningWebsite\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n\n\n\n
\n
@inbook{\n type = {inbook},\n year = {2017},\n keywords = {Authoring Tool,Cacuriá,Learning Object},\n pages = {77-89},\n websites = {http://dx.doi.org/10.1007/978-3-319-58509-3_8},\n publisher = {Springer International Publishing},\n city = {Cham},\n id = {71d41ff4-5098-3952-bdce-0bde35d900b9},\n created = {2019-02-25T23:45:16.332Z},\n file_attached = {false},\n profile_id = {143c02f2-51f4-3ef0-a59f-4e4c6ce692c6},\n last_modified = {2019-02-25T23:45:16.332Z},\n read = {true},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n citation_key = {deBrandãoDamasceno2017},\n source_type = {inbook},\n private_publication = {false},\n abstract = {Teachers and students often adopt technologies that allow new ways of teaching and learning, and multimedia resources such as slideshows, videos and games have been increasingly used in both distance and face-to-face instruction. These multimedia learning environments handle several media resources (e.g., video, image, text). One such environment is the multimedia authoring tool Cacuriá. Cacuriá allows teachers to create multimedia educational content for interactive TV and Web without requiring programming skills. In this paper we present a case study which was conducted to show how learning objects could be created using Cacuriá without requiring the user to previously know programming concepts. Finally, usability tests results show that Cacuriá can be used by teachers with effectiveness and consistency.},\n bibtype = {inbook},\n author = {Damasceno, André Luiz de Brandão and Soares Neto, Carlos de Salles and Barbosa, Simone Diniz Junqueira},\n editor = {Zaphiris, Panayiotis and Ioannou, Andri},\n doi = {10.1007/978-3-319-58509-3_8},\n chapter = {Lessons Learned from Evaluating an Authoring Tool for Learning Objects},\n title = {Learning and Collaboration Technologies. Novel Learning Ecosystems: 4th International Conference, LCT 2017, Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9-14, 2017, Proceedings, Part I}\n}
\n
\n\n\n
\n Teachers and students often adopt technologies that allow new ways of teaching and learning, and multimedia resources such as slideshows, videos and games have been increasingly used in both distance and face-to-face instruction. These multimedia learning environments handle several media resources (e.g., video, image, text). One such environment is the multimedia authoring tool Cacuriá. Cacuriá allows teachers to create multimedia educational content for interactive TV and Web without requiring programming skills. In this paper we present a case study which was conducted to show how learning objects could be created using Cacuriá without requiring the user to previously know programming concepts. Finally, usability tests results show that Cacuriá can be used by teachers with effectiveness and consistency.\n
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\n \n\n \n \n \n \n \n \n Creating Multimedia Learning Objects.\n \n \n \n \n\n\n \n Neto, C., d., S., S.; Lima, T., D., S.; Damasceno, A., L., D., B.; and Busson, A., J., G.\n\n\n \n\n\n\n In Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web - WebMedia '17, pages 19-21, 2017. ACM Press\n \n\n\n\n
\n\n\n\n \n \n \"CreatingWebsite\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n\n\n\n
\n
@inproceedings{\n title = {Creating Multimedia Learning Objects},\n type = {inproceedings},\n year = {2017},\n keywords = {Authoring Tool,Cacuriá},\n pages = {19-21},\n websites = {http://dl.acm.org/citation.cfm?doid=3126858.3131626},\n publisher = {ACM Press},\n city = {New York, New York, USA},\n id = {1e3a10a5-66a7-365f-b486-0b64bc9cd97d},\n created = {2019-02-25T23:45:28.718Z},\n file_attached = {false},\n profile_id = {143c02f2-51f4-3ef0-a59f-4e4c6ce692c6},\n last_modified = {2019-02-25T23:45:28.718Z},\n read = {true},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n abstract = {Learning Objects (LOs) are entities that can be used, reused, or referred during the teaching process. LOs allow students to individ- ualize their learning experience with non-linear browsing mecha- nisms and content adaptation. The main goal of this tutorial is to discuss both the pedagogical and technological recommendations involved in the authoring of multimedia LOs.},\n bibtype = {inproceedings},\n author = {Neto, Carlos de Salles Soares and Lima, Thacyla De Sousa and Damasceno, André Luiz De B and Busson, Antonio José G},\n doi = {10.1145/3126858.3131626},\n booktitle = {Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web - WebMedia '17}\n}
\n
\n\n\n
\n Learning Objects (LOs) are entities that can be used, reused, or referred during the teaching process. LOs allow students to individ- ualize their learning experience with non-linear browsing mecha- nisms and content adaptation. The main goal of this tutorial is to discuss both the pedagogical and technological recommendations involved in the authoring of multimedia LOs.\n
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\n \n\n \n \n \n \n \n \n Integrating Participatory and Interaction Design of an Authoring Tool for Learning Objects Involving a Multidisciplinary Team.\n \n \n \n \n\n\n \n de Brandão Damasceno, A., L.; de Salles Soares Neto, C.; and Barbosa, S., D., J.\n\n\n \n\n\n\n Design, User Experience, and Usability: Theory, Methodology, and Management: 6th International Conference, DUXU 2017, Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9-14, 2017, Proceedings, Part I, pages 554-569. Marcus, A.; and Wang, W., editor(s). Springer International Publishing, 2017.\n \n\n\n\n
\n\n\n\n \n \n \"Design,Website\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n\n\n\n
\n
@inbook{\n type = {inbook},\n year = {2017},\n keywords = {Authoring Tool,Cacuriá,Learning Object},\n pages = {554-569},\n websites = {http://link.springer.com/10.1007/978-3-319-58634-2_41},\n publisher = {Springer International Publishing},\n city = {Cham},\n id = {e8570e2d-3e31-311a-af21-f8b665f07346},\n created = {2019-02-25T23:45:32.702Z},\n file_attached = {false},\n profile_id = {143c02f2-51f4-3ef0-a59f-4e4c6ce692c6},\n last_modified = {2019-02-25T23:45:32.702Z},\n read = {true},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n citation_key = {deBrandãoDamasceno2017},\n source_type = {inbook},\n private_publication = {false},\n abstract = {Traditional computer use in educational environments does not ensure learning improvement. Consequently, there is a global effort to make and provide more effective and efficient use of new multimedia resources and learning environments. Learning Objects (LOs) are entities, digital or not, which can be used or referenced during teaching. However, multimedia authoring of LOs is still complex and time consuming. In this paper we present a novel process integrating participatory and interaction design which we adopted in the development of an authoring tool involving a multidisciplinary team. As result, this methodology is used in the development of Cacuriá, a multimedia authoring tool for teachers with little or no programming skills to create LOs.},\n bibtype = {inbook},\n author = {de Brandão Damasceno, André Luiz and de Salles Soares Neto, Carlos and Barbosa, Simone Diniz Junqueira},\n editor = {Marcus, Aaron and Wang, Wentao},\n doi = {10.1007/978-3-319-58634-2_41},\n chapter = {Integrating Participatory and Interaction Design of an Authoring Tool for Learning Objects Involving a Multidisciplinary Team},\n title = {Design, User Experience, and Usability: Theory, Methodology, and Management: 6th International Conference, DUXU 2017, Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9-14, 2017, Proceedings, Part I}\n}
\n
\n\n\n
\n Traditional computer use in educational environments does not ensure learning improvement. Consequently, there is a global effort to make and provide more effective and efficient use of new multimedia resources and learning environments. Learning Objects (LOs) are entities, digital or not, which can be used or referenced during teaching. However, multimedia authoring of LOs is still complex and time consuming. In this paper we present a novel process integrating participatory and interaction design which we adopted in the development of an authoring tool involving a multidisciplinary team. As result, this methodology is used in the development of Cacuriá, a multimedia authoring tool for teachers with little or no programming skills to create LOs.\n
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\n \n\n \n \n \n \n \n \n A Hypervideo Model for Learning Objects.\n \n \n \n \n\n\n \n Busson, A., J., G.; Damasceno, A., L., d., B.; Azevedo, R., G., d., A.; Neto, C., d., S., S.; Lima, T., d., S.; and Colcher, S.\n\n\n \n\n\n\n In Proceedings of the 28th ACM Conference on Hypertext and Social Media - HT '17, volume 1691, pages 245-253, 2017. ACM Press\n \n\n\n\n
\n\n\n\n \n \n \"AWebsite\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 41 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n\n\n\n
\n
@inproceedings{\n title = {A Hypervideo Model for Learning Objects},\n type = {inproceedings},\n year = {2017},\n keywords = {Authoring Language,Cacuriá,Learning Object},\n pages = {245-253},\n volume = {1691},\n websites = {http://dl.acm.org/citation.cfm?doid=3078714.3078739},\n publisher = {ACM Press},\n city = {New York, New York, USA},\n id = {961ea527-c6b8-3681-a320-abce7f688a3c},\n created = {2019-02-25T23:45:34.126Z},\n file_attached = {false},\n profile_id = {143c02f2-51f4-3ef0-a59f-4e4c6ce692c6},\n last_modified = {2019-08-18T18:44:25.618Z},\n read = {true},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n citation_key = {Busson2017},\n private_publication = {false},\n abstract = {Learning Objects (LOs) are entities that can be used, reused or re- ferred during the teaching process. They are commonly embedded into documents that establish spatiotemporal synchronization re- lationships of their contents. Hypervideos LOs allow students to individualize their learning experience with non-linear browsing mechanisms and content adaptation. This paper presents a survey of features for a set of documents representing such LOs as well as desirable aspects that should be expressed during the authoring phase. In addition, this paper presents a conceptual model that fits such requirements. The model is implemented by SceneSync, a domain specific language focused on the temporal synchronism of LOs. As a result of the work, we present a set of LOs specified in SceneSync and a discussion about the identified features, which confirm the expressiveness and applicability of the model.},\n bibtype = {inproceedings},\n author = {Busson, Antonio José G. and Damasceno, André Luiz de B. and Azevedo, Roberto G. de A. and Neto, Carlos de Salles Soares and Lima, Thacyla de Sousa and Colcher, Sérgio},\n doi = {10.1145/3078714.3078739},\n booktitle = {Proceedings of the 28th ACM Conference on Hypertext and Social Media - HT '17}\n}
\n
\n\n\n
\n Learning Objects (LOs) are entities that can be used, reused or re- ferred during the teaching process. They are commonly embedded into documents that establish spatiotemporal synchronization re- lationships of their contents. Hypervideos LOs allow students to individualize their learning experience with non-linear browsing mechanisms and content adaptation. This paper presents a survey of features for a set of documents representing such LOs as well as desirable aspects that should be expressed during the authoring phase. In addition, this paper presents a conceptual model that fits such requirements. The model is implemented by SceneSync, a domain specific language focused on the temporal synchronism of LOs. As a result of the work, we present a set of LOs specified in SceneSync and a discussion about the identified features, which confirm the expressiveness and applicability of the model.\n
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\n  \n 2016\n \n \n (3)\n \n \n
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\n \n\n \n \n \n \n \n \n SceneSync: A Hypermedia Authoring Language for Temporal Synchronism of Learning Objects.\n \n \n \n \n\n\n \n Busson, A., J., G.; Damasceno, A., L., d., B.; Lima, T., d., S.; and Soares Neto, C., d., S.\n\n\n \n\n\n\n In Proceedings of the 22nd Brazilian Symposium on Multimedia and the Web - Webmedia '16, pages 175-182, 2016. ACM Press\n \n\n\n\n
\n\n\n\n \n \n \"SceneSync:Website\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n\n\n\n
\n
@inproceedings{\n title = {SceneSync: A Hypermedia Authoring Language for Temporal Synchronism of Learning Objects},\n type = {inproceedings},\n year = {2016},\n keywords = {Authoring Language,Learning Object},\n pages = {175-182},\n websites = {http://dl.acm.org/citation.cfm?doid=2976796.2976855},\n publisher = {ACM Press},\n city = {New York, New York, USA},\n id = {1decb3d1-5a7e-37a8-9c93-172e377c511c},\n created = {2019-02-25T23:44:45.234Z},\n file_attached = {false},\n profile_id = {143c02f2-51f4-3ef0-a59f-4e4c6ce692c6},\n last_modified = {2019-02-25T23:44:45.234Z},\n read = {true},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n abstract = {Learning Objects (LOs) are entities, digital or not, that can be used, reused or referenced during the teaching process. According toMultimedia Systems area, they are specified by documents that establish several spatiotemporal synchroni- zation relationships of their contents. LOs allow students to individualize the learning experience with non-linear na- vigation mechanisms and content adaptation. The paper presents a survey of requirements for the set of documents representing such LOs as well as desirable aspects for ex- pressing during authoring phase. In addition, this paper presents a multimedia conceptual model that answers such requirements gathered. The model is implemented by Sce- neSync, a domain specific language focused on the temporal synchronism of LOs. As a result of the work, it is presen- ted the SceneSync modeling of a nonlinear LO illustrating all initially identified requirements, attesting the expressive- ness and applicability of the language.},\n bibtype = {inproceedings},\n author = {Busson, Antonio José Grandson and Damasceno, André Luiz de Brandão and Lima, Thacyla de Sousa and Soares Neto, Carlos de Salles},\n doi = {10.1145/2976796.2976855},\n booktitle = {Proceedings of the 22nd Brazilian Symposium on Multimedia and the Web - Webmedia '16}\n}
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\n Learning Objects (LOs) are entities, digital or not, that can be used, reused or referenced during the teaching process. According toMultimedia Systems area, they are specified by documents that establish several spatiotemporal synchroni- zation relationships of their contents. LOs allow students to individualize the learning experience with non-linear na- vigation mechanisms and content adaptation. The paper presents a survey of requirements for the set of documents representing such LOs as well as desirable aspects for ex- pressing during authoring phase. In addition, this paper presents a multimedia conceptual model that answers such requirements gathered. The model is implemented by Sce- neSync, a domain specific language focused on the temporal synchronism of LOs. As a result of the work, it is presen- ted the SceneSync modeling of a nonlinear LO illustrating all initially identified requirements, attesting the expressive- ness and applicability of the language.\n
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\n \n\n \n \n \n \n \n \n Andanças: Plataforma Gamificada Para Apoio ao Turismo Cultural no Centro Histórico de São Luís do Maranhão.\n \n \n \n \n\n\n \n Damasceno, A., L., d., B.; Busson, A., J., G.; Júnior Farias, A., P.; Pinheiro, A., E., P.; Rocha, A., R., A.; Ribeiro, D., d., S.; Melo, S., A.; and Rodrigues, P., P., B.\n\n\n \n\n\n\n In 2016 Brazilian Symposium on Computer Games and Digital Entertainment, pages 1226-1229, 2016. \n \n\n\n\n
\n\n\n\n \n \n \"Andanças:Website\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n\n\n\n
\n
@inproceedings{\n title = {Andanças: Plataforma Gamificada Para Apoio ao Turismo Cultural no Centro Histórico de São Luís do Maranhão},\n type = {inproceedings},\n year = {2016},\n keywords = {Tourism},\n pages = {1226-1229},\n websites = {http://www.sbgames.org/sbgames2016/downloads/anais/157683.pdf},\n city = {São Paulo},\n id = {466c82b0-7397-3a8c-980f-7eee18739cf0},\n created = {2019-02-25T23:44:46.172Z},\n file_attached = {false},\n profile_id = {143c02f2-51f4-3ef0-a59f-4e4c6ce692c6},\n last_modified = {2019-09-01T17:20:37.045Z},\n read = {true},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n notes = {NULL},\n private_publication = {false},\n abstract = {Novas tecnologias têm influenciado o crescimento e desenvolvimento na indústria do turismo em vários aspectos. Isso é corroborada pelo fato de que as expectativas dos turistas têm crescido e por eles esperam obter melhores serviços. Espera-se que nos próximos anos, o ritmo desse crescimento aumente, por isso é importante que a indústria do turismo se mantenha confiável nessa mudança. Uma abordagem muito utilizada em outros setores é a gamificacao. Ela é conhecida pelo uso de mecânicas do design de jogos. Através da sua aplicacao, é possível enriquecer a experiência das pessoas em vários contextos e motivá-las a realizarem tarefas. O centro histórico de São Luís é uma região com uma grande atração turística que mantém preservado um conjunto arquitetônico de aproximadamente quatro mil edifícios dos séculos 18 e 19. No entanto, estudos apontam que a maioria da população ludovicense não possui ligação com suas raízes locais, devido ao pouco conhecimento sobre a história da cidade e sua cultura. Dado o cenário atual, este trabalho propõe o desenvolvimento de uma plataforma móvel para apoiar o turismo histórico e cultural chamado Andanças. A plataforama faz o uso de técnicas de gamificacao para incentivar e popularizar o turismo em São Luís do Maranhão.},\n bibtype = {inproceedings},\n author = {Damasceno, André Luiz de Brandão and Busson, Antonio José Grandson and Júnior Farias, Antônio Pires and Pinheiro, Adriano Erick P and Rocha, Antonio Romildo A and Ribeiro, Dalai dos Santos and Melo, Sidney Araujo and Rodrigues, Pedro Paulo B},\n booktitle = {2016 Brazilian Symposium on Computer Games and Digital Entertainment}\n}
\n
\n\n\n
\n Novas tecnologias têm influenciado o crescimento e desenvolvimento na indústria do turismo em vários aspectos. Isso é corroborada pelo fato de que as expectativas dos turistas têm crescido e por eles esperam obter melhores serviços. Espera-se que nos próximos anos, o ritmo desse crescimento aumente, por isso é importante que a indústria do turismo se mantenha confiável nessa mudança. Uma abordagem muito utilizada em outros setores é a gamificacao. Ela é conhecida pelo uso de mecânicas do design de jogos. Através da sua aplicacao, é possível enriquecer a experiência das pessoas em vários contextos e motivá-las a realizarem tarefas. O centro histórico de São Luís é uma região com uma grande atração turística que mantém preservado um conjunto arquitetônico de aproximadamente quatro mil edifícios dos séculos 18 e 19. No entanto, estudos apontam que a maioria da população ludovicense não possui ligação com suas raízes locais, devido ao pouco conhecimento sobre a história da cidade e sua cultura. Dado o cenário atual, este trabalho propõe o desenvolvimento de uma plataforma móvel para apoiar o turismo histórico e cultural chamado Andanças. A plataforama faz o uso de técnicas de gamificacao para incentivar e popularizar o turismo em São Luís do Maranhão.\n
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\n \n\n \n \n \n \n \n \n Lua2NCL: Framework for textual authoring of NCL applications with Lua.\n \n \n \n \n\n\n \n Moraes, D., d., S.; Damasceno, A., L., d., B.; Busson, A., J., G.; and Soares Neto, C., d., S.\n\n\n \n\n\n\n In Proceedings of the 22nd Brazilian Symposium on Multimedia and the Web - Webmedia '16, pages 47-54, 2016. ACM Press\n \n\n\n\n
\n\n\n\n \n \n \"Lua2NCL:Website\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n\n\n\n
\n
@inproceedings{\n title = {Lua2NCL: Framework for textual authoring of NCL applications with Lua},\n type = {inproceedings},\n year = {2016},\n keywords = {Digital TV,NCL},\n pages = {47-54},\n websites = {http://dl.acm.org/citation.cfm?doid=2976796.2976851},\n publisher = {ACM Press},\n city = {New York, New York, USA},\n id = {cd77a810-a62c-3371-8602-36214dd13479},\n created = {2019-02-25T23:44:48.764Z},\n file_attached = {false},\n profile_id = {143c02f2-51f4-3ef0-a59f-4e4c6ce692c6},\n last_modified = {2019-02-25T23:44:48.764Z},\n read = {true},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n abstract = {Nested Context Language (NCL) is the standard declarative language used for the development of interactive digital TV applications in SBTVD (Brazilian Digital TV System) and ITU-T. Some previous researches show that NCL is more appropriate for content producers, whereas imperative languages are better for application developers. However, the size of NCL applications codes can reach levels that may affect even the legibility, which does not attract developers. The aim of this paper is to propose a framework, named Lua2NCL, to provide a set of textual features that enable the creation of applications for Digital TV without the same effort dispensed to the textual NCL authoring. These features offered by Lua2NCL have as their central focus the reduction in the verbosity of documents. This paper also presents two case studies performed with programmers showing that Lua2NCL can considerably reduce source codes, as well as, time spent in the authoring.},\n bibtype = {inproceedings},\n author = {Moraes, Daniel de Sousa and Damasceno, André Luiz de Brandão and Busson, Antonio José Grandson and Soares Neto, Carlos de Salles},\n doi = {10.1145/2976796.2976851},\n booktitle = {Proceedings of the 22nd Brazilian Symposium on Multimedia and the Web - Webmedia '16}\n}
\n
\n\n\n
\n Nested Context Language (NCL) is the standard declarative language used for the development of interactive digital TV applications in SBTVD (Brazilian Digital TV System) and ITU-T. Some previous researches show that NCL is more appropriate for content producers, whereas imperative languages are better for application developers. However, the size of NCL applications codes can reach levels that may affect even the legibility, which does not attract developers. The aim of this paper is to propose a framework, named Lua2NCL, to provide a set of textual features that enable the creation of applications for Digital TV without the same effort dispensed to the textual NCL authoring. These features offered by Lua2NCL have as their central focus the reduction in the verbosity of documents. This paper also presents two case studies performed with programmers showing that Lua2NCL can considerably reduce source codes, as well as, time spent in the authoring.\n
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\n  \n 2015\n \n \n (3)\n \n \n
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\n \n\n \n \n \n \n \n Cacuriá: Uma Ferramenta de Autoria Multimídia para Objetos de Aprendizagem.\n \n \n \n\n\n \n Damasceno, A., L., d., B.\n\n\n \n\n\n\n ,107. 11 2015.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n\n\n\n
\n
@article{\n title = {Cacuriá: Uma Ferramenta de Autoria Multimídia para Objetos de Aprendizagem},\n type = {article},\n year = {2015},\n keywords = {Cacuriá},\n pages = {107},\n month = {11},\n day = {3},\n id = {aa46de19-bfba-3374-8447-bbd8b7f4510e},\n created = {2019-02-25T23:42:43.647Z},\n file_attached = {false},\n profile_id = {143c02f2-51f4-3ef0-a59f-4e4c6ce692c6},\n last_modified = {2021-02-21T14:35:53.646Z},\n read = {true},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n citation_key = {Damasceno2015},\n private_publication = {false},\n abstract = {The application of multimedia resources during classes is becoming increasingly usual, making the learning process more participatory and interactive. Learning Objects (LOs) are entities, digital or not, that can be used, reused or referenced during teaching process. The multimedia authoring of LOs is still a complex and time-consuming process. The purpose of this paper is to present the process of participatory design used in the development of Cacuriá, a tool that allows teachers and tutors to create and share videos enriched with interactive multimedia contents. Cacuriá interface was developed using Participatory Design techniques, including focus group, Card Sorting and Paper Prototyping followed by an enhancement of the interface design. This paper also describes implementation architecture of Cacuriá. Finally, a case study was conducted to present a possibility of OAs creation using the Cacuriá Tool without requiring the user to previously knowing programming concepts.},\n bibtype = {article},\n author = {Damasceno, André Luiz de Brandão}\n}
\n
\n\n\n
\n The application of multimedia resources during classes is becoming increasingly usual, making the learning process more participatory and interactive. Learning Objects (LOs) are entities, digital or not, that can be used, reused or referenced during teaching process. The multimedia authoring of LOs is still a complex and time-consuming process. The purpose of this paper is to present the process of participatory design used in the development of Cacuriá, a tool that allows teachers and tutors to create and share videos enriched with interactive multimedia contents. Cacuriá interface was developed using Participatory Design techniques, including focus group, Card Sorting and Paper Prototyping followed by an enhancement of the interface design. This paper also describes implementation architecture of Cacuriá. Finally, a case study was conducted to present a possibility of OAs creation using the Cacuriá Tool without requiring the user to previously knowing programming concepts.\n
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\n \n\n \n \n \n \n \n Videocolaboração para Conteúdo Multimídia Educacional: Visão de Futuro do LAWS/UFMA.\n \n \n \n\n\n \n Soares Neto, C., d., S.; Damasceno, A., L., d., B.; and Busson, A., J., G.\n\n\n \n\n\n\n In Proceedings of the 21th Brazilian Symposium on Multimedia and the Web - WebMedia '15, pages 3, 2015. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@inproceedings{\n title = {Videocolaboração para Conteúdo Multimídia Educacional: Visão de Futuro do LAWS/UFMA},\n type = {inproceedings},\n year = {2015},\n keywords = {Ambientes Virtu- ais de Aprendizagem,Objetos de aprendizagem,Vídeo Não-Linear.,Vídeo sob Demanda},\n pages = {3},\n city = {Manaus},\n id = {2166a26d-131d-3645-9f6f-7023ecaf980d},\n created = {2019-02-25T23:43:11.776Z},\n file_attached = {false},\n profile_id = {143c02f2-51f4-3ef0-a59f-4e4c6ce692c6},\n last_modified = {2019-02-25T23:43:11.776Z},\n read = {true},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {true},\n private_publication = {false},\n abstract = {Este trabalho apresenta uma breve descrição do histórico de trabalhos e a visão de futuro dos projetos de pesquisa em videocolaboração empregados no suporte à educação, realizados pelo LAWS (Laboratory of Advanced Web Systems) da UFMA. O artigo descreve alguns resultados, experiências e visão de futuro no emprego de vídeos como base para a elaboração de conteúdo multimídia educacional.},\n bibtype = {inproceedings},\n author = {Soares Neto, Carlos de Salles and Damasceno, André Luiz de Brandão and Busson, Antonio José Grandson},\n booktitle = {Proceedings of the 21th Brazilian Symposium on Multimedia and the Web - WebMedia '15}\n}
\n
\n\n\n
\n Este trabalho apresenta uma breve descrição do histórico de trabalhos e a visão de futuro dos projetos de pesquisa em videocolaboração empregados no suporte à educação, realizados pelo LAWS (Laboratory of Advanced Web Systems) da UFMA. O artigo descreve alguns resultados, experiências e visão de futuro no emprego de vídeos como base para a elaboração de conteúdo multimídia educacional.\n
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\n \n\n \n \n \n \n \n \n Cacuriá Multimedia Tool: teachers creating multimedia educational contents.\n \n \n \n \n\n\n \n Damasceno, A., L., d., B.; Drumond, R., R.; Soares Neto, C., d., S.; Marins, A.; and Valle, R.\n\n\n \n\n\n\n In TNC 2015, pages 5-7, 2015. \n \n\n\n\n
\n\n\n\n \n \n \"CacuriáWebsite\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n\n\n\n
\n
@inproceedings{\n title = {Cacuriá Multimedia Tool: teachers creating multimedia educational contents},\n type = {inproceedings},\n year = {2015},\n keywords = {Authoring Tool,Cacuriá},\n pages = {5-7},\n issue = {1},\n websites = {https://tnc15.terena.org/core/presentation/141,https://tnc15.terena.org/web/media/archive/6D,https://tnc15.terena.org/getfile/2219,https://tnc15.terena.org/getfile/2850},\n city = {Porto},\n id = {cd686e31-0715-3f2d-9230-eb618726bc1d},\n created = {2019-02-25T23:44:50.835Z},\n file_attached = {false},\n profile_id = {143c02f2-51f4-3ef0-a59f-4e4c6ce692c6},\n last_modified = {2019-02-25T23:44:50.835Z},\n read = {true},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n abstract = {The use of supporting materials such as tablets, slides, videos and games in the classroom has become increasingly common, making the learning process more participatory and interactive. A recurring multimedia feature in this context is the use of learning objects or LOs. Wiley (2000) and the IEEE (2012) define learning objects as any entity, digital or not, that can be used, reused or referenced during learning or training supported by computer. However, the development of LOs is an expensive and time- consuming task since it requires a team with experts from different areas (programming, art, design, teachers, etc). The objective of this paper is to present Cacuriá, an authoring tool integrated with an online repository of LOs called iVoD (Interactive Video on Demand), that allows teachers and tutors to create and share videos enriched with interactive multimedia content. Figure 1 describes the architecture of the proposed service. First a teacher must create a LO using Cacuriá and then submit it to the cloud storage. Then, students can watch and interact with the content created by the tutor using devices with Internet access, such as tablets, computers and smartphones. This is an ongoing project funded and accompanied by RNP, the Brazilian NREN, in the context of the Videos on Demand as Learning Objects Working Group (GT-VoA). The approach used in the tool is WYSIWYG (What You See Is What You Get), in which the content on the screen that is being modified is identical to the final application generated by the tool. Thus, using this tool does not require prior knowledge about details of the specification language for developing interactive applications in order to use it. This turns out to be particularly useful to ordinary users that does not have specific programming skills but are interested in producing LOs. Cacuriá can also be used by the casual user who does not want or have time to learn a programming language or technology for that purpose only. The tool has an internal processing module responsible for converting Cacuriá applications into NCL code (Nested Context Language) or HTML5. NCL is the programming language adopted by the ISDB-Tb (International Services for Digital Broadcast, terrestial US) for interactive digital TV applications in the declarative part of its middleware Ginga, as well as the ITU-T (International Telecommunication Union) recommended it for IPTV services. HTML 5 is the markup language for structuring and presenting content for the World Wide Web, which allows the implementation of LOs produced in Cacuriá in the Web.},\n bibtype = {inproceedings},\n author = {Damasceno, André Luiz de Brandão and Drumond, Rafael Rego and Soares Neto, Carlos de Salles and Marins, André and Valle, Rafael},\n booktitle = {TNC 2015}\n}
\n
\n\n\n
\n The use of supporting materials such as tablets, slides, videos and games in the classroom has become increasingly common, making the learning process more participatory and interactive. A recurring multimedia feature in this context is the use of learning objects or LOs. Wiley (2000) and the IEEE (2012) define learning objects as any entity, digital or not, that can be used, reused or referenced during learning or training supported by computer. However, the development of LOs is an expensive and time- consuming task since it requires a team with experts from different areas (programming, art, design, teachers, etc). The objective of this paper is to present Cacuriá, an authoring tool integrated with an online repository of LOs called iVoD (Interactive Video on Demand), that allows teachers and tutors to create and share videos enriched with interactive multimedia content. Figure 1 describes the architecture of the proposed service. First a teacher must create a LO using Cacuriá and then submit it to the cloud storage. Then, students can watch and interact with the content created by the tutor using devices with Internet access, such as tablets, computers and smartphones. This is an ongoing project funded and accompanied by RNP, the Brazilian NREN, in the context of the Videos on Demand as Learning Objects Working Group (GT-VoA). The approach used in the tool is WYSIWYG (What You See Is What You Get), in which the content on the screen that is being modified is identical to the final application generated by the tool. Thus, using this tool does not require prior knowledge about details of the specification language for developing interactive applications in order to use it. This turns out to be particularly useful to ordinary users that does not have specific programming skills but are interested in producing LOs. Cacuriá can also be used by the casual user who does not want or have time to learn a programming language or technology for that purpose only. The tool has an internal processing module responsible for converting Cacuriá applications into NCL code (Nested Context Language) or HTML5. NCL is the programming language adopted by the ISDB-Tb (International Services for Digital Broadcast, terrestial US) for interactive digital TV applications in the declarative part of its middleware Ginga, as well as the ITU-T (International Telecommunication Union) recommended it for IPTV services. HTML 5 is the markup language for structuring and presenting content for the World Wide Web, which allows the implementation of LOs produced in Cacuriá in the Web.\n
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\n  \n 2014\n \n \n (4)\n \n \n
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\n \n\n \n \n \n \n \n \n Wanda: A Framework to Develop Card Based Games to Help Motivate Programming Students.\n \n \n \n \n\n\n \n Drumond, R., R.; Damasceno, A., L., B., d.; and Soares Neto, C., d., S.\n\n\n \n\n\n\n In 2014 Brazilian Symposium on Computer Games and Digital Entertainment, pages 158-164, 11 2014. IEEE\n \n\n\n\n
\n\n\n\n \n \n \"Wanda:Website\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n\n\n\n
\n
@inproceedings{\n title = {Wanda: A Framework to Develop Card Based Games to Help Motivate Programming Students},\n type = {inproceedings},\n year = {2014},\n keywords = {Serious Games},\n pages = {158-164},\n websites = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=7000044,http://ieeexplore.ieee.org/document/7000044/},\n month = {11},\n publisher = {IEEE},\n id = {cd02466e-09d2-3447-802f-b3aec9000d39},\n created = {2019-02-25T23:43:09.095Z},\n file_attached = {false},\n profile_id = {143c02f2-51f4-3ef0-a59f-4e4c6ce692c6},\n last_modified = {2019-02-25T23:43:09.095Z},\n read = {true},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n citation_key = {Drumond2014},\n private_publication = {false},\n abstract = {Teaching computer science, algorithms and other programming subjects can be stressing and difficult. Students motivation might drop due to the difficulty of learning how to program. To deal with this matter, this paper presents Wanda, a simple framework created to build specific card-based games that can be used as educational tools. With Wanda, professors can create educational electronic card games that require students to create virtual agents to play them. These games can help teachers and tutors to motivate programming students.},\n bibtype = {inproceedings},\n author = {Drumond, Rafael Rego and Damasceno, Andre Luiz Brandao de and Soares Neto, Carlos de Salles},\n doi = {10.1109/SBGAMES.2014.18},\n booktitle = {2014 Brazilian Symposium on Computer Games and Digital Entertainment}\n}
\n
\n\n\n
\n Teaching computer science, algorithms and other programming subjects can be stressing and difficult. Students motivation might drop due to the difficulty of learning how to program. To deal with this matter, this paper presents Wanda, a simple framework created to build specific card-based games that can be used as educational tools. With Wanda, professors can create educational electronic card games that require students to create virtual agents to play them. These games can help teachers and tutors to motivate programming students.\n
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\n \n\n \n \n \n \n \n \n Ferramenta de Autoria Multimídia para Objetos de Aprendizagem.\n \n \n \n \n\n\n \n Damasceno, A., L., d., B.; Lima, T., d., S.; Busson, N., J., G.; and Soares Neto, C., d., S.\n\n\n \n\n\n\n In Mostra de Softwares de Informática na Educação 2014, pages 76, 11 2014. \n \n\n\n\n
\n\n\n\n \n \n \"FerramentaWebsite\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n\n\n\n
\n
@inproceedings{\n title = {Ferramenta de Autoria Multimídia para Objetos de Aprendizagem},\n type = {inproceedings},\n year = {2014},\n pages = {76},\n websites = {http://cbie2014.ufgd.edu.br/msie/cacuria/,http://br-ie.org/pub/index.php/wcbie/article/view/3174},\n month = {11},\n day = {3},\n city = {Dourados},\n id = {ac5eeec1-47df-3dbe-b598-6fc9bfe73e43},\n created = {2019-02-25T23:44:50.828Z},\n file_attached = {false},\n profile_id = {143c02f2-51f4-3ef0-a59f-4e4c6ce692c6},\n last_modified = {2019-02-25T23:44:50.828Z},\n read = {true},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n abstract = {Hoje em dia é muito comum o uso de Objetos de Aprendizagem (OAs) tanto na educação presencial quanto na educação a distância. Isso tem tornado o processo de aprendizagem mais participativo e interativo. Contudo a autoria de OAs mais elaborados ainda é um processo complexo e demorado. O objetivo deste trabalho é apresentar o Cacuriá, uma ferramenta que visa facilitar a criação de OAs por educadores. Por último, um estudo de caso foi conduzido para demonstrar o processo de autoria de conteúdo pela ferramenta, sem que o usuário necessite de conhecimentos prévios de programação.},\n bibtype = {inproceedings},\n author = {Damasceno, André Luiz de Brandão and Lima, Thacyla de Sousa and Busson, Ntônio José Grandson and Soares Neto, Carlos de Salles},\n doi = {10.5753/cbie.wcbie.2014.76},\n booktitle = {Mostra de Softwares de Informática na Educação 2014},\n keywords = {Cacuriá}\n}
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\n Hoje em dia é muito comum o uso de Objetos de Aprendizagem (OAs) tanto na educação presencial quanto na educação a distância. Isso tem tornado o processo de aprendizagem mais participativo e interativo. Contudo a autoria de OAs mais elaborados ainda é um processo complexo e demorado. O objetivo deste trabalho é apresentar o Cacuriá, uma ferramenta que visa facilitar a criação de OAs por educadores. Por último, um estudo de caso foi conduzido para demonstrar o processo de autoria de conteúdo pela ferramenta, sem que o usuário necessite de conhecimentos prévios de programação.\n
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\n \n\n \n \n \n \n \n \n Cacuriá: Authoring Tool for Multimedia Learning Objects.\n \n \n \n \n\n\n \n Damasceno, A., L.; Galabo, R., J.; and Soares Neto, C., S.\n\n\n \n\n\n\n In Proceedings of the 20th Brazilian Symposium on Multimedia and the Web - WebMedia '14, pages 59-66, 2014. ACM Press\n \n\n\n\n
\n\n\n\n \n \n \"Cacuriá:Website\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n\n\n\n
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@inproceedings{\n title = {Cacuriá: Authoring Tool for Multimedia Learning Objects},\n type = {inproceedings},\n year = {2014},\n keywords = {Authoring Tool,Cacuriá},\n pages = {59-66},\n websites = {http://dl.acm.org/citation.cfm?doid=2664551.2664567},\n publisher = {ACM Press},\n city = {New York, New York, USA},\n id = {623c35b3-6e16-3327-b040-7d6ad3100691},\n created = {2019-02-25T23:44:51.078Z},\n file_attached = {false},\n profile_id = {143c02f2-51f4-3ef0-a59f-4e4c6ce692c6},\n last_modified = {2019-02-25T23:44:51.078Z},\n read = {true},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n abstract = {The application of multimedia resources during classes is becoming increasingly usual, making the learning process more participatory and interactive. Learning Objects (LOs) are entities, digital or not, that can be used, reused or referenced during teaching process. The multimedia authoring of LOs is still a complex and time-consuming process. The purpose of this paper is to present the process of participatory design used in the development of Cacuriá, a tool that allows teachers and tutors to create and share videos enriched with interactive multimedia contents. Cacuriá interface was developed using Participatory Design techniques, including focus group, Card Sorting and Paper Prototyping followed by an enhancement of the interface design. This paper also describes implementation architecture of Cacuriá. Finally, a case study was conducted to present a possibility of OAs creation using the Cacuriá Tool without requiring the user to previously knowing programming concepts.},\n bibtype = {inproceedings},\n author = {Damasceno, André Luiz and Galabo, Rosendy Jess and Soares Neto, Carlos Salles},\n doi = {10.1145/2664551.2664567},\n booktitle = {Proceedings of the 20th Brazilian Symposium on Multimedia and the Web - WebMedia '14}\n}
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\n The application of multimedia resources during classes is becoming increasingly usual, making the learning process more participatory and interactive. Learning Objects (LOs) are entities, digital or not, that can be used, reused or referenced during teaching process. The multimedia authoring of LOs is still a complex and time-consuming process. The purpose of this paper is to present the process of participatory design used in the development of Cacuriá, a tool that allows teachers and tutors to create and share videos enriched with interactive multimedia contents. Cacuriá interface was developed using Participatory Design techniques, including focus group, Card Sorting and Paper Prototyping followed by an enhancement of the interface design. This paper also describes implementation architecture of Cacuriá. Finally, a case study was conducted to present a possibility of OAs creation using the Cacuriá Tool without requiring the user to previously knowing programming concepts.\n
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\n \n\n \n \n \n \n \n \n GT-VoA: Videos On Demand as Learning Objects.\n \n \n \n \n\n\n \n Damasceno, A., L., d., B.; Drumond, R., R.; Soares Neto, C., d., S.; Marins, A.; and Valle, R.\n\n\n \n\n\n\n In Proceedings and report of the 7th UbuntuNet Alliance annual conference, pages 99-110, 2014. \n \n\n\n\n
\n\n\n\n \n \n \"GT-VoA:Website\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n\n\n\n
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@inproceedings{\n title = {GT-VoA: Videos On Demand as Learning Objects},\n type = {inproceedings},\n year = {2014},\n keywords = {Authoring Tool,Cacuriá},\n pages = {99-110},\n websites = {http://www.ubuntunet.net/sites/default/files/uc2014/proceedings/Proceedings-UC2014-d111-final.pdf,http://www.ubuntunet.net/sites/default/files/uc2014/proceedings/damascenoa.pdf},\n city = {Lusaka},\n id = {ea9f4953-efeb-3793-bb65-074e727ae4b5},\n created = {2019-02-25T23:44:59.782Z},\n file_attached = {false},\n profile_id = {143c02f2-51f4-3ef0-a59f-4e4c6ce692c6},\n last_modified = {2019-02-25T23:44:59.782Z},\n read = {true},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n abstract = {The use of multimedia resources inside classroom is increasingly common, making the learning process more participatory and interactive. Learning objects (LOs) are entities that can be used, reused or referenced during teaching. The Videos on Demand as Learning Objects Working Group (GT-VoA) is an ongoing development pilot that uses a multimedia authoring tool to build LOs with interactive multimedia content for use in distance learning (DL). The objective of this paper is to present Cacuriá, a service consisting of an authoring tool integrated with an online repository of LOs, that allows teachers and tutors to create and share videos enriched with interactive multimedia content. The LOs generated by the service can be saved in HTML5 format to be published in the Web or translated to NCL (Nested Context Language), the Brazilian Standard for Digital TV and ITU-T IPTV Standard. The tool empowers the creation of LOs with autonomy and flexibility without requiring multimedia technical skills. The pilot phase under development, includes experiments to storage these LOs in the video on-demand service from RNP (Video@RNP) and in the distance learning object storage from RNP (VideoAula@RNP). Usability tests results show that Cacuriá can be used by teachers with efficiency and consistency. Partnerships with Brazilian institutions Federal Universities of Juiz de Fora (UFJF) and Federal Universtity from Maranhão (UFMA) is key to project development, collaborating and definition of systems requirements and software enhancements, as well as new features for Cacuriá. Escola Superior de Redes (ESR) a technical and management training division from RNP is also engaged in the pilot phase to evaluate Cacuriá adoption to its authoring process.},\n bibtype = {inproceedings},\n author = {Damasceno, André Luiz de Brandão and Drumond, Rafael Rego and Soares Neto, Carlos de Salles and Marins, André and Valle, Rafael},\n booktitle = {Proceedings and report of the 7th UbuntuNet Alliance annual conference}\n}
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\n The use of multimedia resources inside classroom is increasingly common, making the learning process more participatory and interactive. Learning objects (LOs) are entities that can be used, reused or referenced during teaching. The Videos on Demand as Learning Objects Working Group (GT-VoA) is an ongoing development pilot that uses a multimedia authoring tool to build LOs with interactive multimedia content for use in distance learning (DL). The objective of this paper is to present Cacuriá, a service consisting of an authoring tool integrated with an online repository of LOs, that allows teachers and tutors to create and share videos enriched with interactive multimedia content. The LOs generated by the service can be saved in HTML5 format to be published in the Web or translated to NCL (Nested Context Language), the Brazilian Standard for Digital TV and ITU-T IPTV Standard. The tool empowers the creation of LOs with autonomy and flexibility without requiring multimedia technical skills. The pilot phase under development, includes experiments to storage these LOs in the video on-demand service from RNP (Video@RNP) and in the distance learning object storage from RNP (VideoAula@RNP). Usability tests results show that Cacuriá can be used by teachers with efficiency and consistency. Partnerships with Brazilian institutions Federal Universities of Juiz de Fora (UFJF) and Federal Universtity from Maranhão (UFMA) is key to project development, collaborating and definition of systems requirements and software enhancements, as well as new features for Cacuriá. Escola Superior de Redes (ESR) a technical and management training division from RNP is also engaged in the pilot phase to evaluate Cacuriá adoption to its authoring process.\n
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