31 research outputs found

    Construção de Ontologias Iniciais a partir de Sistemas Legados

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    Um dos desafios da ciência da computação é a reutilização doconhecimento, baseado nas informações já existentes, como repositórios dedados (sistemas legados). A utilização da engenharia reversa é uma forma derealizar este reuso. Normalmente, o conhecimento de um domínio é organizadoem ontologias. Segundo Guarino [Guarino 1997], uma ontologia é um conjuntode termos estruturados hierarquicamente para descrever um domínio, podendoser usado para diversas bases de conhecimento. Desta forma, pode entenderque a construção de ontologias é um processo complexo e lento. Neste artigo, édescrito um estudo e testes iniciais utilizando engenharia reversa em sistemaslegados para obter-se ontologias iniciais, fazendo com que o processo deconstrção de ontologias se torne mais rápido

    Construção de Ontologias Iniciais a partir de Sistemas Legados

    Get PDF
    Um dos desafios da ciência da computação é a reutilização doconhecimento, baseado nas informações já existentes, como repositórios dedados (sistemas legados). A utilização da engenharia reversa é uma forma derealizar este reuso. Normalmente, o conhecimento de um domínio é organizadoem ontologias. Segundo Guarino [Guarino 1997], uma ontologia é um conjuntode termos estruturados hierarquicamente para descrever um domínio, podendoser usado para diversas bases de conhecimento. Desta forma, pode entenderque a construção de ontologias é um processo complexo e lento. Neste artigo, édescrito um estudo e testes iniciais utilizando engenharia reversa em sistemaslegados para obter-se ontologias iniciais, fazendo com que o processo deconstrção de ontologias se torne mais rápido

    An Agent-based Environment for Dynamic Positioning of the Fogg Behavior Model Threshold Line

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    In this paper, it is presented a mathematical modeling for the action line, or threshold line, of the Fogg Behavior Model (FBM) as well as an analysis of its positioning in relation to the dataset. According to the mathematical modeling formation process for both Motivation and Ability axes, the action line evaluation was performed by simulations via agents. This behavioral model is mainly used as an empirical evaluation method applied to processes based on persuasive technologies. The results showed that the threshold line should not be fixed, as originally proposed in the model, but dynamically allocated based on the Kolmogorov mean. This dynamic allocation ensures its use as a visual feature towards greater efficiency in triggers implementations. This work aims to contribute with an approach that transits between theoretical and practical when related to applications that requires the FBM, thus allowing the use of this behavioral model with higher degree of certainty and thus maximizing efficiency in the evaluation and implementation processes based on persuasive technologies

    Development of a Graphical Tool to integrate the Prometheus AEOlus methodology and Jason Platform

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    Software Engineering (SE) is an area that intends to build high-quality software in a systematic way. However, traditional software engineering techniques and methods do not support the demand for developing Multiagent Systems (MAS). Therefore a new subarea has been studied, called Agent Oriented Software Engineering (AOSE). The AOSE area proposes solutions to issues related to the development of agent oriented systems. There is still no standardization in this subarea, resulting in several methodologies. Another issue of this subarea is that there are very few tools that are able to automatically generate code. In this work we propose a tool to support the Prometheus AEOlus Methodology because it provides modelling artifacts to all MAS dimensions: agents, environment, interaction, and organization. The tool supports all Prometheus AEOlus artifacts and can automatically generated code to the agent and interaction dimensions in the AgentSpeak Language, which is the language used in the Jason Platform. We have done some validations with the proposed tool and a case study is presented

    Awareness of children about rational use of water: an approach basing on serious game

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    The water shortage expectation in a near future proves that the worldpopulation must be mobilized, as soon as possible, to face the problem of the water waste in daily activities. This paper presents the development of a web serious game to teach children about that problem which already affecting lives of many people around the world. We believe that education could be the better tool to change cultural habits and, in this way, the bigger awareness and a better use of hydric resources

    Discovering Patterns in Brain Signals Using Decision Trees

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    Even with emerging technologies, such as Brain-Computer Interfaces (BCI) systems, understanding how our brains work is a very difficult challenge. So we propose to use a data mining technique to help us in this task. As a case of study, we analyzed the brain’s behaviour of blind people and sighted people in a spatial activity. There is a common belief that blind people compensate their lack of vision using the other senses. If an object is given to sighted people and we asked them to identify this object, probably the sense of vision will be the most determinant one. If the same experiment was repeated with blind people, they will have to use other senses to identify the object. In this work, we propose a methodology that uses decision trees (DT) to investigate the difference of how the brains of blind people and people with vision react against a spatial problem. We choose the DT algorithm because it can discover patterns in the brain signal, and its presentation is human interpretable. Our results show that using DT to analyze brain signals can help us to understand the brain’s behaviour

    Desenvolvendo o Pensamento Computacional no Ensino Médio: um Aporte Baseado na Neurociência

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    INTRODUCTION: Challenges that require new approaches are emerging to resolve the constant changes in society and the introduction of computer systems increasingly complex. In this context, computational thinking can be seen as a way of solving problems, designing systems and understanding human behavior. This paper proposes a study on the development of computational thinking in high school students, based on Neuroscience. OBJECTIVE: The aim of the paper is to identify possible changes in brain physiology pre and post computational logic training and characterize brain activity during the resolution of the logic test problems. METHOD: To carry out this study, it was necessary to collect brain signals in two stages: before and after the training in computational logic, while individuals solved a logic test. RESULTS: From these data we analyze the areas with greater brain activity during the resolution of each proposed issue, which were collected through non-invasive technique using an EEG equipment (electroencephalogram) and a BCI (Brain Computer-interface) called Actichamp by BrainVision. CONCLUSION: As a first implication of the results, it is possible for students to activate as many brain areas as possible before practicing a programming logic.INTRODUÇÃO: Desafios que demandam novas abordagens para serem resolvidos estão surgindo das constantes transformações da sociedade e da introdução de sistemas computacionais cada vez mais complexos. Neste contexto, o pensamento computacional pode ser visto como uma forma de resolver problemas, projetar sistemas e entender o comportamento humano. Este trabalho propõem um estudo sobre o desenvolvimento do pensamento computacional em estudantes do ensino médio com fundamentos da Neurociência. OBJETIVO: O objetivo desse artigo é identificar possíveis mudanças na fisiologia cerebral pré e pós treinamento da lógica computacional e caracterizar as atividades cerebrais durante a resolução dos problemas do teste de lógica. MÉTODO: Para realizar este estudo, foi necessária à coleta de sinais cerebrais em dois momentos: antes do treinamento de lógica computacional e após o treinamento, enquanto os indivíduos resolviam um teste de lógica. RESULTADOS: A partir desses dados, analisam-se as áreas com maior atividade cerebral durante a resolução de cada questão proposta, que foram coletados através de técnica não-invasiva utilizando o equipamento de EEG (Eletroencefalograma) e de BCI (Brain Computer Interface) Actichamp da BrainVision. CONCLUSÃO: Como uma primeira implicação dos resultados, é possível afirmar que alunos ativaram maior número de áreas cerebrais antes de praticarem a lógica de programação
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