56 research outputs found

    Supervision of master theses based on scrum: a case study

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    The success rate of a master program on Information Systems and Computer Engineering (MEIC) in a Portuguese university is very unsatisfactory, showing that less than half of the students complete the assigned work in their first term. However, the success rate of a group of students that were supervised based on the Scrum framework was much higher. So, in this study we assess the current situation and identify the benefits of using Scrum to manage master’s theses. Evidence suggests that this approach increases the number of students successfully completing their projects. So, this paper discusses the issues at stake and reports on a qualitative study with focus on the actual practices and benefits reported by students in the master program. We found that some methods in the Scrum framework can address existing problems in the development of theses with very positive results.info:eu-repo/semantics/publishedVersio

    The enredo game-installation: a proposal to counter hate speech online

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    In this article we encourage conflict sensitive attitudes and multicultural awareness based on the potential for creative responses. Through digital media art and serious games strategies we seek to create safe areas for dialogue, debate, and awareness of hate speech. These solutions will be even more effective if they are based on the understanding of how different forms of expression emerge, interact, and potentially dissipate in the virtual environment. Grounded on the possibilities of digital media art, through a practice-based research methodology, we explore the process of creating a gamified counternarrative, designed with the objective of responding to hate speech, and, at the same time, capable of providing an experience of aesthetic enjoyment. Foreseeing the establishment of a collaborative network with the educational community and the non-specialized public (parents, youth, associations, educators), this project is also based on the key concepts of media and information literacy, which are important not only to understand and analyze the phenomenon of online hate speech, but also to develop strategies and tools that allow the containment of this type of speech.This publication is financed by national funds through the projects “UIBD/04019/2020 CIAC” and “UI/BD/150850/2021” of the Foundation for Science and Technology.info:eu-repo/semantics/publishedVersio

    In[The Hate Booth]: a case study on how to deal with online hate speech

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    In today's hyper-connected world, digital games and online gaming communities occupy a prominent place in the communication system, in social media, forums or Internet communities, where online hate speech (OHS) takes place, frequently and publicly, triggering toxic environments. In this chapter we present a case study based on interviews, distributed in two sessions, to ten participants with 12 and 13 years old, and an experience over the SG In[The Hate Booth], as a counterproposal to address OHS. The qualitative data approaches three aspects: the experiences with OHS, the perspectives about OHS and the possible solutions to counteract OHS. We conclude that OHS is a common complaint from players and a characteristic behavior in game communities. Data shows that even users who don’t identify themselves with this behavior accept it as part of online environments and agree that this toxicity continues outside the in-game screen with effects in everyday life. The pedagogical approach, namely through SG, is perceived as a possible measure to counteract the OHS.info:eu-repo/semantics/acceptedVersio

    IN[The Hate Booth]: a gamified installation to counteract hate speech

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    Playing an online game, interacting on a social network or in a digital gaming community is part of the daily lives of most children and youth, with effects on the development of the personality, influence on the behavior and on the ability to manage conflicts. Studies and reports have been analyzing the interactions of online players, on gaming platforms and communities, as consumers and content producers, with the aim of understanding and finding effective ways to prevent hate speech from proliferating in these digital environments. In this article, we present a gamified installation, combining narrative and participatory approaches, as a response to the proliferation of online hate speech. The game-installation [IN]The Hate Booth consists of a light booth, where the interactor can find an interactive fiction game inspired by the videogame universe. This game will be the basis of a pedagogical itinerary, aiming to reflect on experiences with online hate speech and its effects inside and outside the virtual world [1, 2]. The initiative seeks to contribute to achieving and developing the sixteenth goal of the United Nations 2030 Agenda for Sustainable Development, Peace, Justice and Strong Institutions: the construction of peaceful and just societies, and effective, accountable and inclusive democracies at all levels.info:eu-repo/semantics/publishedVersio

    Insights from a digital diary: exploring the creative process of the game-installation In[The Hate Booth]

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    This article proposes an approach to the creative gesture, particularly in digital art, and the methodologies that provide access to the process of creation. It suggests a study on the development of a digital diary to document and reflect on the creative process, with a specific focus on the In[The Hate Booth] project. Through analysing entries in the project's digital diary, the research explores the artistic process and the development of the artwork. The findings highlight how digital diaries may ease idea exploration, the conceptual breakthroughs, and critical insights of the creative work, also emphasizing the importance of documenting the process for digital preservation.info:eu-repo/semantics/publishedVersio

    Elementos Referenciais na Libras: uma Análise Realizada a partir de Anáforas Diretas em Língua Portuguesa

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    O processo de referenciação nas línguas depende de uma série de fatores cognitivos, linguísticos e discursivos, sendo fundamental para a condução da progressão textual, para a constituição dos sentidos e para os propósitos comunicativos dos interlocutores. Em se tratando dos elementos referenciais em uma língua oroauditiva e em uma visuoespacial, podemos inferir que há complexidades e singularidades que denotam diferenças relevantes quanto à operação linguística em questão. Nesse sentindo, buscamos responder, nesse artigo, a seguinte indagação: (i) Como a anáfora que se realiza na Língua Portuguesa ocorre na Língua Brasileira de Sinais (Libras), considerando-se a diferença de modalidade entre as duas línguas? Assim sendo, o objetivo geral desse trabalho é refletir sobre os processos referenciais realizados por sujeitos surdos na Libras diante das ocorrências de anáforas diretas em recortes textuais da Língua Portuguesa, em um viés tradutório. Para a realização da pesquisa, selecionamos recortes textuais escritos em Língua Portuguesa compostos por anáforas diretas, os quais foram submetidos ao sujeito surdo para a tradução em Libras, possibilitando em seguida realizar a análise dos processos referenciais na Libras. Com a análise do Corpus Paralelo Português-Libras foi possível perceber como a anáfora que sai da Língua Portuguesa pode chegar na Libras, considerando as estratégias de construção de cadeias referenciais específicas da modalidade visuoespacial. É indispensável destacar a simultânea relação entre a anáfora e a dêixis presente nas glosas-Libras analisadas, contribuindo para a construção dos sentidos na Libras, e representando dinamicidade e a fluidez entre os processos referenciais

    A transformação digital do ensino e aprendizagem : desafios para uma nova morfologia da escola

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    Vivemos num tempo de aceleradas mudanças que são maioritariamente suportadas pela tecnologia que vai ultrapassando o limite da ferramenta que se usa, para naturalmente se envolver no ambiente novo em que se vive. A incorporação crescente da Artificial Intelligence, da augmented reality e dos sensores, entre muitos outros dispositivos que medeiam a nossa forma de entretenimento, trabalho, comunicação e aprendizagem obrigam a integrar novas dimensões e atributos da gestão dos impactos que daqui advêm, nas múltiplas dimensões da vida. Este trabalho de investigação, propõe uma reflexão que revisita elementos teóricos sobre as mudanças irreversíveis impostas pelo progresso das práticas mediadas por tecnologia. Procura compreender este fenómeno no campo da educação, tendo seguido uma abordagem multidisciplinar, organizada com contributos de diversas áreas científicas e técnicas: Psicologia, Sociologia, Gestão Organizacional, Sistemas de Informação, Educação e Informática, que juntas, promoveram o cruzamento complementar de diferentes perspetivas. Tem o seu foco na dimensão da integração da tecnologia na educação, a sua relação com uma morfologia escolar que se inscreve em territórios institucionais, vincados a desdobramentos técnico-pedagógicos inovadores, mediados por tecnologia. A sociedade em transformação conduz as mudanças e sua restruturação nas práticas profissionais e diárias de cada indivíduo. A eleição dos docentes, pelo nosso objeto de estudo, foi conduzida pelo desafio de descobrir novos significados de uma morfologia de escola inovadora, mediada pela transformação digital do ensino e aprendizagem. O nosso problema espelha-se no estudo da multiplicidade e heterogeneidade de indicadores e dimensões que mensuram a maturidade das características de ambiente tecnológico e organizacionais, na prática docente mediada com tecnologia. Seguimos um design metodológico exploratório, com a interdisciplinaridade de múltiplas fontes de evidência, recorrendo a metodologia qualitativa e quantitativa, como a scooping review, a técnica Delphi, de forma sistemática e progressiva, justificadas pelo desenvolvimento de uma ferramenta de gestão que avalia a maturidade da integração da tecnologia na escola, com pressupostos teóricos socio-construtivistas e modelos internacionais. Designamos esta ferramenta de gestão como School Maturity of Integration Technology, que integra dimensões e atributos da morfologia identificada. Possui cinco estádios de maturidade, propõe mensurar as Características Organizacionais e as Características de Ambiente Tecnológico. Procurou explorar e analisar a compreensão de práticas técnico-pedagógicas, mediadas por tecnologia, caracterizando a maturidade de obstáculos e barreiras na adoção, como elementos que determinam a influência ou não, à integração de mais tecnologia na Escola.We live in a time of accelerated changes that are mostly supported by technology and that go beyond the limit of the tool that is used, involved, naturally, in the new environment in which one lives. The increasing incorporation of artificial intelligence (AI), augmented reality and sensors, among many other devices that mediate our form of entertainment, work, communication and learning oblige to integrate new dimensions and management attributes of the impacts that derive from this, in the multiple dimensions of life. This research work proposes a reflection that revisits theoretical elements about the irreversible changes imposed by the progress of technology-mediated practices. It seeks to understand this phenomenon in the field of education, having followed a multidisciplinary approach, organized with contributions from several scientific and technical areas: Psychology, Sociology, Organizational Management, Information Systems, Education and Informatics, which together, promoted the complementary intersection of different perspectives. This research, which focuses on the extent of the integration of technology into education, its relationship with a school morphology that is enrolled in institutional territories, marked by innovative technical-pedagogical developments mediated by Technology, was developed with an exploratory study, aiming to deepen the understanding of the phenomenon. The changing society conducts changes and its restructuring in the professional and daily practices of each individual. The election of the faculty, by our object of study, was conducted by the challenge of discovering new meanings of an innovative school morphology, mediated by the digital transformation of teaching and learning. Our problem is reflected in the study of the multiplicity and heterogeneity of indicators and dimensions that measure the maturity of the characteristics of technological and organizational environment, in the teaching practice mediated by technology. We follow an exploratory methodological design, with the interdisciplinarity of multiple sources of evidence, with various qualitative and quantitative methodologies, using scooping review and the Delphi technique, in a systematic and progressive way, justified by the development of a management tool that evaluates the maturity of the integration of technology in the school, with socio-constructivist theoretical assumptions and international models. The School Maturity of Integration Technology, a model with five stages of maturity, proposes to measure the organizational characteristics and technological environment characteristics. The research developed with SMIT sought to reflect and explore the analysis of the understanding of technical-pedagogical practices, mediated by technology, characterizing the maturity of obstacles and barriers in adoption as elements that determine the influence, or not, in integrating more technology into the school

    Os custos dos acidentes de trânsito envolvendo jovens de 18 a 29 anos de idade em cinco cidades da Região Oeste do Paraná

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    Este estudo é parte de tese de doutorado e aborda, como discussão central, a problemática da violência no trânsito envolvendo jovens de 18 (dezoito) a 29 (vinte e nove) anos em cinco cidades localizadas na Região Oeste do Paraná. Trata-se de uma pesquisa descritivo analítica, que utilizou como fonte o Banco de Dados do Corpo de Bombeiros do Paraná (SYSBM-RGO), SIM/DATASUS e SIH/SUS. Foram pesquisados os anos de 2012, 2013 e 2014, com uma amostragem intencional estratificada. Na pesquisa, a violência que se refere não diz respeito à violência que ocorre no espaço urbano, mas, especificamente, a violência no trânsito, retratada no elevado número anual de mortes e lesionados. Os dados apontam os elevados custos aplicados na política pública de saúde, sinalizando que a redução dos gastos nesta modalidade de atendimento poderia reverter em melhores oportunidades na formação dos jovens.

    Procedural Content Graphs for Urban Modeling

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    Massive procedural content creation, for example, for virtual urban environments, is a difficult, yet important challenge. While shape grammars are a popular example of effectiveness in architectural modeling, they have clear limitations regarding readability, manageability, and expressive power when addressing a variety of complex structural designs. Moreover, shape grammars aim at geometry specification and do not facilitate integration with other types of content, such as textures or light sources, which could rather accompany the generation process. We present procedural content graphs, a graph-based solution for procedural generation that addresses all these issues in a visual, flexible, and more expressive manner. Besides integrating handling of diverse types of content, this approach introduces collective entity manipulation as lists, seamlessly providing features such as advanced filtering, grouping, merging, ordering, and aggregation, essentially unavailable in shape grammars. Hereby, separated entities can be easily merged or just analyzed together in order to perform a variety of context-based decisions and operations. The advantages of this approach are illustrated via examples of tasks that are either very cumbersome or simply impossible to express with previous grammar approaches
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