35 research outputs found

    Avaliando disciplinas de graduação pela ótica do docente, do discente e do egresso

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    Nesse artigo discute-se a avaliação de disciplinas de graduação pelos docentes e pelos discentes, ressaltando e relacionando dois aspectos: a participação efetiva de todos os envolvidos no processo de ensino-aprendizagem e a proposição de uma metodologia de avaliação como um instrumento para elevação da qualidade dos cursos de graduação. Esta metodologia é composta pela aplicação de um questionrio aos discentes e egressos da disciplina em questão e pela posterior anlise das respostas obtidas. Para ilustrar este instrumento, sua utilização é descrita por meio de um estudo de caso, contextualizado em uma subárea da Ciência da Computação

    X-processes: Discovering more accurate business process models with a genetic algorithms method

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    Although process model discovery has been extensively investigated over the past two decades, existing discovery methods are still not considered fully satisfactory. One problem is the difficulty of discovering accurate process models, achievable with both high recall (or fitness) and high precision, particularly for real-world event logs. This paper introduces a process discovery method, namely X-Processes, based on genetic algorithms, which aims to optimize accuracy through the F-Score calculated between recall and precision. Although genetic algorithms have been used to discover process models, such methods also have limitations as do other non-genetic algorithms-based methods. Experimental results for 12 real-world event logs show the accuracy of the process models discovered by X-Processes is higher than those of six other state-of-the-art discovery methods, including one also based on genetic algorithms. Besides accuracy, X-Processes delivers sound process models. Although its execution time is longer than the other compared discovery methods, X-Processes emerges as a solution when the need for a highly accurate process model outweighs the hunger for agility

    Decision Making in Public Administration Supported by Knowledge Discovery: A Case Study in Project Management

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    In this paper, we report a case study carried out in order to analyze the potential of applying knowledge discovery as a strategy to support decision making in public administration. The discovery of knowledge was implemented by using a binary classifier to predict the success of failure concerning cost and deadline plans. The prediction was made analyzing descriptive data of the plans. The dataset was obtained from a project management system that was built based on the practices of the PMBOK guide. The strategies used in this case study, the difficulties faced during the classifier modeling process and the results are discussed herein

    A review of temporal aspects of hand gesture analysis applied to discourse analysis and natural conversation

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    Lately, there has been a\ud n increasing\ud interest in hand gesture analysis systems. Recent works have employed\ud pat\ud tern recognition techniques and have focused on the development of systems with more natural user\ud interfaces. These systems may use gestures to control interfaces or recognize sign language gestures\ud , which\ud can provide systems with multimodal interaction; o\ud r consist in multimodal tools to help psycholinguists to\ud understand new aspects of discourse analysis and to automate laborious tasks.\ud Gestures are characterized\ud by several aspects, mainly by movements\ud and sequence of postures\ud . Since data referring to move\ud ments\ud or\ud sequences\ud carry temporal information\ud , t\ud his paper presents a\ud literature\ud review\ud about\ud temporal aspects of\ud hand gesture analysis, focusing on applications related to natural conversation and psycholinguistic\ud analysis, using Systematic Literature Revi\ud ew methodology. In our results, we organized works according to\ud type of analysis, methods, highlighting the use of Machine Learning techniques, and applications.FAPESP 2011/04608-

    Towards a Privacy Rule Conceptual Model for Smart Toys

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    A smart toy is defined as a device consisting of a physical toy component that connects to one or more toy computing services to facilitate gameplay in the cloud through networking and sensory technologies to enhance the functionality of a traditional toy. A smart toy in this context can be effectively considered an Internet of Things (IoT) with Artificial Intelligence (AI) which can provide Augmented Reality (AR) experiences to users. In this paper, the first assumption is that children do not understand the concept of privacy and the children do not know how to protect themselves online, especially in a social media and cloud environment. The second assumption is that children may disclose private information to smart toys and not be aware of the possible consequences and liabilities. This paper presents a privacy rule conceptual model with the concepts of smart toy, mobile service, device, location, and guidance with related privacy entities: purpose, recipient, obligation, and retention for smart toys. Further the paper also discusses an implementation of the prototype interface with sample scenarios for future research works

    Recommendations for a smart toy parental control tool

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    Current smart toy parental control tools offered by toy companies do not adequately support parents in protecting their children. Moreover, there is no reference solution in the literature to be used by toymakers. Most studies are limited to mentioning the importance and purpose of these tools or some specific requirements. This article proposes a reference solution for smart toy parental control tools, with which parents can take control and adequately manage their children’s data according to their preferences. This reference solution comprises a recommended list of requirements, a conceptual model, and a prototype developed as a proof of concept for the solution. An analysis highlights that current legal standards for privacy protection do not satisfy the requirements raised in this study. Furthermore, the results of an evaluation conducted with experts show that the proposed solution is adequate to be used as a reference by academia and industry

    Tutorial sobre Fuzzy-c-Means e Fuzzy Learning Vector Quantization: Abordagens Híbridas para Tarefas de Agrupamento e Classificação

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    Neste tutorial é apresentada uma discussão sobre o algoritmo Fuzzy-c-Means e sobre as Redes Neurais Fuzzy, considerando a proposta de inserção de princípios da Teoria de Conjuntos Fuzzynas abordagens de agrupamento e classificação clássicas: algoritmo c-Means e o modelo neural Learning Vector Quantization. A motivação para a construção de um modelo híbrido, dessa categoria, é conferir às abordagens clássicas a capacidade de lidar adequadamente com aspectos de incerteza e imprecisão, comumente encontrados em problemas reais

    CONCEPÇÃO DE AMBIENTE COMPUTACIONAL ASSISTIVO PARA APOIO AO ENSINO: ADMINISTRANDO NECESSIDADES E RESTRIÇÕES

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    T This paper discusses aspects related to the design and development of an environment for computer aided education, considering classical education and special education for deaf people. This environment must support different user profiles, including those who work in schools, where there is an information technology structure that supports client-server architecture (computer labs), and those who are in a learning environment outside of school with mono-user ambience. This environment has been developed as part of a scientific and technological project, which aims to support the teaching of Chemistry and Mathematics through the use of animations and videos in the learning process.Neste artigo são discutidos aspectos referentes à concepção e desenvolvimento de um ambiente computacional para apoio ao ensino clássico e especialmente dirigido à pessoas surdas. Este ambiente deve atender usuários diferentes, incluindo aqueles inseridos em ambientes escolares com estrutura de tecnologia de informação que suporta a arquitetura cliente-servidor (estrutura de laboratório de informática), e aqueles que se encontram em um ambiente de estudo fora da escola, caracterizado por uma estrutura monousuária. Este ambiente está sendo desenvolvido como parte de um projeto científico e tecnológico que tem como objetivo apoiar o ensino de Química e Matemática pelo uso de animações e vídeos no processo de aprendizagem
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