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    <title>DSpace Coleção: PPGCCA</title>
    <link>https://repositorio.ufpb.br/jspui/handle/123456789/12994</link>
    <description>PPGCCA</description>
    <pubDate>Thu, 12 Mar 2026 04:50:25 GMT</pubDate>
    <dc:date>2026-03-12T04:50:25Z</dc:date>
    <item>
      <title>Framework para o planejamento de aulas do ensino superior a distância com suporte a conteúdos multimídia</title>
      <link>https://repositorio.ufpb.br/jspui/handle/123456789/37825</link>
      <description>Título: Framework para o planejamento de aulas do ensino superior a distância com suporte a conteúdos multimídia
Autor(es): Silva Filho, Sandro Gonçalves da
Orientador: Becker, Valdecir
Abstract: With the outbreak of the COVID-19 Pandemic in 2020, changes in routines that impacted&#xD;
the entire world were necessary, and the main change was regarding social isolation as a way&#xD;
to contain the advance of contamination by the coronavirus. In education, the impacts were&#xD;
directly linked to the closing of educational institutions, forcing a new educational context&#xD;
based on the use of Information and Communication Technologies (ICTs) as a support for&#xD;
the continuity of the teaching and learning process. This change caused structural and&#xD;
pedagogical problems among students and teachers that ranged from the availability of&#xD;
devices such as computers, internet access and the need for teaching methodologies adapted&#xD;
to the Emergency Remote Teaching (ERE) model adopted during the pandemic. Teachers&#xD;
needed to migrate their teaching methods and materials to the virtual environment, which in&#xD;
many cases was the first contact with this type of teaching. To understand how this change&#xD;
in teaching occurred in the context of higher education, a survey was carried out with&#xD;
professors from the Federal University of Paraíba (UFPB). The research showed problems&#xD;
such as the lack of student engagement and the low qualification of teachers in handling ICTs&#xD;
as tools for teaching and learning. As a way to support teachers in the ERE, this work aims&#xD;
to offer a proposal for a framework to be used as a guide for recommendations so that teachers&#xD;
can, even in the planning stage of their remote classes, work on concepts and methods that&#xD;
facilitate and enhance the selection, production and transmission of pedagogical content in&#xD;
order to obtain greater student engagement in the context of emergency remote teaching.
Editor: Universidade Federal da Paraíba
Tipo: Dissertação</description>
      <pubDate>Tue, 30 Nov 2021 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://repositorio.ufpb.br/jspui/handle/123456789/37825</guid>
      <dc:date>2021-11-30T00:00:00Z</dc:date>
    </item>
    <item>
      <title>O modelo conceitual de redes adversárias generativas na construção de assets 2D para artistas de games: um estudo de caso utilizando ativos artísticos do Axie Infinity</title>
      <link>https://repositorio.ufpb.br/jspui/handle/123456789/37824</link>
      <description>Título: O modelo conceitual de redes adversárias generativas na construção de assets 2D para artistas de games: um estudo de caso utilizando ativos artísticos do Axie Infinity
Autor(es): Valentim, Jefferson
Orientador: Bezerra, Ed Porto
Abstract: The games market has experienced a vertiginous growth in recent years, making room for&#xD;
new game companies to create more and more custom games. This fact has generated a great&#xD;
demand for visual assets for game artists. This dissertation analyzes the potential of the&#xD;
conceptual model of generative adversarial networks in the construction of 2D assets for&#xD;
game studio artists. To achieve the result, a survey was carried out using the inductive&#xD;
scientific method and the case study, as well as direct observation of the phenomenon to&#xD;
generate inferences. An interview with artists served as a preliminary assessment of the&#xD;
model. It was discovered that the conceptual model can create 2D assets through an&#xD;
adversarial process that synthesizes images with real features, from a database created by an&#xD;
artist or developer. This means that this network model can be used by artists as a tool to&#xD;
create 2D assets or be used as a support for creating diversified 2D assets. Thus, after this&#xD;
case study using artistic assets from the game Axie Infinity, we found that the model is&#xD;
promising to automate the production of artists in studios.
Editor: Universidade Federal da Paraíba
Tipo: Dissertação</description>
      <pubDate>Wed, 26 Apr 2023 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://repositorio.ufpb.br/jspui/handle/123456789/37824</guid>
      <dc:date>2023-04-26T00:00:00Z</dc:date>
    </item>
    <item>
      <title>Uso de interfaces cérebro máquina para avaliação da fruição artística</title>
      <link>https://repositorio.ufpb.br/jspui/handle/123456789/33224</link>
      <description>Título: Uso de interfaces cérebro máquina para avaliação da fruição artística
Autor(es): Rocha Filho, Edvaldo de Vasconcelos Vieira da
Orientador: Becker, Valdecir
Abstract: The objective of this dissertation is to present the development of an artistic enjoyment evaluation system using neural waves through electroencephalograms (EEG). This method is already used to check the most varied possible conditions, for example attention and relaxation. In this research a mixture of waves was used, which were responsible for identifying which work of art caught the users' attention the most, being necessary to use the crossing of the readings of two or more waves for a better interpretation. The experiment used a commercial model EMOTIV INSIGHT headset and a basic mid-range computer to process the data obtained from the various types of waves read, such as Alpha, Beta, Gamma, and Theta. The expectation is that the information said by the user in a test prior to reading the waves with the headset will be similar to the wave data obtained when exposed to the artwork. The evaluation parameter models used was the Design Science Research, with the focus of the study in iteration of the brain with the computer, that is, the Computer Brain Interface (CBI) since it best fits the criteria we established for analysis, the example of one of these criteria is the perception when individuals are exposed to works of art, because this analysis of exposure is not a deterministic factor, having a deductive and inductive character. In this way, the need arises to understand the relationship of what the individual informs prior to the reading of the neural waves with the data after the reading. The result obtained at the end of the research demonstrates that the individuals studied obtained a greater number of interaction peaks, that is, a greater interest in works of art. This fact implies that the more stimuli an individual has, the greater his or her attachment to the work, regardless of the authorship of these works. In the research we compared works ranging from Van Gogh to electronic handicrafts by unknown artists, which provided a greater amount of the latter because of the use of touch in the perception of the stimuli. The impact of this research is that we can demonstrate that the greater the stimuli, the greater the users' immersion in the artwork. Thus, we can detect if they are really interested or even connected to the artwork by its visual context or touch, instead of just being attached to it because the author is a famous artist, thus making the evaluation of artistic enjoyment much closer to the artwork and not only to the historical context of the artist. Such findings may even lead to new, more immersive art shows in the future, capturing and "holding" the individual's attention to what is being presented.
Editor: Universidade Federal da Paraíba
Tipo: Dissertação</description>
      <pubDate>Tue, 28 Feb 2023 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://repositorio.ufpb.br/jspui/handle/123456789/33224</guid>
      <dc:date>2023-02-28T00:00:00Z</dc:date>
    </item>
    <item>
      <title>Avaliação heurística de usabilidade em diretrizes de acessibilidade para jogos eletrônicos</title>
      <link>https://repositorio.ufpb.br/jspui/handle/123456789/32092</link>
      <description>Título: Avaliação heurística de usabilidade em diretrizes de acessibilidade para jogos eletrônicos
Autor(es): Lacerda, Leandro Ismael de Azevedo
Orientador: Souza Filho, Guido Lemos de
Abstract: More and more videogames have tried to ensure that people with disabilities&#xD;
have an experience that is as good as everyone else's. With that in mind, they&#xD;
have included features such as subtitles, visual cues, alternative color palettes,&#xD;
and custom controls. Despite this, many recent products still resort to excluding&#xD;
mechanics (e.g.: button-mashing or quick-time-events) and have serious flaws&#xD;
when it comes to navigation, communication, readability and visibility. To&#xD;
demonstrate what are the most common mistakes and the best solutions,&#xD;
experts have created guidelines for designers and developers and made them&#xD;
available on publicly accessible web pages, such as the Web Content&#xD;
Accessibility Guidelines (WCAG), the Game Accessibility Guidelines (GAG), the&#xD;
BBC Games Global Experience Language Framework (Games-GEL), the&#xD;
Accessible Player Experiences Guidelines (APX) and the Xbox Accessibility&#xD;
Guidelines (XAG). For at least two decades, several researchers have&#xD;
evaluated these guidelines and criticized the way in which they are presented to&#xD;
their target audience, especially in terms of vocabulary, organization and&#xD;
adaptability. As these pages undergo periodic updates and many of the&#xD;
problems were pointed out a few years ago, it is essential to evaluate the&#xD;
usability of their current versions. Therefore, this research aims to carry out a&#xD;
heuristic evaluation of usability in accessibility guidelines for video games, so it&#xD;
is possible to determine whether there are still serious usability problems in&#xD;
these tools.
Editor: Universidade Federal da Paraíba
Tipo: Dissertação</description>
      <pubDate>Thu, 31 Aug 2023 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://repositorio.ufpb.br/jspui/handle/123456789/32092</guid>
      <dc:date>2023-08-31T00:00:00Z</dc:date>
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