Fernanda Campos - Academia.edu (original) (raw)
Papers by Fernanda Campos
Anais do XXVI Simpósio Brasileiro de Informática na Educação (SBIE 2015), 2015
The advantages of using games for educational purposes can be considered as a consensus among tea... more The advantages of using games for educational purposes can be considered as a consensus among teachers and students. However, serious games constitute complex and expensive to produce multimedia objects. The multidisciplinary nature of educational games requires the involvement and coordination of a specialized team. With the objective of assisting in the development of educational games is proposed the computational model BROAD-PLG. The model consists of a high-level architecture, domain modeling based on features that describe three different faces of educational games and application engineering tool that allows instantiation of a framework ready to be used in game development. The separation of concerns splits the domain of educational games into sets of features that include educational aspects of game mechanics and gamification elements. At the end of the work three different application examples are constructed demonstrating these three aspects. In reviewing the examples it can be concluded that the broad-PLG despites being in the initial stage shows great potential to be used as a tool in generating applications as reference in modeling the problem domain.
Anais do Brazilian e-Science Workshop (BreSci)
Este trabalho discute algumas características de um ecossistema de software científico e do ciclo... more Este trabalho discute algumas características de um ecossistema de software científico e do ciclo de vida de um experimento, com ênfase em manutenção e evolução dos experimentos, usando dados de proveniência. Uma extensão do modelo PROV é apresentada conjuntamente com uma ontologia, PROV-OEXT. O artigo também apresenta repositórios de workflows existentes e discute o suporte provido por esses no que tange a manutenção e evolução.
Anais do Brazilian e-Science Workshop (BreSci)
In scientific collaboration, the data sharing, the exchange of ideas and results is crucial to pr... more In scientific collaboration, the data sharing, the exchange of ideas and results is crucial to promote knowledge and accelerate the development of science. Trust is extremely important in this context as well as reproducibility. Although in scientific workflow the provenance has been the basis for reproducibility, in collaborative environments it is necessary to ensure integrity and trustworthiness of this provenance data. One of the technologies that have emerged and can help to address these issues is blockchain. A blockchain-based provenance system for collaborative scientific experiments could lead to a trustworthy environment for scientific experimentation. In this vein, this paper presents the specification of an architecture, named BlockFlow, that provides trust for distributed provenance data.
Anais do Simpósio Brasileiro de Sistemas de Informação (SBSI)
Esse artigo descreve uma arquitetura aberta para sistemas de recomendação, com etapas, aspectos d... more Esse artigo descreve uma arquitetura aberta para sistemas de recomendação, com etapas, aspectos de perfil e contexto, técnicas e métodos, que pode ser adaptada a diversos domínios. Essa abordagem permite a redução de custos, amplia a confiabilidade e funcionalidade do sistema, e agiliza o processo de desenvolvimento do software para atender requisitos específicos. A proposta foi desenvolvida a partir de um mapeamento sistemático da literatura e experiências do Grupo de Pesquisa. Para avaliar a arquitetura é apresentado um sistema de recomendação para serviços na área de e-Science, sob a abordagem de ecossistema de software. A avaliação da proposta é composta de um estudo de caso e os resultados preliminares apontam para a viabilidade do modelo.
Anais do XXX Simpósio Brasileiro de Informática na Educação (SBIE 2019)
Stress and anxiety are factors that affect student's performance. The Hold Up model seeks to assi... more Stress and anxiety are factors that affect student's performance. The Hold Up model seeks to assist the student in detecting and controlling emotions in order to improve ther school performance. The model detects heart rate oscillations through sensors and defines the student's emotional profile and context. Variations in heart rate may indicate stress situations that, when uncontrolled, impact student's performance during school activity. The proposal was evaluated with students from a Brazilian university. The results point to the feasibility of the proposal and the comments provided positive indications that this approach can be used in educational environments. Resumo. Estresse e ansiedade são fatores que afetam o desempenho do aluno. O modelo Hold Up busca auxiliar o aluno na detecção e controle das emoções, visando melhorar seu desempenho acadêmico. O modelo detecta oscilações na frequência cardíaca por meio de sensores e define o perfil e contexto emocional do aluno. Variações na frequência cardíaca podem indicar situações de estresse que, quando não controladas, prejudicam o desempenho do aluno durante a realização da atividade acadêmica. A proposta foi avaliada com alunos de uma universidade brasileira. Os resultados apontam a viabilidade da proposta e os comentários opinativos forneceram indícios positivos de que esta abordagem pode ser usada em ambientes educacionais.
Concurrency and Computation: Practice and Experience
Journal of Internet Services and Applications
There are several educational resources distributed in different repositories that address to a w... more There are several educational resources distributed in different repositories that address to a wide range of subjects and different educational goals. The proper choice of these educational resources is a challenge. Recommendation systems may help users in this task. In order to generate personalized recommendations, it is important to identify information that will help to define user profile and assist in identifying his/her interests. The constant and ever-increasing use of social networks allows the identification of different information about profile, interests, preferences, style and behavior from the spontaneous interaction. This paper presents an infrastructure able to extract users' profile and educational context, from the Facebook social network and recommend educational resources. The proposal is supported by Information Extraction Techniques and Semantic Web technologies for extraction, enrichment and definition of user's profile and interests. The recommendation approach is based on learning objects repositories, linked data and video repositories. It takes advantage of user's spent time at the web. The proposal evaluation was made from the development of a prototype, three proofs of concept and a case study. The evaluation showed users' acceptance of extracted information about their educational interests, automatically generated from social network and enriched to find implicit interests. It was also validated the possibility of people recommendation, enabling the establishment of interest network, based on a specific subject, showing good partners to study and research.
Anais do XXIX Simpósio Brasileiro de Informática na Educação (SBIE 2018)
This article describes the evolution of the PERSONNA ontology for modeling the student profile an... more This article describes the evolution of the PERSONNA ontology for modeling the student profile and context in an e-learning environment, creating the PERSONNA-TEC ontology and its integration into the BROAD-RS architecture. This system is able to perform the recommendation of contextsensitive learning objects (LO), and enrich, flexibilize and dynamize the class through the teacher's didactic plan. The evaluation ran with students of a basic concepts computer class, with the recommendation of LO for different technological devises. The results pointed to the feasibility of the proposal. Resumo. Este artigo descreve a evolução da ontologia PERSONNA, para modelagem do perfil e do contexto do aluno em um ambiente e-learning, criando a ontologia PERSONNA-TEC e sua integração na arquitetura BROAD-RS. Esse sistema é capaz de realizar a recomendação de objetos de aprendizagem (OA) sensível ao contexto, e enriquecer, flexibilizar e dinamizar os conteúdos de uma disciplina através do plano didático do professor. A avaliação ocorreu com alunos da disciplina de Conceitos Básicos do Computador com recomendações de OA para recursos tecnológicos diferenciados. Os resultados obtidos apontam para a viabilidade da proposta.
2016 IEEE 20th International Conference on Computer Supported Cooperative Work in Design (CSCWD), 2016
Conferencias Laclo, May 10, 2012
ABSTRACT Resumo. O cenário da tecnologia disponível atualmente favorece cada vez mais a criação d... more ABSTRACT Resumo. O cenário da tecnologia disponível atualmente favorece cada vez mais a criação de componentes para apoiar a construção de ferramentas para apoiar o ensino e a aprendizagem. Tais componentes são frequentemente denominados de Objetos de Aprendizagem (OAs). Entretanto, a construção de OAs torna-se cada vez mais complexa considerando-se as necessidades que as ferramentas demandam. Para tratar essa complexidade a abordagem de Linha de Produtos de Software (LPS) tem sido frequentemente proposta. LPS é caracterizada como um conjunto de componentes que compartilham características comuns e são gerenciadas com o objetivo de satisfazer um determinado cenário de segmento de mercado ou missão. Este trabalho utiliza a abordagem de LPS para apoiar o reuso sistemático de OAs, bem como propõe uma solução para a criação semiautomática de um tipo de OA que irá compor a LPS. Este é um passo em direção à construção de uma LPS para apoiar a reutilização de Objetos de Aprendizagem. Palavras-chave: Objetos de Aprendizagem, Linha de Produtos de Software, Objetos de Aprendizagem Generativos. Abstract. The scenario of the available technology increasingly favors the creation of components to support the construction of tools to support teaching and learning. Such components are often called Learning Objects (LOs). However, the construction of LOs becomes increasingly complex, considering the requirements demanded by the tools. To address this complexity, Software Product Line (SPL) approach has often been proposed. SPL is characterized as a set of components that share common characteristics and that is managed in order to fulfill requirements of a particular scenario of market segment or mission. This paper aims to discuss SPL approach to support the systematic reuse of LOs as well as to propose a solution in order to semi automatically create LOs. This is one step towards SPL construction to support Learning Objects reuse.
Page 1. 0 Chapter XX Digital Libraries and Ontology Neide Santos Universidade do Estado do Rio de... more Page 1. 0 Chapter XX Digital Libraries and Ontology Neide Santos Universidade do Estado do Rio de Janeiro, Brazil Fernanda CA Campos Universidade Federal de Juiz de Fora, Brazil Regina MM Braga Villela Universidade Federal de Juiz de Fora, Brazil ...
The software reuse is one of the goals of a quality development process. We present in this artic... more The software reuse is one of the goals of a quality development process. We present in this article the development of software components for the agricultural domain and its use in development of applications in this domain.
International Conference on Enterprise Information Systems, 2010
Anais do XXV Simpósio Brasileiro de Informática na Educação (SBIE 2014), 2014
This paper presents a proposal that seeks to generate individualized educational recommendations,... more This paper presents a proposal that seeks to generate individualized educational recommendations, using information generated spontaneously in Social Networks. The goal is to identify characteristic of user´s profile and context through the use of these systems and his/her social interaction and then make consistent educational recommendations. Resumo. Este trabalho apresenta uma proposta que busca gerar recomendações educacionais individualizadas, usando informações geradas espontaneamente nas Redes Sociais. O objetivo é identificar características do perfil e do contexto do usuário através do uso desses sistemas e da sua interação social e então, fazer recomendações educacionais aderentes ao seu perfil e contexto.
Anais do XXVI Simpósio Brasileiro de Informática na Educação (SBIE 2015), 2015
This paper presents LUDOS, an infrastructure based on web services to add gamification to E-learn... more This paper presents LUDOS, an infrastructure based on web services to add gamification to E-learning Ecosystem. Data collected from the interaction of students with Learning Objects (LO) and the rewards obtained, such as points and medals, allow the creation of social profile pages with achievements, leaderboards and individual and collective goals monitoring. The goal is to promote students' engagement and motivation.
2015 IX Brazilian Symposium on Components, Architectures and Reuse Software, 2015
The complexity of teaching and learning processes demand a wider support of learning objects (LO)... more The complexity of teaching and learning processes demand a wider support of learning objects (LO) to fulfill both students and teachers' requirements. This paper aims to describe a proposal to support, through reuse, learning objects construction in order to improve teaching and learning processes composition. A Learning Objects infrastructure, based on product line approach, named BROAD-PL, was built. Associated to this infrastructure, an ontology network was developed in order to semantically support searching and recover, as well as LO reuse. In order to evaluate the proposed solution an experimental study was carried out in the context of hypermedia tutorials construction to support Biology teaching.
Anais do XXVI Simpósio Brasileiro de Informática na Educação (SBIE 2015), 2015
The advantages of using games for educational purposes can be considered as a consensus among tea... more The advantages of using games for educational purposes can be considered as a consensus among teachers and students. However, serious games constitute complex and expensive to produce multimedia objects. The multidisciplinary nature of educational games requires the involvement and coordination of a specialized team. With the objective of assisting in the development of educational games is proposed the computational model BROAD-PLG. The model consists of a high-level architecture, domain modeling based on features that describe three different faces of educational games and application engineering tool that allows instantiation of a framework ready to be used in game development. The separation of concerns splits the domain of educational games into sets of features that include educational aspects of game mechanics and gamification elements. At the end of the work three different application examples are constructed demonstrating these three aspects. In reviewing the examples it can be concluded that the broad-PLG despites being in the initial stage shows great potential to be used as a tool in generating applications as reference in modeling the problem domain.
Anais do Brazilian e-Science Workshop (BreSci)
Este trabalho discute algumas características de um ecossistema de software científico e do ciclo... more Este trabalho discute algumas características de um ecossistema de software científico e do ciclo de vida de um experimento, com ênfase em manutenção e evolução dos experimentos, usando dados de proveniência. Uma extensão do modelo PROV é apresentada conjuntamente com uma ontologia, PROV-OEXT. O artigo também apresenta repositórios de workflows existentes e discute o suporte provido por esses no que tange a manutenção e evolução.
Anais do Brazilian e-Science Workshop (BreSci)
In scientific collaboration, the data sharing, the exchange of ideas and results is crucial to pr... more In scientific collaboration, the data sharing, the exchange of ideas and results is crucial to promote knowledge and accelerate the development of science. Trust is extremely important in this context as well as reproducibility. Although in scientific workflow the provenance has been the basis for reproducibility, in collaborative environments it is necessary to ensure integrity and trustworthiness of this provenance data. One of the technologies that have emerged and can help to address these issues is blockchain. A blockchain-based provenance system for collaborative scientific experiments could lead to a trustworthy environment for scientific experimentation. In this vein, this paper presents the specification of an architecture, named BlockFlow, that provides trust for distributed provenance data.
Anais do Simpósio Brasileiro de Sistemas de Informação (SBSI)
Esse artigo descreve uma arquitetura aberta para sistemas de recomendação, com etapas, aspectos d... more Esse artigo descreve uma arquitetura aberta para sistemas de recomendação, com etapas, aspectos de perfil e contexto, técnicas e métodos, que pode ser adaptada a diversos domínios. Essa abordagem permite a redução de custos, amplia a confiabilidade e funcionalidade do sistema, e agiliza o processo de desenvolvimento do software para atender requisitos específicos. A proposta foi desenvolvida a partir de um mapeamento sistemático da literatura e experiências do Grupo de Pesquisa. Para avaliar a arquitetura é apresentado um sistema de recomendação para serviços na área de e-Science, sob a abordagem de ecossistema de software. A avaliação da proposta é composta de um estudo de caso e os resultados preliminares apontam para a viabilidade do modelo.
Anais do XXX Simpósio Brasileiro de Informática na Educação (SBIE 2019)
Stress and anxiety are factors that affect student's performance. The Hold Up model seeks to assi... more Stress and anxiety are factors that affect student's performance. The Hold Up model seeks to assist the student in detecting and controlling emotions in order to improve ther school performance. The model detects heart rate oscillations through sensors and defines the student's emotional profile and context. Variations in heart rate may indicate stress situations that, when uncontrolled, impact student's performance during school activity. The proposal was evaluated with students from a Brazilian university. The results point to the feasibility of the proposal and the comments provided positive indications that this approach can be used in educational environments. Resumo. Estresse e ansiedade são fatores que afetam o desempenho do aluno. O modelo Hold Up busca auxiliar o aluno na detecção e controle das emoções, visando melhorar seu desempenho acadêmico. O modelo detecta oscilações na frequência cardíaca por meio de sensores e define o perfil e contexto emocional do aluno. Variações na frequência cardíaca podem indicar situações de estresse que, quando não controladas, prejudicam o desempenho do aluno durante a realização da atividade acadêmica. A proposta foi avaliada com alunos de uma universidade brasileira. Os resultados apontam a viabilidade da proposta e os comentários opinativos forneceram indícios positivos de que esta abordagem pode ser usada em ambientes educacionais.
Concurrency and Computation: Practice and Experience
Journal of Internet Services and Applications
There are several educational resources distributed in different repositories that address to a w... more There are several educational resources distributed in different repositories that address to a wide range of subjects and different educational goals. The proper choice of these educational resources is a challenge. Recommendation systems may help users in this task. In order to generate personalized recommendations, it is important to identify information that will help to define user profile and assist in identifying his/her interests. The constant and ever-increasing use of social networks allows the identification of different information about profile, interests, preferences, style and behavior from the spontaneous interaction. This paper presents an infrastructure able to extract users' profile and educational context, from the Facebook social network and recommend educational resources. The proposal is supported by Information Extraction Techniques and Semantic Web technologies for extraction, enrichment and definition of user's profile and interests. The recommendation approach is based on learning objects repositories, linked data and video repositories. It takes advantage of user's spent time at the web. The proposal evaluation was made from the development of a prototype, three proofs of concept and a case study. The evaluation showed users' acceptance of extracted information about their educational interests, automatically generated from social network and enriched to find implicit interests. It was also validated the possibility of people recommendation, enabling the establishment of interest network, based on a specific subject, showing good partners to study and research.
Anais do XXIX Simpósio Brasileiro de Informática na Educação (SBIE 2018)
This article describes the evolution of the PERSONNA ontology for modeling the student profile an... more This article describes the evolution of the PERSONNA ontology for modeling the student profile and context in an e-learning environment, creating the PERSONNA-TEC ontology and its integration into the BROAD-RS architecture. This system is able to perform the recommendation of contextsensitive learning objects (LO), and enrich, flexibilize and dynamize the class through the teacher's didactic plan. The evaluation ran with students of a basic concepts computer class, with the recommendation of LO for different technological devises. The results pointed to the feasibility of the proposal. Resumo. Este artigo descreve a evolução da ontologia PERSONNA, para modelagem do perfil e do contexto do aluno em um ambiente e-learning, criando a ontologia PERSONNA-TEC e sua integração na arquitetura BROAD-RS. Esse sistema é capaz de realizar a recomendação de objetos de aprendizagem (OA) sensível ao contexto, e enriquecer, flexibilizar e dinamizar os conteúdos de uma disciplina através do plano didático do professor. A avaliação ocorreu com alunos da disciplina de Conceitos Básicos do Computador com recomendações de OA para recursos tecnológicos diferenciados. Os resultados obtidos apontam para a viabilidade da proposta.
2016 IEEE 20th International Conference on Computer Supported Cooperative Work in Design (CSCWD), 2016
Conferencias Laclo, May 10, 2012
ABSTRACT Resumo. O cenário da tecnologia disponível atualmente favorece cada vez mais a criação d... more ABSTRACT Resumo. O cenário da tecnologia disponível atualmente favorece cada vez mais a criação de componentes para apoiar a construção de ferramentas para apoiar o ensino e a aprendizagem. Tais componentes são frequentemente denominados de Objetos de Aprendizagem (OAs). Entretanto, a construção de OAs torna-se cada vez mais complexa considerando-se as necessidades que as ferramentas demandam. Para tratar essa complexidade a abordagem de Linha de Produtos de Software (LPS) tem sido frequentemente proposta. LPS é caracterizada como um conjunto de componentes que compartilham características comuns e são gerenciadas com o objetivo de satisfazer um determinado cenário de segmento de mercado ou missão. Este trabalho utiliza a abordagem de LPS para apoiar o reuso sistemático de OAs, bem como propõe uma solução para a criação semiautomática de um tipo de OA que irá compor a LPS. Este é um passo em direção à construção de uma LPS para apoiar a reutilização de Objetos de Aprendizagem. Palavras-chave: Objetos de Aprendizagem, Linha de Produtos de Software, Objetos de Aprendizagem Generativos. Abstract. The scenario of the available technology increasingly favors the creation of components to support the construction of tools to support teaching and learning. Such components are often called Learning Objects (LOs). However, the construction of LOs becomes increasingly complex, considering the requirements demanded by the tools. To address this complexity, Software Product Line (SPL) approach has often been proposed. SPL is characterized as a set of components that share common characteristics and that is managed in order to fulfill requirements of a particular scenario of market segment or mission. This paper aims to discuss SPL approach to support the systematic reuse of LOs as well as to propose a solution in order to semi automatically create LOs. This is one step towards SPL construction to support Learning Objects reuse.
Page 1. 0 Chapter XX Digital Libraries and Ontology Neide Santos Universidade do Estado do Rio de... more Page 1. 0 Chapter XX Digital Libraries and Ontology Neide Santos Universidade do Estado do Rio de Janeiro, Brazil Fernanda CA Campos Universidade Federal de Juiz de Fora, Brazil Regina MM Braga Villela Universidade Federal de Juiz de Fora, Brazil ...
The software reuse is one of the goals of a quality development process. We present in this artic... more The software reuse is one of the goals of a quality development process. We present in this article the development of software components for the agricultural domain and its use in development of applications in this domain.
International Conference on Enterprise Information Systems, 2010
Anais do XXV Simpósio Brasileiro de Informática na Educação (SBIE 2014), 2014
This paper presents a proposal that seeks to generate individualized educational recommendations,... more This paper presents a proposal that seeks to generate individualized educational recommendations, using information generated spontaneously in Social Networks. The goal is to identify characteristic of user´s profile and context through the use of these systems and his/her social interaction and then make consistent educational recommendations. Resumo. Este trabalho apresenta uma proposta que busca gerar recomendações educacionais individualizadas, usando informações geradas espontaneamente nas Redes Sociais. O objetivo é identificar características do perfil e do contexto do usuário através do uso desses sistemas e da sua interação social e então, fazer recomendações educacionais aderentes ao seu perfil e contexto.
Anais do XXVI Simpósio Brasileiro de Informática na Educação (SBIE 2015), 2015
This paper presents LUDOS, an infrastructure based on web services to add gamification to E-learn... more This paper presents LUDOS, an infrastructure based on web services to add gamification to E-learning Ecosystem. Data collected from the interaction of students with Learning Objects (LO) and the rewards obtained, such as points and medals, allow the creation of social profile pages with achievements, leaderboards and individual and collective goals monitoring. The goal is to promote students' engagement and motivation.
2015 IX Brazilian Symposium on Components, Architectures and Reuse Software, 2015
The complexity of teaching and learning processes demand a wider support of learning objects (LO)... more The complexity of teaching and learning processes demand a wider support of learning objects (LO) to fulfill both students and teachers' requirements. This paper aims to describe a proposal to support, through reuse, learning objects construction in order to improve teaching and learning processes composition. A Learning Objects infrastructure, based on product line approach, named BROAD-PL, was built. Associated to this infrastructure, an ontology network was developed in order to semantically support searching and recover, as well as LO reuse. In order to evaluate the proposed solution an experimental study was carried out in the context of hypermedia tutorials construction to support Biology teaching.