Ana Grasielle Dionísio Corrêa
University of São Paulo
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Featured researches published by Ana Grasielle Dionísio Corrêa.
international conference on advanced learning technologies | 2009
Ana Grasielle Dionísio Corrêa; Irene Karaguilla Ficheman; Marilena do Nascimento; Roseli de Deus Lopes
This article presents an experiment conducted with an Augmented Reality musical system for music therapy. In this system, colored cards with graphic symbols replace the music keyboard. Unlike the keyboard, composed of unchangeable and fixed keys, in this system the therapist can print cards of different sizes and place them in various ways, according to the desired motor exercise. Each card represents a different musical note in the timbre of a given musical instrument. A colored virtual cube is attached to each card. A music therapist initially evaluated the system and later an experiment was conducted with a child with cerebral palsy. Results showed the potential of this software in the rehabilitation process.
international conference on consumer electronics | 2013
Laisa C. P. Costa; Nicholas S. Almeida; Ana Grasielle Dionísio Corrêa; Roseli de Deus Lopes; Marcelo Knörich Zuffo
Recently, the social inclusion and technical aid to assure autonomy to people with disabilities are getting attention all over the world. We present a display design for accessible interaction in home area networks. Based on a research on the accessible interfaces state of the art, an interface design was proposed. This interface was implemented over a Tablet that controls the domestic devices through a home network controller prototype. In order to evaluate the design, a research was conducted, interviewing people with disabilities in Brazil. This research consolidated a feasible accessible interface to control home area networks pointing out the main requirements for home area networks considering a diversified group of impairments.
Disability and Rehabilitation: Assistive Technology | 2014
Gilda Aparecida de Assis; Ana Grasielle Dionísio Corrêa; Maria Bernardete Rodrigues Martins; Wendel Goes Pedrozo; Roseli de Deus Lopes
Abstract Purpose: To determine the clinical feasibility of a system based on augmented reality for upper-limb (UL) motor rehabilitation of stroke participants. Method: A physiotherapist instructed the participants to accomplish tasks in augmented reality environment, where they could see themselves and their surroundings, as in a mirror. Two case studies were conducted. Participants were evaluated pre- and post-intervention. The first study evaluated the UL motor function using Fugl-Meyer scale. Data were compared using non-parametric sign tests and effect size. The second study used the gain of motion range of shoulder flexion and abduction assessed by computerized biophotogrammetry. Results: At a significance level of 5%, Fugl-Meyer scores suggested a trend for greater UL motor improvement in the augmented reality group than in the other. Moreover, effect size value 0.86 suggested high practical significance for UL motor rehabilitation using the augmented reality system. Conclusion: System provided promising results for UL motor rehabilitation, since enhancements have been observed in the shoulder range of motion and speed. Implications for Rehabilitation Gain of range of motion of flexion and abduction of the shoulder of post-stroke patients can be achieved through an augmented reality system containing exercises to promote the mental practice. NeuroR system provides a mental practice method combined with visual feedback for motor rehabilitation of chronic stroke patients, giving the illusion of injured upper-limb (UL) movements while the affected UL is resting. Its application is feasible and safe. This system can be used to improve UL rehabilitation, an additional treatment past the traditional period of the stroke patient hospitalization and rehabilitation
international conference on consumer electronics | 2012
Laisa C. P. Costa; Irene Karaguilla Ficheman; Ana Grasielle Dionísio Corrêa; Roseli de Deus Lopes; Marcelo Knörich Zuffo
Free to air television is still an important tool to provide information and communication in many countries. Therefore, the universal access to the television system is very important. This paper presents a set of Digital Television accessible remote control devices designed for the Brazilian Digital Television. A research was conducted, interviewing people with disabilities in Brazil. Three remote control models were proposed, consolidating the main identified requirements, being accessible for a diverse group of impairments.
RENOTE | 2013
Ana Grasielle Dionísio Corrêa; Maira Lima; Daniel Gomes de Melo; Ivete Irene dos Santos
Este artigo apresenta o desenvolvimento de um Sistema Interativo em Realidade Aumentada para apoio ao processo de iniciacao musical infantil. O sistema, denominado MusicandoRA, e composto de um material impresso (livro) e um software para interacao com os elementos musicais 3D. O MusicandoRA propoe diversas possibilidades para trabalhar nos estagios iniciais de educacao musical com criancas e adolescentes de ate 15 anos de idade. Avaliacoes do MusicandoRA foram feitas com alunos e especialistas em Educacao Musical e apontam os beneficios que esta ferramenta pode trazer para o ensino e aprendizagem musical nas escolas
RENOTE | 2006
Gilda Aparecida de Assis; Irene Karaguilla Ficheman; Ana Grasielle Dionísio Corrêa; Marcio Lobo Netto; Roseli de Deus Lopes
Este artigo apresenta o jogo EducaTrans, um jogo educacional que tem por objetivo a Educacao no Trânsito, um tema transversal de ensino na Educacao Basica. Para suportar o jogo aqui apresentado foi criada uma proposta de game engine educacional. O EducaTrans utiliza algoritmos geneticos como mecanismo de evolucao dos pedestres autonomos e oferece uma ferramenta divertida e desafiadora onde o aprendiz podera navegar em um ambiente que reproduz um cenario real com regras de trânsito bem definidas.
Archive | 2012
Ana Grasielle Dionísio Corrêa; Irene Karaguilla Ficheman; Marilena do Nascimento; Roseli de Deus Lopes
The music is able to awaken the most varied emotions in humans. According to Robert et al. (1988), listening to music, the ear transforms sound into electrical signals reaching the brain leading to increased production of endorphins. This hormone causes a sensation of wellbeing and relaxes the body, reducing heart rate and blood pressure. Human organism is endowed with a sound system capable of commanding the perception and production of sounds. When there is an imbalance in this system, the sick person feels less motivated and sadder. In this context, music can act as a therapeutic factor bringing back the balance that this person needs (Robert et al. 1988), (Leme, 1999).
international conference on consumer electronics | 2015
Laisa C. P. Costa; Ana Grasielle Dionísio Corrêa; Danilo Leite; Marcelo Knörich Zuffo; Roseli de Deus Lopes
Tablets adoption is massive and increasing. Many applications are leveraging this huge widespread, including digital interactive books. Educadaisy is a proposal for an accessible digital book for Education in mobile devices, focusing on people with visual impairment. An implementation was developed for tablets with touch screen interfaces, aiming to complement digital accessible books for education. The work presents a digital book with support for knowledge assessing, text reading, worksheets, drawing and tactile images and maps.
computer games | 2015
Patrícia Araújo de Oliveira; Erich P. Lotto; Ana Grasielle Dionísio Corrêa; Luis G. G. Taboada; Laisa C. P. Costa; Roseli de Deus Lopes
Musical games help in motor and cognitive development and provide pleasure because of their playfulness and challenge. However, visually impaired people are unable to interact with conventional music games, because audiovisual aspects are inaccessible to this public. The objective of this study was to investigate if three-dimensional sounds could guide blind users during interaction with a tablet music game. As a proof of concept, a musical game for Android was developed with binaural audio techniques. Three fully blind users evaluated the game. The results show that the developed game was able to immerse the users in a virtual environment.
IEEE Transactions on Consumer Electronics | 2015
Laisa C. P. Costa; Ana Grasielle Dionísio Corrêa; Danilo L. Dalmon; Marcelo Knörich Zuffo; Roseli de Deus Lopes
Tablet adoption is massive and increasing. Many applications are leveraging this marked widespread, including digital interactive books. A proposal for an educational and accessible digital book reader in mobile devices is presented, focusing on people with visual impairment. An implementation was developed, aiming to complement digital accessible books for education. The work presents a digital book with support for knowledge assessing, text reading, worksheets, drawing and tactile images and maps.