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Dive into the research topics where Christianne Falcão is active.

Publication


Featured researches published by Christianne Falcão.


Work-a Journal of Prevention Assessment & Rehabilitation | 2012

Ergonomic evaluation of the environment: a case study in a control room of the hydroelectric sector.

Christianne Falcão; Marcelo Márcio Soares

Representative systematic evaluation studies of the workspace and the extent to which that space is suitable for performing tasks have been developed by professionals engaged on finding evidence as to the importance of users and designers being joint participants in drawing up projects. In this context, this paper sets out to evaluate the environment of a control room in the hydroelectric sector, based on a multidisciplinary method which integrates ergonomics, architecture and environmental psychology so as to assess the influence of space on the user, and thus to identify the users level of satisfaction with it. It was observed that some adaptation strategies of the space for activities were not implemented satisfactorily, resulting in the need for further studies on making workspaces suitable.


Archive | 2019

UNICAP Virtual: User Experience for a VR Application in Brazilian University

Christianne Falcão; Breno José Andrade de Carvalho

Over the last few years, there has been an increase in the number of glass wearable devices for virtual reality experiments and applications in gaming industry. Universities have been engaged in creating virtual environments and applications with a focus on entertainment industry and scientific applications, either to evaluate human factors aspects from a user experience perspective, or to check hypotheses about human-computer interaction with low-cost immersive virtual reality devices. This paper aims to present research work on the use of VR applications in which the user walks through and interacts with architectural elements in the campus of Catholic University of Pernambuco, located in northeastern Brazil. An application called UNICAP3D was developed for smartphones with Android operating system, to be used with VR glasses in the Card Board model. The survey was conducted using 114 subject user who after interacting with the application, answered a questionnaire about their experience with the virtual system and navigation devices. Based on the data collected researchers concluded that many users have not previously experienced this emerging technology, but have enjoyed the navigation form and visual feedbacks of the digital artifact.


International Conference on Applied Human Factors and Ergonomics | 2018

Creative Cluster and Urban Rehabilitation: Case Study in Northeast Brazil

Christianne Falcão; Alberico Paes Barreto Barros

Nowadays, terms such as Creative Economy and Creative City get criticized in the planning of cities in the face of the emergence of a new economy based on the valuation of knowledge, innovation and creativity as economic assets. Based on this understanding, urbanism concepts, and economic and human relations are interrelated. This paper aims to help better understand the relationship between the implantation of a Creative Cluster and the development of the urban space, based on the conceptual analysis of Creative City and the observation of a specific case in the city of Recife, Brazil, the Porto Digital, envision the possibility of transforming this city into “creative environment” together with the formation of innovation core, and the creation and diffusion of knowledge and supports answering questions related to urban rehabilitation as a way of transforming existing urban environments.


International Conference on Applied Human Factors and Ergonomics | 2017

Game Design Creative Industry: An Overview of the Porto Digital Project in Brazil

Carla Patrícia Pacheco Teixeira; Breno José Andrade de Carvalho; Anthony Lins; Christianne Falcão; Caroline Akemi Souza; Caio Vinicius Monteiro

The report completed in 2014 shows the Mapping of Digital Games Industry in Brazil, and was made by the Group of Studies and Development of the Creative Industry (GEDIGames). This project demonstrated the significant growth of the game sector in the country, pointing to the existence of 133 companies, and highlighting Pernambuco state as the higher growth in the Brazil Northeast region, counting 10 companies that currently develop games. This is probably due to the existence of the Porto Digital, which corresponds to a technological pool that aggregates several companies that develop new technologies. This paper aims to present the impact mapping of the Porto Digital Project on the development of the gaming industry in Pernambuco state, based on the companies installed in the technology park, observing how the development of the area was established by recovering its history and potential as a member of the creative industry in Brazil. A field research study was carried out to better understand the creative industry paths in Pernambuco, building a broad panel on the game industry. As a contribution, the research provided information for the development of tools that allowed professional improvement of those who directly dealt with the digital game design and broadcast content, as well as identifying trends for the next few years in the game industry.


Archive | 2016

Inclusive Fashion Design: Interdisciplinary Practice in the Fashion Design Degree Program at SENAC-PE College

Christianne Falcão; Danielle Simões-Borgiani

Inclusive fashion design in the fashion design degree program at SENAC—Pernambuco (PE), Brazil college is the core module for interdisciplinary practice for college students. Based on the principles of ergonomics, modeling, aesthetics, design, materials and fabrics, students work on projects that culminates in inclusive clothing design. The discipline of study in fashion design helps achieving critical objectives such as intellectual expansion and autonomy, as key components for social and professional integration. The program also contributes to the development of skills, values, knowledge components and competency based practice. This paper aims to describe the methodology used in the fashion design degree for development of garments by students for people with disabilities, with special emphasis on ergonomics for people with disabilities.


Procedia Manufacturing | 2015

Evaluation of Natural User Interface: A Usability Study Based on the Leap Motion Device☆

Christianne Falcão; Ana Catarina Lemos; Marcelo Márcio Soares


international conference of design user experience and usability | 2013

Application of virtual reality technologies in consumer product usability

Christianne Falcão; Marcelo Márcio Soares


Archive | 2018

Advances in Human Factors in Wearable Technologies and Game Design

Tareq Z. Ahram; Christianne Falcão


Archive | 2018

Advances in usability and user experience : Proceedings of the AHFE 2017 International Conference on Usability and User Experience, July 17-21, 2017, The Westin Bonaventure Hotel, Los Angeles, California, USA

Tareq Z. Ahram; Christianne Falcão


Archive | 2017

Advances in Ergonomics Modeling, Usability & Special Populations

Marcelo Márcio Soares; Christianne Falcão; Tareq Z. Ahram

Collaboration


Dive into the Christianne Falcão's collaboration.

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Marcelo Márcio Soares

Federal University of Pernambuco

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Tareq Z. Ahram

University of Central Florida

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Breno José Andrade de Carvalho

Universidade Católica de Pernambuco

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Waldemar Karwowski

University of Central Florida

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Alberico Paes Barreto Barros

Universidade Católica de Pernambuco

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Ana Catarina Lemos

Federal University of Pernambuco

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Anthony Lins

Universidade Católica de Pernambuco

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Caio Vinicius Monteiro

Universidade Católica de Pernambuco

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Carla Patrícia Pacheco Teixeira

Universidade Católica de Pernambuco

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Caroline Akemi Souza

Universidade Católica de Pernambuco

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