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Dive into the research topics where Francisco Milton Mendes Neto is active.

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Featured researches published by Francisco Milton Mendes Neto.


Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação - SBIE) | 2011

MobiLE: Um ambiente Multiagente de Aprendizagem Móvel para Apoiar a Recomendação Sensível ao Contexto de Objetos de Aprendizagem

Luiz Cláudio Nogueira da Silva; Francisco Milton Mendes Neto; Luiz Jácome Júnior

A educacao a distancia tem ganhado significativa atencao tanto na academia quanto nas iniciativas governamentais. Neste contexto, cresce tambem a preocupacao com a avaliacao da qualidade dos diversos aspectos destes cursos mediados pelas tecnologias da informacao e comunicacao. Apesar de muitos trabalhos discutirem diversos aspectos da avaliacao em Ead, a literatura carece de relatos de experiencia que, especialmente, abordem os cursos tecnicos a distancia que possuem especificidades relevantes. Assim, este trabalho relata uma experiencia onde se avalia e adapta uma das propostas existentes na literatura de avaliacao mediada por foruns, ao contexto dos cursos tecnicos a distancia, constituindo-se esta adaptacao e sua discussao as principais contribuicoes do mesmo.Em Educacao a Distância mediada por meio de Ambientes Virtuais de Aprendizagem, foruns de discussao sao um instrumento importante e amplamente utilizado na articulacao de debates e discussoes entre os atores envolvidos no processo de ensino e aprendizagem. Com a ampla utilizacao dos foruns muitas mensagens sao trocadas e isso, por vezes, excede a capacidade de monitoramento por parte dos professores e tutores. O presente trabalho apresenta a concepcao de um classificador de mensagens de foruns que classifica as mensagens em positivas ou negativas, a fim de identificar mensagens que necessitam de maior atencao. Este trabalho aplica conceitos de mineracao de textos, com o algoritmo SVM obtendo taxas de acerto satisfatorias.Este artigo apresenta o framework Contagious, cujo proposito e estabelecer diretrizes que norteiem a construcao de redes sociais online orientadas a Difusao de Inovacoes. Compreendo-se o fenomeno das redes sociais online como consequencia natural do carater social do ser humano, vislumbrou-se esse meio tecnologico de comunicacao e interacao social como potencial ferramenta para a extensao de praticas educativas, com vistas a formacao do carater integral do cidadao. Para isso, foi adotada a teoria de Difusao de Inovacoes, propria das ciencias sociais. As contribuicoes deste trabalho, portanto, compreendem duas vertentes: a) o mapeamento de principios de uma teoria social na forma de recursos computacionais e; b) um enfoque orientado a educacao sobre as redes sociais online.A proposta do trabalho consiste em desenvolver um sistema para ser usado no celular como ferramenta de auxilio para alfabetizacao, utilizando-se de imagens e sons como forma de facilitar o aprendizado. Como metodo de desenvolvimento utiliza-se o processo P@PSEduc (Processo Agil para Software Educativo) e a ferramenta JME (Java Micro Edition).O crescente uso e difusao de tecnologias Web, a ubiquidade de ferramentas educacionais vem proporcionado verdadeiras revolucoes nos ambientes de ensino. Atualmente, sabe-se que nao mais se deve tratar alunos de forma homogenea, como se assim os fossem. Em face disso, este artigo apresenta um sistema adaptativo de apoio a aprendizagem colaborativa, cujo tema e a construcao e representacao do conhecimento por meio de mapas mentais multimidia. Tal sistema, baseia-se na Teoria da Carga Cognitiva, cuja preocupacao primaria e a facilidade com a qual as informacoes sao processadas pelos individuos.


Computers in Human Behavior | 2016

Youubi: Open software for ubiquitous learning

Bruno de Sousa Monteiro; Alex Sandro Gomes; Francisco Milton Mendes Neto

Abstract Popularization of mobile and personalized services motivates the adoption of learning strategies supported by the principles of ubiquitous computing. However, because it is a new field, there is a perceived lack of ubiquitous learning environments, based on reference architectures, and open source software. Against this backdrop, this article aims to present the Youubi; one u-learning environment that was developed as a component-oriented reference architecture, applied to the context of formal and informal learning. For validation, the Youubi was used and installed by undergraduate’s students and teachers in their smartphones. The method applied in this research includes design process and quantitative and qualitative analysis techniques, with the goal of identifying scenarios of ubiquitous learning and realize the impressions of students and teachers about the playful and motivational aspects, and its contribution to learning.


practical applications of agents and multi agent systems | 2010

Multiagent System for Detecting Passive Students in Problem-Based Learning

Alexandre Ádames Alves Pontes; Francisco Milton Mendes Neto; Gustavo Augusto Lima de Campos

A computer-supported collaborative learning environment can enable students in web-based distance education courses to interact with each other and with one or more facilitators to conduct group work. Problem-based learning (PBL) is a learning theory that emphasizes the use of collaboration and teamwork to solve problems. However, a problem that occurs frequently in the implementation of PBL is the presence of passive students, usually students who have difficulty working in teams to solve problems. In face to face teaching, in classes of appropriate sizes, the facilitator can easily detect the presence of students with this profile and try to correct this situation to improve the learning process. In distance learning, however, this is not a trivial task, mainly due to issues related to the geographic distribution of students and the lack of information about their levels of motivation. Therefore, this paper presents a multiagent system for detecting passive students in PBL in virtual learning environments to detect and correct this undesired situation and improve the learning process.


IEEE Latin America Transactions | 2014

Content's Personalized Recommendation for Implementing Ubiquitous Learning in Health 2.0

Francisco Milton Mendes Neto; Alisson Alan Lima da Costa; Enio Lopes Sombra; Jonathan Darlan Cunegundes Moreira; Ricardo Alexsandro de Medeiros Valentim; Jose Javier Samper Zapater; Rogério Patrício Chagas do Nascimento; Cecilia Dias Flores

This paper proposes a content recommendation mechanism as part of a model for implementing ubiquitous learning for supporting people with chronic diseases who are treated at home, so that they can learn more about treatments for their disease. The proposed approach is supported by the Situated Learning Theory, in which learning takes place based on day-to-day activities and real situations. In this case, the model supports the development of tools that can learn about the users context, based on data obtained via sensors installed on users or in their home, as well as data supplied directly by the user interface of their mobile devices, and data provided by the healthcare team, and, after that, recommend contents about their diseases.


conference of european society for fuzzy logic and technology | 2013

Learning Risk Management in Software Projects with a Serious Game Based on Intelligent Agents and Fuzzy Systems

Carlos Oliveira; Marcos E. Cintra; Francisco Milton Mendes Neto

Traditional approaches for facilitating the learning process in risk analysis and management in software projects usually lack practical activities in solving real problems. This is basically due to time restrictions and the diculty of simulating real scenarios where such risks occur. In this sense, games have been used as a learning resource to simulate real scenarios and allow users to learn and practice with no real risks or losses. In this paper, we present an ongoing project to develop a multi-player, persistent, Web-based game. This game, named eRiskGame, aims to improve the learning process in risk management in software projects based on intelligent agents and fuzzy systems. The intelligent agents control the actions of the game based on fuzzy systems that store expert knowledge in fuzzy rule bases. Users play the role of software project managers who have to compete for market resources by presenting competitive budgets and software management plans. Users also have to deal with real-world problems involving risks, such as managing employees, budgets, and changes in project plans. The game is being validated in two undergraduate software engineering courses. This paper introduces the techniques used in the project and details eRiskGame.


Brazilian Journal of Computers in Education | 2013

MobiLE: A Mobile Learning Multi Agent Environment Based in Genetic Algorithm to Support Ubiquitous Learning

Luiz Cláudio Nogueira da Silva; Francisco Milton Mendes Neto; Luiz Jácome Júnior

A mobile learning environment provides students with a teaching method that would be not possible to be performed in a conventional web-based course. The use of Learning Objects (LOs) in a standard way consists of an effective way to allow, among other features, content reuse and interoperability among different Learning Management Systems. However, a problem that occurs frequently is the unsuitability of the content being learned to the context in which the student is inserted. A context-aware mobile learning environment allows to solve this problem. Thus, this paper presents an agent-based approach to context-aware recommendation of LOs in order to enhance the teaching process in mobile learning.


International Conference on Virtual and Networked Organizations, Emergent Technologies, and Tools | 2012

Recommendation of Learning Objects in an Ubiquitous Learning Environment through an Agent-Based Approach

Luiz Cláudio Nogueira da Silva; Francisco Milton Mendes Neto; Luiz Jácome Júnior; Raphael de Carvalho Muniz

An ubiquitous learning environment provides students with a teaching method that would be not possible to be performed in a conventional web-based course. The use of learning objects in a standard way consists of an effective way to allow, among other features, content reuse and interoperability between different Learning Management Systems (LMS). Thus, these contents can be reassembled to create new content. However, a problem that occurs frequently is the unsuitability of the content to the context in which the student is inserted. A context-aware ubiquitous learning support environment allows students participating in this kind of course to receive content that suits their needs (available physical resources, preferences, geographic location, learning styles etc.). Thus, this paper presents an agent-based approach to context-aware recommendation of learning objects in order to enhance the learning process in ubiquitous learning.


ieee international conference on serious games and applications for health | 2011

An intelligent and persistent browser-based game for oil drilling operators training

Igor Saraiva Brasil; Francisco Milton Mendes Neto; José Ferdinandy Silva Chagas; Rodrigo Monteiro; Daniel Faustino Lacerda Souza; Mara Franklin Bonates; Andre Dantas

Oil exploration has become a steadily growing business. This is due to the ever increasing demand for oil derivatives in the international market. The extraction of this mineral, however, is not an easy process. It poses many hazards which may threaten the environment and the lives of workers at an oil well. In order to reduce the chances of accidents and failures, a continued training program is highly recommended. This paper presents a serious game which simulates a drilling rig. In this game players are exposed to various circumstances in which they can exercise their knowledge about their work and learn what to do in troublesome events. Artificial Intelligence techniques are applied to the game in order to accomplish that feature. Due to the fact that oil and gas exploration activities are defined in project structures, the project-based learning theory is applied to support this work. The application also includes instant interactions among several players in a virtual 3D environment. The game is web-based, which allows players to remotely execute it on different platforms.


Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação - SBIE) | 2011

T-SCORM: Uma Extensão do Padrão SCORM para Apoiar o Projeto de Conteúdos Educacionais para t-Learning

Francisco Miguel da Silva; Francisco Milton Mendes Neto; Aquiles Medeiros Filgueira Burlamaqui; Alex Lima Silva; Jefferson Bruno Oliveira Lessa

A educacao a distancia tem ganhado significativa atencao tanto na academia quanto nas iniciativas governamentais. Neste contexto, cresce tambem a preocupacao com a avaliacao da qualidade dos diversos aspectos destes cursos mediados pelas tecnologias da informacao e comunicacao. Apesar de muitos trabalhos discutirem diversos aspectos da avaliacao em Ead, a literatura carece de relatos de experiencia que, especialmente, abordem os cursos tecnicos a distancia que possuem especificidades relevantes. Assim, este trabalho relata uma experiencia onde se avalia e adapta uma das propostas existentes na literatura de avaliacao mediada por foruns, ao contexto dos cursos tecnicos a distancia, constituindo-se esta adaptacao e sua discussao as principais contribuicoes do mesmo.Em Educacao a Distância mediada por meio de Ambientes Virtuais de Aprendizagem, foruns de discussao sao um instrumento importante e amplamente utilizado na articulacao de debates e discussoes entre os atores envolvidos no processo de ensino e aprendizagem. Com a ampla utilizacao dos foruns muitas mensagens sao trocadas e isso, por vezes, excede a capacidade de monitoramento por parte dos professores e tutores. O presente trabalho apresenta a concepcao de um classificador de mensagens de foruns que classifica as mensagens em positivas ou negativas, a fim de identificar mensagens que necessitam de maior atencao. Este trabalho aplica conceitos de mineracao de textos, com o algoritmo SVM obtendo taxas de acerto satisfatorias.Este artigo apresenta o framework Contagious, cujo proposito e estabelecer diretrizes que norteiem a construcao de redes sociais online orientadas a Difusao de Inovacoes. Compreendo-se o fenomeno das redes sociais online como consequencia natural do carater social do ser humano, vislumbrou-se esse meio tecnologico de comunicacao e interacao social como potencial ferramenta para a extensao de praticas educativas, com vistas a formacao do carater integral do cidadao. Para isso, foi adotada a teoria de Difusao de Inovacoes, propria das ciencias sociais. As contribuicoes deste trabalho, portanto, compreendem duas vertentes: a) o mapeamento de principios de uma teoria social na forma de recursos computacionais e; b) um enfoque orientado a educacao sobre as redes sociais online.A proposta do trabalho consiste em desenvolver um sistema para ser usado no celular como ferramenta de auxilio para alfabetizacao, utilizando-se de imagens e sons como forma de facilitar o aprendizado. Como metodo de desenvolvimento utiliza-se o processo P@PSEduc (Processo Agil para Software Educativo) e a ferramenta JME (Java Micro Edition).O crescente uso e difusao de tecnologias Web, a ubiquidade de ferramentas educacionais vem proporcionado verdadeiras revolucoes nos ambientes de ensino. Atualmente, sabe-se que nao mais se deve tratar alunos de forma homogenea, como se assim os fossem. Em face disso, este artigo apresenta um sistema adaptativo de apoio a aprendizagem colaborativa, cujo tema e a construcao e representacao do conhecimento por meio de mapas mentais multimidia. Tal sistema, baseia-se na Teoria da Carga Cognitiva, cuja preocupacao primaria e a facilidade com a qual as informacoes sao processadas pelos individuos.


euro american conference on telematics and information systems | 2014

An approach for recommending personalized contents for homecare users in the context of health 2.0

Francisco Milton Mendes Neto; Alisson Alan Lima da Costa; Enio Lopes Sombra; Jonathan Darlan Cunegundes Moreira; J. Javier Samper; Ricardo Valentim; Rogério Patrício Chagas do Nascimento; Cecilia Dias Flores

This paper proposes a content recommendation mechanism as part of a model for implementing ubiquitous learning for supporting people with chronic diseases who are treated at home, so that they can learn more about treatments for their disease. In the proposed approach, the learning takes place based on day-to-day activities and real situations. In this case, the model supports the development of tools that can learn about the users context, based on data obtained via sensors installed on users or in their home, as well as data supplied directly by the user interface of their mobile devices, and data provided by the healthcare team, and, after that, recommend contents about their diseases.

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Laysa Mabel de Oliveira Fontes

Universidade Federal Rural do Semi-Árido

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Rafael Castro de Souza

Universidade Federal Rural do Semi-Árido

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Luiz Cláudio Nogueira da Silva

Universidade Federal Rural do Semi-Árido

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Fábio Abrantes Diniz

Universidade Federal Rural do Semi-Árido

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Luiz Jácome Júnior

Universidade Federal Rural do Semi-Árido

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Rodrigo Monteiro de Lima

Universidade Federal Rural do Semi-Árido

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Alisson Alan Lima da Costa

Universidade Federal Rural do Semi-Árido

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Aquiles Medeiros Filgueira Burlamaqui

Federal University of Rio Grande do Norte

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Enio Lopes Sombra

Universidade Federal Rural do Semi-Árido

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Jonathan Darlan Cunegundes Moreira

Universidade Federal Rural do Semi-Árido

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