Jorge S. Correia-Neto
Universidade Federal Rural de Pernambuco
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Revista Eletrônica de Sistemas de Informação ISSN 1677-3071 doi:10.21529/RESI | 2014
Jorge S. Correia-Neto; Jairo Simião Dornelas; Guilherme Vilar
The new virtual social networking platforms (social network sites - SNS) provide new social practices inside (corporate) and outside (open) work. Since 2007 more than 1/3 of the largest U.S. organizations were already implementing actions in Web 2.0, including social networking business. This paper presents a qualitative exploratory study with two instrumental case studies, aiming to identify convergences and divergences between open and corporate social networks. At IBM, in addition to reviewing a published case, interviews were conducted with employees who designed the company’s SNS. At CESAR, an innovation institute, beyond documentary and observational research made, semi structured interviews were conducted with five people involved in the development and institutionalization of the SNS tool. The interviews were processed with content analysis. It was clear that these companies are beginning to realize that the corporate SNS are a bridge to the reality of open SNS. It was noticed that executives are also users of the SNS, which decreases the number of organizational levels and breaks barriers. As a tool for the creation and sharing of personal and professional information, a corporate SNS enables the storage and retrieval of information quickly and context-sensitively, but always taking into account the profile set by the user, such as in open networks. These convergences show that people want to be closer to their friends, and the SNS are a way to strengthen ties without breaking the limits that users want to establish with respect to the information that is being shared. Even if people come to use these SNS as a form of career climbing or a way to get support to approve their projects, a corporate SNS tends to be a tool as common as open ones.
world conference on information systems and technologies | 2016
Marcílio Souza-Júnior; Laize Queiroz; Jorge S. Correia-Neto; Guilherme Vilar
The concept of applications (apps) as medical devices emerges as an important one in the field of mobile health (m-health). Within this field, apps have been used as tools that can drastically change the quality of healthcare on a global scale, as well as radically alter the reach of medical investigation. The use of gamification techniques to inspire the experience of app users has also stimulated the field of m-health, using the mechanics of games to improve the thought processes of app users. The article evaluates four m-health apps from the standpoint of the gamification of their functionalities. To this end, we have adopted the analytical framework of Werback and Hunter and used a six-step system. Our results empirically confirm some of the evidence found in the current literature; that is, the majority of apps that use gamification elements aim to achieve publicity as a secondary objective.
empirical software engineering and measurement | 2018
Ronnie E. S. Santos; Cleyton V. C. Magalhães; Luiz Fernando Capretz; Jorge S. Correia-Neto; Fabio Q. B. da Silva; Abdelrahman Saher
Context. Over the last several decades, computer games started to have a significant impact on society. However, although a computer game is a type of software, the process to conceptualize, produce and deliver a game could involve unusual features. In software testing, for instance, studies demonstrated the hesitance of professionals to use automated testing techniques with games, due to the constant changes in requirements and design, and pointed out the need for creating testing tools that take into account the flexibility required for the game development process. Goal. This study aims to improve the current body of knowledge regarding these theme and point out the existing particularities observed in software testing considering the development of a computer game. Method. A mixed-method approach based on a case study and a survey was applied to collect quantitative and qualitative data from practitioners regarding the particularities of software testing in game development. Results. We analyzed over 70 messages posted on three well-established network of question-and-answer communities and received answers of 38 practitioners, and identified important aspects to be observed in the process of planning, performing and reporting tests games. Conclusion. Considering computer games, software testing must focus not only on the common aspects of a general software, but also, track and investigate issues that could be related to game balance, game physics and entertainment related-aspects to guarantee the quality of computer games and a successful testing process.
empirical software engineering and measurement | 2017
Ronnie E. S. Santos; Cleyton V. C. Magalhães; Jorge S. Correia-Neto; Fabio Q. B. da Silva; Luiz Fernando Capretz; Rodrigo Souza
Context. Considering the importance of software testing to the development of high quality and reliable software systems, this paper aims to investigate how can work-related factors influence the motivation of software testers. Method. We applied a questionnaire that was developed using a previous theory of motivation and satisfaction of software engineers to conduct a survey-based study to explore and understand how professional software testers perceive and value work-related factors that could influence their motivation at work. Results. With a sample of 80 software testers we observed that software testers are strongly motivated by variety of work, creative tasks, recognition for their work, and activities that allow them to acquire new knowledge, but in general the social impact of this activity has low influence on their motivation. Conclusion. This study discusses the difference of opinions among software testers, regarding work-related factors that could impact their motivation, which can be relevant for managers and leaders in software engineering practice.
world conference on information systems and technologies | 2016
Joel Alves de Lima Júnior; Marcelo Mendonça Teixeira; Jorge S. Correia-Neto; Guilherme Vilar; Marcelo Brito Carneiro Leão
New interfaces brought facility of access to communication by the increase of storage capacity of news and by the processing speed of information in real time. In this sense, the present paper reports a mobile platform for the monitoring of structural problems in academic institutions, which at the same time works as a technological resource to support teachers. From theory to practice, we demonstrate this prototype developed for a state institution of higher education, from here after addressed as SIHE. Was used a qualitative study design of a descriptive, empirical nature, supported by the Development Methodology of a Prototype. This study took place between February 2014 and February 2015.
Journal of the Brazilian Computer Society | 2016
Leandro Marques Queiros; Denis Silva da Silveira; Jorge S. Correia-Neto; Guilherme Vilar
BackgroundResearch concerning to the use of technology in education has received increasing attention from scholars in recent years. This attention has resulted in new educational materials demanding creative ways to plan, develop, distribute, and evaluate them.MethodsThis paper integrates software innovation and management approaches, resulting in an innovative, efficient methodology for the development of learning objects (LOs). The process proposed in this research paper was applied in a case study in which two health-related LOs were developed.ResultsThe process proposed in this study is called Learning Objects Development Process - LODPRO. This work contributes to both theory and practice in the development of LOs, a field in which innovative techniques such as Design Thinking and the Business Model Canvas are fundamental.ConclusionsBased on these results, we conclude that the present study offers a significant contribution to both theory and practice in this field. If used as a method to develop LOs that focus innovation, the techniques of Design Thinking and Business Model Canvas become fundamental parts of the process.
Revista Brasileira de Administração Científica | 2014
Jorge S. Correia-Neto; Jairo Simião Dornelas; Ronnie E. S. Santos; Cleyton V. C. Magalhães; Guilherme Vilar
Alem do modelo 3C em plataformas de colaboracao: o caso da montadora Local Motors Enquanto da web surgiu a sociedade da informacao, da web 2.0, com suas aplicacoes online, plataformas e midias, vem surgindo a sociedade da colaboracao, que tem como diferenciais interatividade e participacao. Na decada de 1990, o modelo 3C conceituou colaboracao como sendo formada pelas dimensoes comunicacao, coordenacao e cooperacao. Entretanto, ao se utilizar esse modelo para guiar o desenvolvimento de plataformas colaborativas atuais, tao sociais e interativas, surgiu o seguinte questionamento: ao se analisar o intuito das funcionalidades disponibilizadas pelas plataformas colaborativas atuais e possivel visualizar algo alem do modelo 3C? Neste novo contexto socio-historico, a interatividade informatica criou uma nova modalidade comunicacional onde a mensagem e modificavel, na medida em que responde as solicitacoes daquele que a consulta, explora e manipula; o emissor constroi uma rede (e nao um caminho unico) de territorios a explorar; e o receptor manipula a mensagem como coautor, verdadeiro conceptor, reforcando o sentido de participacao, intervencao, bidirecionalidade e multiplicidade de conexoes. Em termos metodologicos, a pesquisa teve uma abordagem qualitativa, de carater exploratorio-descritivo, a partir da analise das ferramentas disponiveis na plataforma de co-criacao da Local Motors, que foi o caso estudado. Utilizando um metodo semelhante ao Delphi, a intencao de cada funcionalidade foi analisada por seis especialistas, num processo de selecao e classificacao que ocorreu em quatro etapas: com um perfil publico na plataforma foram identificadas as funcionalidades disponiveis; depois, de forma independente, houve a classificacao das funcionalidades extraidas; em seguida, onde houve divergencia foram buscados consensos; e, por fim, a lista final foi construida. Com a ajuda de casos de uso foram identificadas 11 funcionalidades. Como funcionalidades com a intencao de Coordenacao foram identificadas as funcionalidades visualizar, criar e seguir. Com a intencao de Cooperacao a funcionalidade denunciar. Com a intencao de Comunicacao as funcionalidades votar e adicionar topicos de discussao. Com a intencao de aumentar a Interatividade as funcionalidades de comentar, responder, compartilhar nas redes sociais, contribuir e participar de um desafio. Pode-se concluir que, no presente caso, ao se analisar o intuito das funcionalidades disponibilizadas pelas plataformas colaborativas atuais e possivel visualizar algo alem do modelo 3C, a interatividade. No contexto do estudo de caso analisado, nao parece ser possivel descrever as acoes realizadas dentro de ambientes colaborativos no contexto da web 2.0 sem este importante elemento.
Anais do Workshop de Informática na Escola | 2014
Ronnie E. S. Santos; Cleyton V. C. Magalhães; Jorge S. Correia-Neto; Guilherme Vilar
A qualidade do ensino e a compreensao de conteudos e temas da engenharia de software tem impacto direto na melhoria do processo de desenvolvimento de software, podendo apoiar a busca por solucoes de problemas e deficiencias da industria de software. Esta pesquisa apresenta o relato de experiencia de ensino da disciplina de engenharia de software em um contexto no qual os alunos ja possuem experiencia pratica e profissional sobre os temas abordados. Desta forma, uma tecnica de ensino guiada por estudos dirigidos utilizou a analise de estudos de caso, experimentos, pesquisas de campo e relatos de experiencias publicadas em congressos e revistas da area, para discutir o conteudo teorico da disciplina atraves do contexto das pesquisas cientificas, permitindo aos alunos comparar os resultados obtidos pelos estudos, com o que e vivenciado diariamente no seu ambiente profissional. 1.
Revista Brasileira de Administração Científica | 2013
Arnaldo Pedro da Silva Junior; Felipe Augusto Pereira; Jorge S. Correia-Neto
Esta pesquisa foi realizada com o objetivo de identificar o que influencia as interacoes dos usuarios no Facebook, a principal rede social do Brasil, no contexto das instituicoes de ensino superior (IES). Foram analisadas as paginas de IES com mais de 10.000 fas segundo o site SocialBakers. Foram coletados dados de 600 postagens e foram realizadas analises descritivas, de correlacoes e diferencas entre medias. Constatou-se que existe variacao no engajamento de acordo com algumas caracteristicas das postagens e que outros parecem nao influenciar o fenomeno. A partir dos resultados, as equipes responsaveis pelas redes sociais das organizacoes desse universo podem obter melhor retorno atentando a esses aspectos.
American Journal of Distance Education | 2013
Renato Pustilnick; Jorge S. Correia-Neto; Guilherme Vilar
This study describes the development of a learning process of genetic counseling and basic genetics using an e-learning model and its application to a group of psychologists in the state of Parana in southern Brazil. The aim was to analyze the impact on the increase of knowledge in the presented subjects and the possibility of applying this project on a larger scale. The results of two observations were compared. The observations consisted of scores on the same exams, applied before and after taking the course. Results indicated that the remote education process is indeed a viable alternative for genetic counseling education and is validated for application in large scale together with Centers for Family Health Care Assistance of the Brazilian Ministry of Health Care.