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Dive into the research topics where Juliana Cristina Braga is active.

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Featured researches published by Juliana Cristina Braga.


Universal Access in The Information Society | 2018

Mobile device accessibility for the visually impaired: problems mapping and recommendations

Rafael Jeferson Pezzuto Damaceno; Juliana Cristina Braga; Jesús Pascual Mena-Chalco

Mobile devices can be an important ally that improves the quality of life of visually impaired people by permitting greater independence in the execution of certain tasks and facilitating social inclusion. This work presents a systematic review that maps out the accessibility issues that visually impaired people experience when they interact with mobile devices. We identified 68 accessibility problems that were mapped into seven problem groups. This mapping was used to propose 28 recommendations to improve the accessibility of mobile devices. This analysis identified the persistence of certain accessibility problems such as the difficulty of typing on keyboards but also finds the emergence of new challenge such as the failure to recognize gesture-based interactions that demand more extensive training for users. This work is important because it provides an overview of accessibility problems that people with visual disabilities experience with mobile devices and proposes a number of accessibility recommendations to guide future studies. The main contribution of this paper is the mapping of accessibility problems into categories and the development of recommendations for identified problems.


InSITE 2012: Informing Science + IT Education Conference | 2012

Analysis of Tools for Learning Assessment and Tracking in Distance Education

Edson P. Pimentel; Juliana Cristina Braga; Nizam Omar

Learning Management Systems (LMS) used in Distance Education present two classes of assessment tools: objective and written test tools and communication tools, such as forums and message boards. Assessment metrics in these tools are usually based on averages and totals, and are presented in measuring units that are not compatible, therefore making difficult the comparisons and the accurate analysis of the student Knowledge Acquisition Level. This article objective is to present the analysis of some assessment tools included in two learning management systems: Moodle and TIDIA-AE, which is an adapted version of Sakai developed in Brazil. The analysis presents the metrics that can be obtained from each tool in the two systems and also the amount of feedback that each one gives to the student. The work is concluded presenting the main gaps that exist in the analyzed assessment tools and pointing out the need for new research to deal with them.


Proceedings of the Internet of Accessible Things on | 2018

Application for the configuration and adaptation of the Android operating system for the visually impaired

Bruna de Oliveira; Juliana Cristina Braga; Rafael Jeferson Pezzuto Damaceno

Mobile devices can be used as assistive technologies as they help improve the quality of life of people with visual impairments (PVI). Despite the advantages of mobile devices, it is necessary to overcome some challenges regarding the difficulties of interacting of these users with the operating system of these devices. This is important for the use of this technology to reach a greater number of the visually impaired. Therefore, this study aimed to perform an interface design and the development of an application. It automatically adapts the Android® operating system according to the accessibility preferences of the visually impaired through voice commands. These preferences were validated in previous studies. With the help of computational tools and tests with PVI, it was possible to create the prototype of the application interface and to know the improvements to be made. The developed application showed potential to be a useful tool for the visually impaired, also bringing specific benefits of using the voice command to partially impaired people.


VI Congresso Brasileiro de Informática na Educação | 2017

Processs Legend Jogo de Enigmas para o Ensino de Introdução à Programação

Adriana Keiko Nishida; Vitor Ferreira; Juliana Cristina Braga

Resumo. O artigo apresenta o Process Legend que é um jogo de enigmas voltado para o ensino de introdução à programação. O desenvolvimento do jogo foi motivado pela grande dificuldade que os alunos possuem nessa disciplina. O jogo foi desenvolvido com a tecnologia Unity 3D e programado em C#, podendo ser jogado diretamente no navegador de internet com suporte a HTML5 e WebGL, quanto em dispositivos móveis de alta resolução como Tablets com Android, e como executável para Windows e Mac OS X. Foram realizados diversos testes no jogo, dentre eles, usabilidade. Uma avaliação pedagógica está sendo realizada e já vislumbra-se necessidade de adequação a serem implementadas, principalmente nos aspectos pedagógicos.


Proceedings of the 13th Web for All Conference on | 2016

Supporting the selection of web content modality based on user interactions logs

Fabiano Marcon de Moraes; Vagner Figueredo de Santana; Juliana Cristina Braga

Internet offers a huge amount of services related to government, entertainment, and communication. However, to ensure that any citizen can have proper access to all services and information, it is necessary to think about accessibility in a broader way than it is found in the Web. Universal Design points to a way of thinking about the heterogeneity of capabilities instead of segregating according to individual disabilities. In the Web, applying this approach involves solving the challenge of selecting the appropriate content modality, at the appropriate time. Thus, this work present a study focusing on selecting the modality of a Web content based on the data resulting from a single pageview, minimizing efforts related to profile filling or explicit customization of Web systems. The study involved the analysis of 261 sessions, 31 coming from people that informed being using assistive technology. From the experiment performed it was possible to identify that the algorithm Random Committee provided the best results for the studied problem (precision 94.8%; recall of 94.3%). Results are potentially of interest for Human-Computer Interaction practitioners aiming at providing adequate content modality after minimum usage.


2016 XI Latin American Conference on Learning Objects and Technology (LACLO) | 2016

SimPlanifique educational software: Simplifying the elaboration of a Project Plan

Nascimento J. Nelson; Juliana Cristina Braga

Currently, the market dynamics compels organizations to have another position in relation to the management of its projects, since most of them have been created in an attempt to create something creative and innovative. Project plans are complex and bureaucratic documents. In this scenario, occupy the time of the parties involved in drawing up and reading these plans no longer makes sense. This article aims to present an educational software that helps in understanding the Project Model Canvas methodology, which enables display in an A1 sheet, all knowledge areas of project.


frontiers in education conference | 2015

Systematic review of literature: Educational games about electric energy consumption

Adriana Keiko Nishida; Juliana Cristina Braga

This paper presents the process and the result of a systematic literature review about educational games in which the main theme is electricity consumption, executed from January to March 2014. The systematic review is characterized by the use of a method that aims to answer the questions of the researcher with rigor in the search, making trends and biases of the researcher interfere as little as possible on the results. The research questions raised were: 1) Are there educational games about electric power consumption? 2) How were these games used? The theme choice was made as a result of the environmental issues assigned to it and the consequences that consumption can generate. The result of the work, obtained from a survey in the ACM Digital Library, Elsevier (Science Direct) and Springer scientific research bases, revealed the existence of seven papers, which responded the questions made. The results indicate a lack of papers in which use approaches of the games are reported - highlighting the need for further investigation and share. It is believed that this work contributes to the academic community by presenting a list of games and their uses, and the knowledge from this type of research serves as an incentive for new games and different approaches to be designed and created.


Worshops do II Congresso Brasileiro de Informática na Educação | 2013

Grupo de Pesquisa INTERA – Inteligência em Tecnologias Educacionais e Recursos Acessíveis

Juliana Cristina Braga; Silvia Dotta; Edson Pinheiro Pimentel; Beatriz Stransky Ferreira; Lucia Regina Horta; Itana Stiubiener; Natalia Pirani Ghilardi Lopes; Luciano Silva; Nizam Omar

Este artigo apresenta um modelo para aplicacao de tecnicas de mineracao em dados coletados a partir de avaliacoes da aprendizagem. A partir da proposta, torna-se possivel identificar quais conteudos e em que niveis cognitivos eles foram assimilados pelos aprendizes, permitindo, assim, que estrategicas pedagogicas sejam adequadamente planejadas para grupos de estudantes que apresentem as dificuldades identificadas. Para validar o estudo, sao apresentados tambem os resultados do experimento realizado numa disciplina de Programacao do curso de Licenciatura em Computacao da Universidade de Pernambuco.


Worshops do II Congresso Brasileiro de Informática na Educação | 2013

Software Educacional para Prática do Scrum

Felipe Sille; Juliana Cristina Braga

Dentro da tematica da Engenharia de Software a metodologia agil Scrum vem sendo amplamente utilizada no mercado de trabalho. Mostrar para o aluno como esse processo funciona na pratica e um desafio para o professor, devido as peculiaridades do Scrum como: reunioes diarias, entregas semanais, etc). Assim, para minimizar essa dificuldade, e apresentado um software, mais precisamente um jogo educacional, para ensino e pratica do Scrum. O processo de desenvolvimento foi norteado pela metodologia INTERA especifica para o desenvolvimento de objetos de aprendizagem.


Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação - SBIE) | 2012

Condução de aulas síncronas em sistemas de webconferência multimodal e multimídia

Silvia Dotta; Juliana Cristina Braga; Edson P. Pimentel

The keynotes goal is to reflect on emergent opportunities for human Discovery (in science), Creativity (in art & industry), and Learning (in education) as processes often occurring serendipitously in individuals and in communities empowered by dynamic Web connections in the global village. These reflections seem to fit best with the mandate of the CBIE Conference: sustainable education.Este trabalho apresenta uma evolucao do assistente inteligente SAE para inferir e fornecer orientacao pedagogica coerente com varias metodologias educacionais, superando uma dificuldade tradicional para este tipo de software, alem de fornecer mais apoio ao ensino-aprendizagem personalizado.O artigo fundamenta-se nos resultados do processo de desenvolvimento de um ambiente web de aprendizagem, ja modelado em dissertacao de mestrado (CABRAL,2006). O sistema tem por objetivo facilitar o acompanhamento das atividades que envolvem a definicao e a elaboracao de pre-projetos de Trabalhos de Conclusao de Curso (TCC). Para atingir tal objetivo o sistema e baseado em uma camada de agentes inteligentes que atuam como colaboradores para execucao de todas as atividades necessarias ao desenvolvimento do TCC. Para que esses agentes atuem de forma satisfatoria no ambiente e necessario o estabelecimento de um processo de comunicacao que possibilite aos agentes agirem em um nivel conceitual mais proximo do ser humano. Dessa forma, este artigo expoe os resultados obtidos ao longo do desenvolvimento dos agentes computacioniais e seus mecanismos de comunicacao.Este artigo descreve o projeto de desenvolvimento de jogo educativo baseado em metodologias participativas, pelas quais estudantes da rede publica de ensino medio idealizam, projetam e desenvolvem prototipos de um jogo sobre Sistema Imunologico e virus da Dengue. O objetivo da pesquisa e verificar os impactos do processo sobre a aprendizagem dos estudantes.O objetivo deste artigo e apresentar resultados de estudo de um caso exploratorio, realizado junto aos alunos de uma Instituicao de Ensino Superior. Como resultados, foram levantados indicadores de avaliacao do Sistema de EaD e identificados problemas, segundo a percepcao dos alunos. A partir dos resultados destaca-se que a Universidade desconhece a metodologia ITIL® e que seria fundamental que fosse implantada uma estrategia do servico (fase inicial da ITIL®), conduzindo a melhoria continua do servico e da infra-estrutura da Universidade.O facil acesso as informacoes devido a difusao da internet possibilita o enriquecimento intelectual, mas por vezes acaba por ser um meio de usufruir do conhecimento de outrem sem mencionar seus creditos/direitos autorais, o que por fim acaba na configuracao do plagio. O plagio no meio academico e uma tarefa dificil de ser controlada, devido o grande numero de trabalhos que sao feitos por uma vasta quantidade de alunos e tambem pelo excesso de tarefas dos professores e pelo pouco tempo que conseguem dedicar para o controle da qualidade e autenticidade dos trabalhos. Com isso, e importante contar com softwares que auxiliem no processo de verificacao de indicios de plagio, desta maneira o presente trabalho vislumbra desenvolver uma nova ferramenta de analise de indicios de plagio bem como aprimorar o metodo DIP – Detector de Indicios de Plagio para auxiliar o docente na verificacao da autenticidade dos trabalhos.A Neuropedagogia promove o confronto sucessivo e simultâneo entre concepcoes tacitas, crencas e valores normativos com esquemas inovadores, criando um espaco entropico e poetico no âmbito da experiencia humana. A natureza da ciencia neuropedagogica exige um modelo fractal de construcao de mundo, sustentado pelo prazer da perplexidade. Busca-se a geratriz e as leis de formacao para atingir a unanimidade sobre o conceito de educacao de pessoas com alta dotacao humana, impossivel de se concretizar, sem o recurso das ideologias filosoficas, cientificas e tecnologias aliadas as eticas.In this talk I will elaborate on the development, implementation and evaluation of the use of online tools for learning, with special attention to games and gamification, sharing and collaboration.

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Dive into the Juliana Cristina Braga's collaboration.

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Silvia Dotta

Universidade Federal do ABC

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Edson Pinheiro Pimentel

Mackenzie Presbyterian University

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Edson P. Pimentel

São Paulo Federal Institute of Education

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Aline Yuri Ieiri

Universidade Federal do ABC

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Nizam Omar

Mackenzie Presbyterian University

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Thaís Ribeiro

Universidade Federal do ABC

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