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Featured researches published by Marsal Branco.


International Conference on Serious Games | 2014

Mobile Learning and Games: Experiences with Mobile Games Development for Children and Teenagers Undergoing Oncological Treatment

Débora Nice Ferrari Barbosa; Patrícia B. Scherer Bassani; João Batista Mossmann; Guilherme Thiesen Schneider; Eliseo Berni Reategui; Marsal Branco; Luciana Meyrer; Mateus Bisotto Nunes

The use of mobile technologies enables mobile and connected learning. Working in close association with an institution that helps children and teenagers undergoing oncological treatment, we realized that their main difficulty is that of following school during and after the periods of hospitalization or low immunity. So, our research hypotheses is that mobile technologies and educational games could be used in their learning activities. This article presents a few experiences with the use of tablets and educational games developed with the goal of reinforcing curricular activities for children and teenagers undergoing oncological treatment. The experience of developing the games with an interdisciplinary team had positive aspects, especially in what the challenges of attending to the needs of children under medical treatment is concerned.


conference on computers and accessibility | 2015

Development of BCI Based Softwares to Assist People with Mobility Limitations in the School Inclusion Process

Regina de Oliveira Heidrich; Marsal Branco; João Batista Mossmann; Anderson Schuh; Emely Jensen

Inclusive Education has been the agenda at all levels and modalities of the education system, which discusses how the school will face the diversity and teach students who have disabilities. According to the 2010 Census, in Brazil, people with physical disabilities account for almost 7% of the population. This project aims to design Digital Learning Constructs (DLC) as an inclusive education model implemented by use of Brain Computer Interface (BCI). Thus, it is intended to assist people with mobility limitations in the process of school inclusion. A DLC is any entity or device devised or built in a multidisciplinary way in the form of an educational game, helping players to build or redesign their knowledge. It has as features, dual nature, as an object of learning and also a game, working procedurally the contributions of each area without any subordination between them. Thus, via BCI, the user will not use mouse, but a specific low cost hardware, which will command the computer via brain waves. Future studies with the user will be conducted through a qualitative, quantitative and ergonomic design approach. The study subjects are people with motor and communication problems, of the municipal education network. The importance of studies linked to the autonomy of these subjects is due to the fact that many do not have freedom of movement, because of motor impairments. The aim of this project is to open paths for people with motor impairments and degenerative diseases, so they can use the computer in the classroom context.


international conference of design, user experience, and usability | 2016

Questing Ruins: A Game for a Digital Inclusion

Regina de Oliveira Heidrich; Francisco Rebelo; Marsal Branco; João Batista Mossmann; Anderson Schuh; Emely Jensen; Tiago Oliveira

The inclusion of people with cerebral palsy is not an easy path, because many of them preserve their cognitive abilities, despite being unable to speak, walk, or even both. This paper presents a study on the games applied in the education of people with cerebral palsy using Brain Computer Interface (BCI). Children affected by Cerebral Palsies have a disturbance in the control of their postures and body movements as a result of a brain injury. These injuries are the result of several causes. The most frequent is linked to the lack of oxygen flow to the brain, occurring either during or immediately after birth. The objective of the current research is to study the evaluation of the game we developed, called Questing Ruins. The methodology used was that of qualitative approach and case study. At the end we present Questing Ruins, an adventure game for entertainment and environmental awareness.


Sessões do Imaginário | 2016

Estudo do processo de realização da produção de animação em longa-metragem do filme "Até que a Sbórnia nos separe"

Cristiano Max Pereira Pinheiro; Marsal Branco; Fabiano Leandro Pandolfi

Este artigo tem como tema o processo de realizacao audiovisual de animacao em longa-metragem. Traz como problema a falta de uma sistematizacao eficiente desse processo no cenario nacional. Aprofundam-se quatro hipoteses para o problema supracitado: a) a ausencia de uma pre-producao e planejamento adequados; b) a ineficacia da comunicacao entre os membros da equipe; c) a escassez de profissionais capacitados nas instâncias deste processo; d) a total dependencia de recursos publicos. A metodologia do artigo foi balizada em uma pesquisa descritiva atraves de estudo de caso, em uma coleta realizada com base nas tecnicas de observacao participativa. Fundamentando a analise, utilizaram-se os autores Gerbase (2012), Catmull (2014), Hahn (2008) e Thomas (1981). O objeto do estudo de caso e a animacao “Ate que a Sbornia nos Separe” (2013). Como resultado, busca-se entender o processo de realizacao deste filme, obtendo-se, assim, um panorama do cenario contemporâneo da producao audiovisual brasileira.


REAd. Revista Eletrônica de Administração (Porto Alegre) | 2016

NO JOGO DO MERCADO: O CASO DE UMA STARTUP GAÚCHA

Dusan Schreiber; Cristiano Max Pereira Pinheiro; Marsal Branco; Claudia Simone Antonello; Deise Land

Entrepreneurship has received stimulus in most countries due to the economic and social relevance, as of the potential to generate employment and income. More recently, with the emergence and consolidation of economic segments that represent the creative industry, the governamental support has become more visible and evident. The main feature of these activities is the added value that comes from the intensive use of technical and artistic skills, based on individual talent, more dependent on intelligence, aptitude, skills and individual and collective specific skills, more than of the investment in financial capital. The creation and development of games is considered one of the most representative and promising sectors of the creative industry. However this market, although recent is complex. Not only requires specific expertise, requiring also the capacity for coordination and ability of the relational development with potential partners to turn economically viable the release of the game in the market. The teaching case presented here is true and presents some of the challenges that entrepreneurs face in this economic segment. The case offers important contributions both to managers or potential entrepreneurs and gives opportunity of advancing discussion in classes in entrepreneurship courses, marketing, strategy and people management.


international conference on human-computer interaction | 2015

A Comparative Study: Use of a Brain-Computer Interface (BCI) Device by People with Cerebral Palsy in Interaction with Computers

Regina de Oliveira Heidrich; Francisco Rebelo; Marsal Branco; João Batista Mossmann; Anderson Schuh; Emely Jensen; Tiago Oliveira

This article presents a comparative study among people with cerebral palsy and healthy controls, of various ages, using a brain-computer interface (BCI) device. The research is qualitative in its approach. Researchers worked with observational case studies. People with cerebral palsy and healthy controls were evaluated in Portugal and in Brazil. The study aimed to develop a study for product evaluation in order to perceive whether people with cerebral palsy can interact with the computer and to gauge whether their performance is similar to that of healthy controls when using the brain-computer interface. Ultimately, it was found that there are no significant differences between people with cerebral palsy in the two countries, as well as between populations without cerebral palsy (healthy controls).


RENOTE | 2015

Desenvolvimento e Aplicação do CDA Introdução aos Estudos Virtuais

Vitor Caetano Silveira Valadares; Willian J. M. Fardin; João Batista Mossmann; Marsal Branco; Marta Rosecler Bez; Thiago Mendes

O presente trabalho tem o objetivo de mostrar o processo de desenvolvimento de um construto digital de aprendizagem criado pelo Laboratorio de Objetos de Aprendizagem da Universidade Feevale. O artigo introduz autores que sustentam o uso de jogos digitais na educacao e que serviram para embasar a metodologia utilizada na criacao e validacao do construto. Os resultados foram obtidos atraves da aplicacao do projeto em um grupo de 101 estudantes dos cursos a distância da propria instituicao.


12º Congresso Brasileiro de Pesquisa e Desenvolvimento em Design | 2016

JOGOS DIGITAIS PARA INTERAÇÃO COM BRAIN COMPUTER INTERFACE PARA AUXILIAR NO PROCESSO DE INCLUSÃO ESCOLAR DE PESSOAS COM PARALISIA CEREBRAL

Regina de Oliveira Heidrich; Marsal Branco; João Batista Mossmann; Anderson Schuh; Emely Jensen


Revista Ciências Administrativas ou Journal of Administrative Sciences | 2015

Relacionamento entre estratégia e estrutura organizacional: um estudo contemporâneo de casos múltiplos (Relationship between strategy and organizational structure: a contemporary multiple case study)

Camila Borniger; Serje Schmidt; Dusan Schreiber; Marsal Branco


Liinc em Revista | 2015

Narrativas em histórias em quadrinhos: adaptação para dispositivos móveis de leitura digital │ Narratives in comic stories: adaptation in mobiles for digital reading

Sandra Portella Montardo; Marsal Branco; Robson Francisco Nunes

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Tiago Oliveira

Universidade Nova de Lisboa

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