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Dive into the research topics where Rodrigo de Souza is active.

Publication


Featured researches published by Rodrigo de Souza.


symposium on theoretical aspects of computer science | 2008

ON THE DECOMPOSITION OF k-VALUED RATIONAL RELATIONS

Jacques Sakarovitch; Rodrigo de Souza

We give a new, and hopefully more easily understandable, structural proof of the decomposition of a


mathematical foundations of computer science | 2008

On the Decidability of Bounded Valuedness for Transducers

Jacques Sakarovitch; Rodrigo de Souza

k


language and automata theory and applications | 2013

Uniformisation of Two-Way Transducers

Rodrigo de Souza

-valued transducer into


XXIII Workshop de Informática na Escola | 2017

I-teach: Processo de Concepção de um Protótipo de Busca e Compartilhamento de Jogos Digitais para Ensino e Aprendizagem de Inglês

Paula Levay; Taciana Pontual Falcão; Rodrigo de Souza

k


euro american conference on telematics and information systems | 2016

Integration of learning management systems with academic management systems using cloud computing

Athos Denis Eulalio; Rodrigo de Souza; Juliana Regueira Basto Diniz

unambiguous functional ones, a result established by A. Weber in 1996. Our construction is based on a lexicographic ordering of computations of automata and on two coverings that can be build by means of this ordering. The complexity of the construction, measured as the number of states of the transducers involved in the decomposition, improves the original one by one exponential. Moreover, this method allows further generalisation that solves the problem of decomposition of rational relations with bounded length-degree, which was left open in Webers paper.


euro american conference on telematics and information systems | 2016

MEIO: M-learning, social networks and gamification for environmental education

Maykol Lívio Sampaio Vieira Santos; Rodrigo de Souza; Maria Lisiane da Silva

We give a new and conceptually different proof for the decidability of k-valuedness of transducers (a result due to Gurari and Ibarra), without resorting to any other kind of machines than transducers. In contrast with the previous proof, our algorithm takes into account the structure of the analysed transducers and yields better complexity bounds. With the same techniques, we also present a new proof, hopefully more easily understandable, for the decidability of bounded valuedness (a result due to Weber).


developments in language theory | 2009

On the Decidability of the Equivalence for a Certain Class of Transducers

Rodrigo de Souza

We show that every relation realised by a nondeterministic two-way transducer contains a function with equal domain which can be realised by a sequential two-way transducer. Our proof is built on three structural constructions with automata: a variant of Shepherdson’s method to convert a two-way automaton into an equivalent one-way automaton, which we call the folding of a two-way automaton; the construction of an unambiguous automaton for a rational language based on covering of automata; a simulation of an unambiguous automaton by a deterministic two-way one due to Hopcroft and Ullman. It follows a new proof for the fact (due to Engelfriet and Hoogeboom) that every functional two-way transducer can be converted into a sequential one, together with a clear estimation for the underlying complexity.


symposium on theoretical aspects of computer science | 2010

Lexicographic Decomposition of k -Valued Transducers

Jacques Sakarovitch; Rodrigo de Souza

This article presents the process of designing a prototype of search and sharing of digital games, directed to English teachers. The research was user-centred and carried out in two stages: a brainstorming session and prototyping of interfaces in which 20 teachers participated. The results culminated in the prototyping of a system of search and sharing of digital games for the teaching-learning of English constructed from the needs of the possible users. The system was designed and developed with the purpose of stimulating and facilitating the insertion of digital games in the pedagogical practices of those teachers aiming at the approximation of their practices to the reality of the current students. Resumo.Este artigo apresenta o processo de concepção de um protótipo de sistema de busca e compartilhamento de jogos digitais, destinado a professores de Inglês. A pesquisa foi centrada no usuário e realizada em duas etapas: sessão de brainstorming e prototipação de interfaces, com a participação de 20 professores. Os resultados culminaram na prototipação de um sistema de busca e compartilhamento de jogos digitais para o ensinoaprendizagem de Inglês construído a partir das necessidades dos possíveis usuários. O sistema foi idealizado e desenvolvido com fins de estimular e facilitar a inserção de jogos digitais nas práticas pedagógicas dos docentes visando à aproximação de suas práticas à realidade dos atuais alunos. 1. Introdução Na última década, a difusão rápida de dispositivos móveis na sociedade, especialmente smartphones, ofereceu oportunidades de inovação no processo educacional. Além disso, as tecnologias recentes configuraram uma nova sociedade em que há novas formas de as pessoas se relacionarem e viverem, além de novas maneiras de aprender, adquirir e trocar conhecimento. A realidade educacional nas diversas esferas vive um momento de transformação e readaptação em busca da inserção de novas ferramentas de Tecnologias de Informação e Comunicação (TICs). No entanto, os professores ainda enfrentam dificuldades para introduzir novas práticas e novas ferramentas, seja pela resistência em traçar novos caminhos [Moran 2012] ou pela dificuldade em encontrar tecnologias apropriadas aos seus contextos didáticos. Por outro lado, as novas TICs também proveem uma maior possibilidade de troca, de intercâmbio entre os pares. Esse maior compartilhamento entre professores aumenta a possibilidade de se expandirem práticas DOI: 10.5753/cbie.wie.2017.568 568 Anais do XXIII Workshop de Informática na Escola (WIE 2017) VI Congresso Brasileiro de Informática na Educação (CBIE 2017)


Journal of Automata, Languages and Combinatorics | 2008

A combinatorial study of k-valued rational relations

Rodrigo de Souza; Nami Kobayashi

This article is an overview of a conceptual solution for the integration of heterogeneous information systems. Generally, universities have difficulties in obtaining information in an integrated way their information systems, for example, Learning Management System (LMS) and Academic Management System, a large part of these systems works in an isolated and without perspective way for offer services in an integrated way. In this context, the proposed solution uses Service Oriented Architecture (SOA) through Web Services and Cloud Computing in order to implement a model of integration between Moodle Learning Management System and Academic Management System Q-Academic of Instituto Federal de Educacao, Ciencia e Tecnologia do Piaui — IFPI. And in this way it contributes for the better management between these systems in which it is increasing the quality of information provided for users and reducing the possibility of mistakes caused by manual handling process information. This work also contributes in some way to increase the quality in the teaching process, because it allows for teachers more autonomy in their administrative tasks and teachers can also dedicate more time to develop their main activities. And, besides, it provides for students better information about their academic information.


REMEA - Revista Eletrônica do Mestrado em Educação Ambiental | 2018

A gamificação como estratégia de engajamento para a prática da educação ambiental La gamificación como estrategia de engajamiento para la práctica de la educación ambiental Gamification as a engagement strategy for the practice of environmental education

Maykol Lívio Sampaio Vieira Santos; Rodrigo de Souza; Mike Christian de Sousa Araújo

In this short paper we present an overview of MEIO (My Environment is Outstanding), an m-learning tool for environmental education combining aspects of social networks and gamification. The conceptual design of MEIO aims to foster the objectives of environmental education according to Tbilisi Declaration, to wit, awareness, knowledge, attitudes, skills and participation, in urban communities. The main goal is to encourage people to engage in denouncing and even solving (by themselves) environmental issues. MEIO bears clear similarities with urban navigation tools such as Waze, but instead of guiding drivers, it allows users to point out abnormalities such as water pollution, fire, etc. which become visible in an online map. A voting mechanism of the best actions realized by users leads to virtual rewards, this is the gamification component of our tool. MEIO is being developed initially for Android devides, and tests will be performed in two large cities in Brazil, Recife and Teresina.

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Juliana Regueira Basto Diniz

Universidade Federal Rural de Pernambuco

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Paula Levay

Universidade Federal Rural de Pernambuco

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Taciana Pontual Falcão

Universidade Federal Rural de Pernambuco

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Afonso Bione

Universidade Federal Rural de Pernambuco

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Nami Kobayashi

University of São Paulo

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