- Human Computer Interaction, Computer Supported Collaborative Learning CSCL, CSCL, Computer Supported Collaborative Learning, Collaborative Learning, User Experience (UX), and 56 moreEmotions And Self Regulated Learning, Social Networking, Computer Supported Collaborative Learning (CSCL), Online social networks, User Experience Design, Computer Supported Cooperative Work (CSCW), Technology Enhanced Learning, Educational Technology, Informal Learning, Computer-Based Learning, Sociocultural Theory, E-learning, Cultural Historical Activity Theory, Activity Theory, Socio-cultural theory, ICT in education, assessment, 21st century skills, pedagogy and innovation, ICT in Education, Etnography, Ubiquitous Learning, Mobile and Location-Based Media, Mobile Web 2.0, Web 2.0, Innovation, Digital Culture, Interaction Design, User eXperience, Design, Digital Media & Learning, Information Visualization, Mobile social networking, Mobile Learning, Design Innovation, Self Regulation, Self-regulation, Self Efficacy, Self and Peer Assessment, Visualization, HCI, Usability, Accessibility, Cognitive Psychology, Metadata, Semantic Web, Cross-Cultural Communication, Cultural Identity, Linguistics, Applied Linguistics, Information Technology, Computers, Digital Divide, Technology in Teacher Education, Teachers Practices, Educative Software Development, Computer Science, The Internet, and Networked and Social Learningedit
- At present he is Professor at Computer Science Center of Federal University of Pernambuco, Member of Pernambuco Acade... moreAt present he is Professor at Computer Science Center of Federal University of Pernambuco, Member of Pernambuco Academy of Science, Researcher associated to the Brazilian Research Agency - CNPq. Electronic Engineer by UFPE, Master in Cognitive Psychology by UFPE and Doctor in Education by Université de Paris v (René Descartes, 1999). He works on technology enhanced learning (TEL). Between the years 2001 and 2012 he coordinated 7 research projects in this area and integrated the design team in five others. The LMS Amadeus and the Redu social network - www.redu.com.br - are the most prominent products. The first is distributed by the Brazilian Planning Ministry under GLP2 license. The Redu is a star up at Porto Digital IT cluster. He published more than 100 papers in specialized periodicals and in conference proceedings. He advised or co-advised more than 35 master’s dissertations and PhD theses on TEL.
The UFPE’s Computer science Center (CIn) has 30 years. We are a high level faculty with about 70 Ph.D. The research in our Center covers vast areas, including modern and classic disciplines in computation. This characterizes the CIn as one of the best academic centers of computer science of Latin America. Our Master and Doctoral program in Computer science was created in 1974 and credential in 1986. It is today one of the five main programs in the area in Brazil and the only one with Doctoral degree in the North and Northeast in Brazil. The CIn contribution in the ecosystem of Information Technology, locally, regionally and nationally, is also significant.
The CIn has approved and executed projects with financing of the CNPq, FINEP, CAPES, in area of Computer science and correlates. Moreover, the CIn has projects of scientific cooperation with some institutions with international prominence, as INRIA and University of Paris VI (France); University of Oxford, Kent and Edinburgh (Joined Kingdom); Stevens Institute of Technology (United States); University of Toronto (Canada); International Institute for Software Technology (Joined Nations, Macao); and University of Tübingen (Germany).
Our research group emerges in this context and focuses on the development of educational technology. Our main research domains are learnware design, CSCL (computer supported collaborative learning) and educational media. We work on technology enhanced learning. Our main project is a learning management system called Amadeus LMS (more information at http://amadeus.cin.ufpe.br/). We are creating and improving interaction design and evaluation methodologies applying to this LMS evolution. The research themes go from social awareness, data visualization, informal learning at a distance, digital tv. Some new interaction styles were already created and new kinds of experiences are being experimented. We integrate the European Node of Excellence of Kaleidoscope network: http://www.noe-kaleidoscope.org/pub/. Recently, we approved a cooperative project on visualization with technical university of Darmstadt, Germany.
In my actual position, I’m charged of undergraduate and postgraduates’ formations on CHI and CSCL. We advise MsC and PhD candidates in the technology mediated learning and technology enhanced learning. We coordinate research and industrial cooperation projects in technology enhanced learning area. We have worked in learning management systems and synchronous collaborative systems design projects.
We are interested in establishing national and international cooperation in the following areas: human computer interaction, computer supported for cooperative learning design and application, mobile learning, informal learning. It will be to important for us to have an opportunity to know your department.edit
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With the increasing sophistication of virtual learning environments, online learning has at its disposal resources that provide an education more effectively. Importantly say, the collaborative activities can be enhanced in virtual... more
With the increasing sophistication of virtual learning environments, online learning has at its disposal resources that provide an education more effectively. Importantly say, the collaborative activities can be enhanced in virtual learning environments, since the elements of social awareness are willing and will allow participants to share knowledge and experiences. The present work aims to establish requirements related to the phenomena of social awareness and collaboration in Amadeus LMS. This research was an exploratory qualitative study. The methodological approach applied in this work was the interaction with the environment, questionnaires, conducting focus group, video recording and observation. The participants are students of final year coach IFPE - Campus Belo Jardim. Needs were identified and the results indicate that the functionality of the elements of social awareness of Amadeus LMS needs to be complemented, and that other elements must be integrated. The results of this research were prototyped for Amadeus LMS.
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Word-of-mouth in the Internet is rapidly increasing, but the dissemination of this information is sometime difficult to interpret. This paper presents a visualisation platform (BrandMap). It was used to structure data of brand association... more
Word-of-mouth in the Internet is rapidly increasing, but the dissemination of this information is sometime difficult to interpret. This paper presents a visualisation platform (BrandMap). It was used to structure data of brand association distribution in the blogosphere as a case study that analyses the word-of-mouth of two smartphone brands in Brazil. BrandMap is a prototype that was developed based on extensive research about word-of-mouth in the blogosphere and how to visualize brands monitoring. BrandMap uses a novel approach for information visualization of complex data. The result was the evaluation of BrandMap analyses that compared the user's perception about the advantages and disadvantages of two brands in social networks.
Este trabalho descreve a análise de requisitos e concepção de artefato social para regulação de dificuldades de aprendizagem de conteúdos abordados no ensino médio presencial com tecnologia. A concepção e o desenvolvimento, do artefato... more
Este trabalho descreve a análise de requisitos e concepção de artefato social para regulação de dificuldades de aprendizagem de conteúdos abordados no ensino médio presencial com tecnologia. A concepção e o desenvolvimento, do artefato social para avaliação formadora, serão descritos com protótipos iterativos, a partir de cenários descritos a luz da Teoria da Atividade. Foram construídos vários protótipos de baixa fidelidade até chegar ao protótipo a ser implementado para essa pesquisa de doutorado em andamento.
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Sketch-Based Interfaces are becoming a popular interaction style for many applications. The interaction style tries to recreate the experience of sketching that is similar to real paper and pencil drawings.They are being used to... more
Sketch-Based Interfaces are becoming a popular interaction style for many applications. The interaction style tries to recreate the experience of sketching that is similar to real paper and pencil drawings.They are being used to accomplish tasks related to geometric modeling, animation, architecture, design, music, and learning, among others. In this work we evaluate and compare two interaction approaches, Sketch and WIMP, in tasks for modeling 3D objects. We used two distinct tools: Teddy - a sketch based modeling software, and the more traditional WIMP modeling tools Maya & 3DS Max. We used quantitative and qualitative methods to identify benefits from both techniques from the users' perspective. These data will be turned into requirements for a future prototype based on the usability gains of a combination between the two approaches in study.
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Computer Science, Information Technology, Education, E-learning, Constructivism, and 15 moreComputer-Mediated Communication, ICT4D, Pedagogy, E-learning 2.0, The Internet, LMS, PLE, Computers, Connectivism, Knowledge Communities, Technology Enhanced Education, Developmental Work Research, Instructional Engineering, Innovation & Change Management, and Open Distance Learningedit
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Human Computer Interaction, Instructional Design, Educational Technology, Social Networks, Usability, and 11 moreDistance Education, Data Mining, Social Networking, Instructional Technology, Computer Supported Collaborative Learning (CSCL), Social Network Analysis (SNA), Online Learning, Distance Learning, Mobile Communications, User interfaces, and Virtual Learningedit
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