Programa de Pós-Graduação em Computação Aplicada - PPCA/NDAE/Tucuruí
URI Permanente desta comunidadehttps://repositorio.ufpa.br/handle/2011/9398
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Navegando Programa de Pós-Graduação em Computação Aplicada - PPCA/NDAE/Tucuruí por Orientadores "TEIXEIRA, Otávio Noura"
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Item Acesso aberto (Open Access) Heróis da luz: desenvolvimento de um jogo sério para auxiliar o ensino de suporte básico de vida(Universidade Federal do Pará, 2023-06-07) MENDES, Ingrid Nery; SANTOS, Viviane Almeida dos; http://lattes.cnpq.br/1489376127395764; TEIXEIRA, Otávio Noura; http://lattes.cnpq.br/5784356232477760Games not only provide entertainment and fun but can also play a significant role in assimilating and reinforcing specific knowledge. This leads us to the category of serious games, which are designed to aid in the consolidation of content relevant to society. Basic Life Support is a protocol aimed at reversing Cardiopulmonary Arrest, acquired through specialized training. However, without regular proper practice, this knowledge can fade. Faced with this issue, the current software prototype uses game mechanics to propose a potential solution to this gap in human memory: the lack of consistent practice. Through a systematic mapping, the existence of a lacking market (and a scientific subfield) that demands more accessible solutions was identified, targeting Nursing students, first responders, and other healthcare professionals, all seeking to maintain this knowledge. This is especially crucial in places like the Brazilian territory and developing countries, where access to advanced and costly technologies is limited. The prototype was developed following the guidelines established by the Health Games research group at the Oswaldo Cruz Foundation. Thus, a game design document was elaborated, containing flowcharts, diagrams, and other elements that allowed the realization of this project, resulting in the creation of a digital serious game. The chosen game engine was Ren’Py, due to its emphasis on narratives, use of the Python programming language, and its open-source nature with a low implementation cost. Ultimately, this work served as an idea laboratory, enabling various experiences. This included the publication of three scientific papers and interaction with research groups from different regions of Brazil. It also resulted in new interpersonal, professional, and aca demic connections, providing learning across various dimensions of human understanding, especially on a personal and evolutionary level.Item Acesso aberto (Open Access) Predição de comportamento de usuários oriundos do marketing digital por meio de redes neurais artificiais e aprendizado supervisionado(Universidade Federal do Pará, 2019) ALVES, Vitor Pinheiro; TEIXEIRA, Otávio Noura; http://lattes.cnpq.br/5784356232477760; https://orcid.org/0000-0002-7860-5996Success in attracting customers using marketing techniques creates a billionare problem wich is one of the most difficult that is selecting among the many prospects, which are more likely to become a customer. This work uses artificial neural networks to analyze the dataset generated from digital marketig techniques and classify which prospects have a greater chance to become a customer and which ones should be discarded. The Neural Network scores approximately 70% of cases among 3,541 records processed.Item Acesso aberto (Open Access) Um protótipo de software para simulação de sistemas multiagentes baseados na abordagem de Russell/Norvig e na teoria dos jogos(Universidade Federal do Pará, 2019-05-30) SANTOS, Adriano Augusto Addario dos; TEIXEIRA, Otávio Noura; http://lattes.cnpq.br/5784356232477760; http://orcid.org/0000-0002-7860-5996The basis for the development of artificial intelligence is based on a primordial concept - intelligent agents. Studying, understanding and improving the behavior of these autonomous entities are some of the motivations of this work. Understanding and improving the behavior of these autonomous entities are some of the motivations of this work, which seeks to present a software prototype, which enables the study of agent behaviors, using the structure proposed by Russell and Norvig and introducing a way of classifying the strategies of behaviors used in Prisoner's Dilemma games. It is used as a basis for Axelrod's computational tournaments in 1984, as well as other tournaments that took place in these more than 30 years of research into the Iterated Prisoner's Dilemma. As an integral part of this work, we used Vincent Knight's library, which features 242 behavior strategies implemented in Python. In addition to the library, 512 more strategies were added, thus forming a base of 754 strategies all implemented in Python. By uniting the field of artificial intelligence with game theory, the aim is to use the best of both areas for application in highly complex problem solving.Item Acesso aberto (Open Access) O uso de chatbots no atendimento de clientes de revenda por catálogo(Universidade Federal do Pará, 2019-05-28) GADELHA, Igor Bruno Liz; SANTOS, Viviane Almeida dos; http://lattes.cnpq.br/1489376127395764; TEIXEIRA, Otávio Noura; http://lattes.cnpq.br/5784356232477760; http://orcid.org/0000-0002-7860-5996Increasingly, the presence of technologies that use artificial intelligence techniques are present in our daily lives, the development of systems and machines increasingly capable of performing tasks once performed by humans is increasingly present. In the corpotarivo sector, customer service through chatbots is already a reality and it becomes more and more common everyday. The use of bots in the customer service, besides allowing the reduction of costs, makes possible the standardization of the processes of attendance and automation of repetitive occurrences. The study environment of this work was the service and marketing sector of a company specialized in reselling products through catalogs. Problems were identified in relation to customer response time, repetitive attendance and the occurrence of out-of-hours services, in addition to the increase in costs with attendance due to the growth of the business. The objective of this research was to implement a chatbot capable of assisting customer service, reducing the repetitive demands to the human attendants of the sector. To guarantee the alignment of chatbot customer service demands, from the pareto method, the identification and classification of the occurrences of the sector was carried out, direccionarando in the construction of a corpus of language and models of natural language processing components using Rasa NLU and Rasa Core.