Mestrado em Ciência da Computação (INF)
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Navegando Mestrado em Ciência da Computação (INF) por Por Orientador "Carvalho, Sérgio Teixeira de"
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Item Uma linguagem de modelagem de domínio específico para linhas de produto de software dinâmicas(Universidade Federal de Goiás, 2016-05-06) Borelli, Helberth; Carvalho, Sérgio Teixeira de; http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4701978Z5; Carvalho, Sérgio Teixeira de; Petrucci, Vinícius Tavares; Rodrigues, Cássio LeonardoSystems which involve adaptations due to context changes have the challenge of adapting software systems at runtime. This thesis adopts as proposal the adaptation of resources in the form of features, involving concepts of Feature Oriented Domain Analysis. A possible approach to develop systems based on adaptable features at runtime is the concept of Dynamic Software Product Line (DSPL), which can be implemented by Metamodels. The aim of this thesis is the development of a Domain Specific Modeling Language (DSML) for DSPL, designed from the construction of a metamodel for the development of DSPLs, which is divided in three metamodels: of features, of variabilities and of applications to derive products. The variabilities metamodel aims at modeling contracts that must negotiate the product adaptation to the features that may be present or not in the execution environment. Adaptations are based in state machines, which address changes of feature state or changes by transitions of equivalent features, in order to keep the execution of the software product. The developed DSML still plays the role of extending the constraints imposed by the metamodels, as well as to generate codes in general-purpose language based on modeling features, variabilities and applications. In order to validate the proposal, the DSML was used to model two DSPLs, including the derivation of products and the execution in a platform based in OSGi specification.Item Uma arquitetura para o monitoramento de pessoas com a doença de Alzheimer(Universidade Federal de Goiás, 2019-10-04) França, Flávia Pimenta Dourado; Carvalho, Sérgio Teixeira de; http://lattes.cnpq.br/2721053239592051; Santos, Silvana de Lima Vieira dos; Copetti, Alessandro; Carvalho, Sérgio Teixeira deWith the current development of technologies, health has been receiving technological support for the development of studies that improve the population’s quality of life. This improvement causes an increase in the elderly population, as quality of life can increase life expectancy. Studies show that this elderly population often has diseases that hinder their activities of daily living. Alzheimer’s disease may come to limit the lives of the elderly, as it is responsible for progressive memory loss, deterioration of intelectual skills and difficulty in performing daily tasks. This paper presents Alz-HomeCare, whose solution uses the publish / subscribe model to notify events to people with Alzheimer’s Disease. Contributions to this work include: Systematic Literature Review, designed to identify key assistive technologies used to support people with dementia; a domain model involving Remote Patient Monitoring, Social Networking Services, and Event Notification Systems; the implementation of the notification engine and the applications that interact with it; and the mapping of usage scenarios. The validation of the proposal was based on the mapping of usage scenarios in relation to the notification engine. We conclude that the behaviors involved in the scenarios were solved by the Alz-HomeCare architecture.Item Concessão de permissão a dados de saúde baseada em contratos inteligentes em plataforma de blockchain(Universidade Federal de Goiás, 2020-02-07) Junqueira, Natália Rodrigues; Carvalho, Sérgio Teixeira de; http://lattes.cnpq.br/2721053239592051; Carvalho, Sérgio Teixeira de; http://lattes.cnpq.br/2721053239592051; Júnior, Iwens Gervasio Sene; Rodrigues Filho, Roberto VitoThe appearance of wearable devices has allowed people to monitor their own health status even though they are in a home environment. In addition, there has also been an awareness of the population that health is something fundamental, causing the interest of people to control their own health, to track and analyze this personal health data. The person-centered approach to medicine emerged with the aim of enabling control of these health data for the people to whom they really belong, that is, the patient himself. In this way, a patient could not only monitor this data, but effectively decide who can and cannot access it. Blockchain is a technology that emerged with the aim of making secure transactions over the internet without the need for a trusted third party; in the context of health data, the trusted third party would be a hospital or an entity that stores and controls the data collected from patients. This research aims to develop a blockchain-based architectural solution for granting permission to access patient health data collected by a remote patient monitoring system through relationships on a social network. In order to validate the solution, smart contracts were implemented to identify, track data and allow the granting of permission to access patient data. Smart contracts were developed and tested using the blockchain platform Hyperledger Fabric.Item Framework L para desenvolvedores de mHealth no contexto de self-care e gamificação(Universidade Federal de Goiás, 2018-10-19) Oliveira, Luma Wanderley de; Carvalho, Sérgio Teixeira de; http://lattes.cnpq.br/2721053239592051; Carvalho, Sérgio Teixeira de; Albuquerque, Eduardo Simões de; Ito, MárciaThis work investigates how gamification is used in health applications that aim to stimulate self-care. There is evidence in the literature indicating that the development of these "gamified" applications does not consider knowledge of the user profile to correctly employ game elements, there are also cases where the use of gamification extrapolates the main purpose of the application, which is to treat of health. This impacts on the inefficient use of this strategy. To overcome this problem, a conceptual gamification framework (method) was developed to be used in mHealth that encourages self-care. In this sense, the L Framework is composed of two dimensions, Self-Care and Gamification, which incorporate some concepts and practices so that an application developer can design his application. At the evaluation stage, the mixed method was used, with questionnaire application and online interview to specialists. The results indicate that the framework is a good initiative to help developers to design the mHealth application, primarily by encouraging engagement. As a secondary result of this research, a systematic review of the literature was developed, with the objective of ascertaining the relationship between self-care and gamification.Item Serviços de redes sociais para disseminação de informações de saúde em sistemas de monitoramento remoto de pacientes(Universidade Federal de Goiás, 2018-11-22) Ribeiro, Hugo de Almeida; Carvalho, Sérgio Teixeira de; http://lattes.cnpq.br/2721053239592051; Carvalho, Sérgio Teixeira de; Albuquerque, Eduardo Simões de; Copetti, AlessandroHealthcare demand is expected to surpass healthcare offer in the next years, encumbering the healthcare system. In one side we have an increase in life expectancy, and therefore the occurrence of chronic diseases, while on the other side we have a shortage of healthcare professionals. Remote patient monitoring systems can be used to continuously keep track of a person health status. When integrated to social networking services, we can build a carer network around the patient. This network is composed of formal (healthcare professionals) and informal carers (family and friends). Information regarding the patient health status can be disseminated within the carer network. Then the remote patient monitoring system may instruct informal carers to assist the patient before recommending formal care. Thus reducing the demands over the healthcare system. There are research initiatives on health information dissemination using social networking. But these initiatives are isolated. This dissertation aims to propose a domain model and an architectural model for remote patient monitoring systems that integrate social networking services unifying concepts found in state-of-the-art literature. The proposed solution is based on three sub-domains: remote patient monitoring systems, enable continuous health status monitoring; social networking services, allow actors to show interest in monitoring other actors health status; and event notification systems, distribute health information among actors. An skeletal system was built to validate the proposal. This skeletal systems consists on modifying an existing system to satisfy restrictions imposed by the proposed models and an usage scenario.Item Plataforma para orquestração de serviços para cuidados continuados de saúde(Universidade Federal de Goiás, 2019-08-09) Silva, Eliseu Germano da; Silvestre, Bruno Oliveira; http://lattes.cnpq.br/9449437915418534; Carvalho, Sérgio Teixeira de; http://lattes.cnpq.br/2721053239592051; Carvalho, Sérgio Teixeira de; Sztajnberg, Alexandre; Costa, Fábio Moreira; Silvestre, Bruno OliveiraA care plan is a set of information that links patients to their therapy. This work proposes modeling ubiquitous care plans as a set of patient-centered computing resources. These resources are modeled as services that are orchestrated by workflows. In order to allow a health professional to be able to build these workflows using services that handle the specificities of a patient's treatment, we propose a platform that receives the description of the workflows, created using a DSL script, orchestrates the services specified in the script and makes workflows available as a new service. Partly as a result of this research, we implemented some of the components of this platform, such as a DSL, a computer model to represent the workflow at runtime, and the required mechanisms for communication with the services. This platform has been tested with the use of healthcare scenarios where practical management situations for care plan tasks have been automated by means of the implementation and registration of web services. Using the DSL, some workflows were built to test the services registered on the platform and to evaluate some issues related to service composition, workflow reuse and computational resource consumption.Item Abordagem baseada em metamodelos para a representação e modelagem de características em linhas de produto de software dinâmicas(Universidade Federal de Goiás, 2016-09-06) Silva, Flayson Potenciano e; Carvalho, Sérgio Teixeira de; http://lattes.cnpq.br/2721053239592051; Carvalho, Sérgio Teixeira de; Gomes, Alan Keller; Souza-Zinader, Juliana Pereira deThis dissertation presents a requirement representation approach for Dynamic Software Product Lines (DSPLs). DSPLs are oriented towards the designing of adaptive applications and each requirement is represented as a feature. Traditionally, features are represented in a Software Product Line (SPL) by a Feature Model (FM). Nonetheless, such a model does not originally support dynamic features representation. This dissertation proposes an extension to FM by adding a representation for dynamic feature to it so that the model can have a higher expressivity regarding the context change conditions and the application itself. Therefore, a metamodel based on Ecore meta-metamodel has been developed to enable the definition of both Dynamic Feature Models (proposed extension to FM) and Dynamic Feature Configurations (DFC), the latter used to describe the possible configuration of products at-runtime. In addition to a representation for dynamic features and the metamodel, this dissertation provides a tool that interprets the proposed model and allows Dynamic Feature Models design. Simulations involving dynamic feature state changes have been carried out, considering scenarios of a ubiquitous monitoring application for homecare patients.Item Exergame distribuído com cicloergômetro para a reabilitação de pacientes e geração de engajamento em contextos de telerreabilitação(Universidade Federal de Goiás, 2022-03-10) Souza, Carlos Henrique Rorato; Berretta, Luciana de Oliveira; http://lattes.cnpq.br/0987947348533817; Carvalho, Sérgio Teixeira de; http://lattes.cnpq.br/2721053239592051; Carvalho, Sérgio Teixeira de; Berretta, Luciana de Oliveira; Nascimento, Hugo Alexandre Dantas do; Marques, Fátima de Lourdes dos Santos NunesThere are several factors involved in functional rehabilitation, some of which are crucial for the effectiveness of the treatment performed, such as the patient's engagement in the activity and the physical therapist's active participation. Difficulties in accessing the therapy, because of many reasons, have given rise to initiatives of telerehabilitation, that is, holding sessions via telecommunication technologies. In this scenario, the therapist's active participation is compromised and, on the other hand, the exercises performed are often repetitive and boring, decreasing the patient's engagement and motivation, and that impacts on the sessions' results. Considering these issues, the present work aims to validate the hypothesis that an exergame (a serious game developed with the objective of motivating the performance of physical exercises) built from a distributed architecture is effective in carrying out telerehabilitation sessions that involve a cycle ergometer as a device - a bedside bicycle used in rehabilitation sessions for patients with motor disorders (affected by Cerebral Vascular Disorders, Cystic Fibrosis or who were hospitalized with COVID-19, for example). In order to validate this hypothesis, the construction of a prototype of the exergame was undertaken, followed by two validation steps done by 16 physical therapists from Hospital das Clínicas of UFG (based on the Delphi Method) and an experiment involving 12 volunteers (Player Experience assessment). About 88,8% of the specialists, after the two rounds of evaluation, considered that the exergame is appropriate for telerehabilitation sessions. Furthermore, 75% of the volunteers rated the experience as “very satisfying”, while the remaining 25% characterized it as “satisfactory”. Therefore, the results allowed to conclude the effectiveness and satisfiability of the game, proving the validity of the research hypothesis.Item Modelagem de espaços inteligentes pessoais e espaços inteligentes fixos no contexto de cenários de computação ubíqua(Universidade Federal de Goiás, 2016-02-26) Vieira, Marcos Alves; Carvalho, Sérgio Teixeira de; http://lattes.cnpq.br/2721053239592051; Carvalho, Sérgio Teixeira de; Costa, Fábio Moreira; Loques Filho, Orlando GomesAdvances in electronics allow the creation of everyday devices with computing capabilities, called smart objects. Smart objects assist people in carrying out a variety of tasks and compose smart spaces. When smart spaces are confined to a certain area, they can be referred to as fixed smart spaces. In complement of these, personal smart spaces are composed by the smart objects a user carries with himself, hence with boundaries moving along with his owner. However, user mobility and the increasing number of smart spaces, fostered also by the Internet of Things (IoT) and the Web of Things (WoT), can lead to smart spaces overlap, where a certain smart object is configured in different smart spaces, whether fixed or personal. In addition, smart spaces are complex and difficult to model and maintain, as, among other factors, they have to deal with different smart objects. This thesis proposes the use of Model-Driven Engineering to enable modeling of ubiquitous computing scenarios, considering the coexistence between fixed and personal smart spaces. Its contributions include a metamodel for modeling scenarios composed by personal smart spaces and fixed smart spaces, together with a language and an algorithm, aiming at determining the access order to the resources of a ubiquitous computing scenario. The validation of the proposal was carried out based on the results of a Systematic Literature Review, conducted in order to identify metamodel validation methods most commonly used by researchers within the field. Thus, scenarios were modeled with the aid of modeling tools, which were constructed to produce models, conforming to the proposed metamodels. An implementation in Java enabled to validate the access policy language as well as its processing algorithm.Item Uma arquitetura para integração de dispositivos e coleta de dados em jogos sérios multimodais(Universidade Federal de Goiás, 2023-08-25) Zacca, Flavio Augusto Glapinski; Carvalho, Sérgio Teixeira de; http://lattes.cnpq.br/2721053239592051; Carvalho, Sérgio Teixeira De; Silvestre, Bruno Oliveira; Copetti, Alessandro; ZaccaThis dissertation addresses the development of an architecture for integrating devices and collecting data in multimodal serious games. However, integrating devices and collecting data in multimodal serious games present technical and scientific challenges to overcome. The research problem consists of identifying and analyzing difficulties in sharing information among heterogeneous devices, the absence of common communication protocols, limitations in utilizing data in other applications, and the need for an architecture enabling the collection, filtering, processing, and provisioning of treated data for serious games. The general objective of the research is to develop a solution allowing the integration of devices and data collection in multimodal serious games, aiming for efficient and transparent provisioning of treated data. The research is grounded in theoretical studies, analysis of related works, requirements gathering, and the implementation of this architecture. The research includes theoretical studies, analysis of related works, requirements gathering, and the implementation of this architecture. Practical studies and experiments were conducted to assess the efficiency and viability of the proposed architecture, using multimodal games developed by the research group, such as Salus Cyber Ludens and Cicloexergame, as use cases. The obtained results demonstrated the effectiveness of the architecture in handling and leveraging data from devices, contributing to the advancement of the field of multimodal serious games. In conclusion, the proposed architecture represents a promising solution for integrating devices and collecting data in multimodal serious games. Its application can benefit areas such as health, education, and industry, expanding interaction possibilities and promoting advancements in the field of multimodal serious games.