221 resultados para Repositório
Resumo:
Software Repository Mining (MSR) is a research area that analyses software repositories in order to derive relevant information for the research and practice of software engineering. The main goal of repository mining is to extract static information from repositories (e.g. code repository or change requisition system) into valuable information providing a way to support the decision making of software projects. On the other hand, another research area called Process Mining (PM) aims to find the characteristics of the underlying process of business organizations, supporting the process improvement and documentation. Recent works have been doing several analyses through MSR and PM techniques: (i) to investigate the evolution of software projects; (ii) to understand the real underlying process of a project; and (iii) create defect prediction models. However, few research works have been focusing on analyzing the contributions of software developers by means of MSR and PM techniques. In this context, this dissertation proposes the development of two empirical studies of assessment of the contribution of software developers to an open-source and a commercial project using those techniques. The contributions of developers are assessed through three different perspectives: (i) buggy commits; (ii) the size of commits; and (iii) the most important bugs. For the opensource project 12.827 commits and 8.410 bugs have been analyzed while 4.663 commits and 1.898 bugs have been analyzed for the commercial project. Our results indicate that, for the open source project, the developers classified as core developers have contributed with more buggy commits (although they have contributed with the majority of commits), more code to the project (commit size) and more important bugs solved while the results could not indicate differences with statistical significance between developer groups for the commercial project
Resumo:
Pós-graduação em Engenharia Elétrica - FEIS
Resumo:
Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC
Resumo:
Pós-graduação em Educação - FCT
Resumo:
Pós-graduação em Educação - FCT
Resumo:
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Resumo:
Pós-graduação em Ciência da Computação - IBILCE
Resumo:
Pós-graduação em Ciência da Computação - IBILCE
Resumo:
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Resumo:
Presents a developing laboratory within History of Culture, subject taught in the Library and Archive Studies at UNESP (Marilia). The project is based upon the foundations of research line Information and Technology: students from the second under graduation year participate in the improving of 27 entries in Portuguese language Wikipedia. The aim is to capacitate for scientific reading and writing in digital media, habilitate for the information identification and recuperation and for the interpretation and understanding of formal and contents aspects and its reorganization. It includes activities of search, selection, remix and republishing of texts, images, audio and videos in the convergence of diverse hypertext information sources, supported by tutors with strategic abilities in digital environments. In this sense it was adhered to the international Wikipedia Foundation University Campus Ambassadors project. It’s also aimed to induce sharing and collaboration behaviors with the purpose of creating necessary habits for the informational empowerment in Brazil. As methodology is to optimize the work of individuals already trained in wiki culture and to create in within the subject information sharing programs with a more specialized bias, giving greater credibility to the digital environment. The environment syntaxes helps in the learning of the complementary skills of reading and writing and offers itself as an open repository from which information can be reused. It is, thus, an empowerment strategy in the search of autonomy and self reliance considering intersemiotic knowledge in the edition, visualization and understanding of information in the social web. A second step of a verifying research on the environment’s credibility after the consolidation and dissemination of the entries improvement work is proposed.
Resumo:
Digital repositories are currently being used by education and research institutions in Brazil as an alternative for propagating scientific and academic results, mainly to reach institutional memory and visibility. However, the way these results are presented may influence their use, affecting user-system interaction through the interface components. Thus, it is possible to state that an unique digital information environment can offer different ways of visual presentation, customizing informational and visual components for specific users communities. In this context, tools are being developed as a resource to make access and use of information easier, and to increase the usability of digital informational environments. One of these tools, Manakin, is presented in this paper, as well as its integration with the DSpace platform, in order to enable multiple visual presentations, stressing the importance of the differentiation and direction of interfaces by a single repository to the various knowledge fields. So, results and examples of repositories with multiple visual presentations are introduced, to facilitate the use of the presented tool, as well as to reinforce the importance of a differentiated visual identity by areas of knowledge in a single repository, by means of literary and exploratory analysis.
Resumo:
This artistic-scientific process aims to innovate the concept of Interactive Comics by adding them into the concept of RPG games and Single-Adventures. To make it properly done, there will be some issues about Interactivity, history of the Comic Strip and Mangas, and their techniques of use. Also, there will be other issues involving Electronic Comics and Interactive Comics, in addition to the concept of the RPG games and Single-Adventures, so that the reader of this paper could understand the practical result of every issue combined into one. The identification of these issues is made from a bibliographic and iconographic research, and it will also be displayed throughout the content. Some decisions will be thrown along this paper for the reader to decide and, therefore, understand the Interactivity process in a better way. The combined issues’ result will be presented in my interactive website, http://a3studios.com.br/iss/home (address not final) or http://amstarproductions.net (final address), where the readers will have to experience the “Play&Read” phenomenon. Furthermore, this work is inserted in the line of the research Artistic Processes and Procedures of the Department of Fine Arts from the Art Institute of UNESP, whose methodology used was the Freinet Educational Cybernetics, developed in the research group Media Arts and Videoclip leaded by the leading advisor for this Final Course Work. The result and discussion of artistic and scientific research were reported in monographs such as this that I present, with the following versions: PDF version for dissemination in the virtual repository of the Institute of Arts’ Library; hardcover version for physical collection at the Library of Institute of Arts; The Printed Version for the board of examiners; and an appropriated template version for submission to International Scientific Congress in the area of Arts.
Resumo:
This Final Course Work’s main subject comes from a study made on my previous Final Course Work titled “Artemídia Preferente: Fenômeno ‘Jogar&Ler’ nas Histórias em Quadrinhos Interativas (HQI) com os games do RPG”, and it is fed by the shortage of Electronical Comic publications, classes, courses and activities that could suit for educational purposes and experiences for a capable kind of audience to learn it and do it. Specific issues about Electronic Comic will be presented, based on Célestin Freinet’s Pedagogy, on some books about Methodology and on the Brazilian Curriculum Guidelines required for graduation. After that, a Lesson Plan will be developed for a 14 year-old-or-older kind of audience where they will be capable of making their own Electronic Comic, being it educational-themed or not. This study also cares about the participants’ influences on their lives to be completed. Furthermore, this work is inserted in the line of the research “Artistic Processes and Procedures” of the Department of Fine Arts from the Art Institute of UNESP, whose methodology used was the Freinet Educational Cybernetics, developed in the research group “Media Arts and Videoclip” leaded by the leading advisor for this Final Course Work. The result and discussion of artistic and scientific research were reported in monographs such as this that I present, with the following versions: PDF version for dissemination in the virtual repository of the Institute of Art’s Library; hardcover version for physical collection at the Institute of Art’s Library; the printed version for the board of examiners, and an appropriated template version for submission to the International Scientific Congress in the area of Arts.
Resumo:
The term “independent media art” expresses an artistic-scientific process performed in the Art- Science Communication interface presented as Final Paper in Visual Arts baccalaureate modality. The first part consists in gather, in artisticscientific research, an overview of the production of independent comics, mainly in Brazil, as well as some of the manifestations that were derived from it. The identification is made from bibliographical and iconographical survey, both printed and virtual materials. The second part discusses the production of a comic of my own - Imperfect Lives - published independently. This work is inserted in the line of research “Artistic Processes and Procedures” of the Department of Fine Arts of the Art Institute of UNESP and describes: Creative process, production, dissemination and influences. The third and final section brings together the work done by me during the four-year course, whose theme has some relation with comics. Experiments are in various media, using one or another characteristic intrinsic to them. The monography includes as an appendix a copy of each issue of the fanzine Imperfect Lives. The methodology used was Freinetiana Educational Cybernetics, developed in the research group “Art media and Videoclip”, whose leading advisor is the one from this Final Paper. The result and discussion of the artistic research and scientific monography were reported in the following versions: PDF File repository for dissemination in the virtual library of the Institute of Arts. Hardcover version for physical collection in the Library of the Institute of Arts. Paper version for the committee. Template version appropriate for submission to International Scientific Congress in the area of Arts
Resumo:
The term “writing media art” expresses an artisticscientific process performed in the Art-Science Communication interface presented as Final Paper in Visual Arts baccalaureate modality. The first part gathers, in artistic-scientific research, a historical overview of the relation between image and writing, which its main focus is calligraphy and its different expressions in art and design, including their interrelations. The identification is made from bibliographical and iconographical survey, both printed and virtual materials. This approach involves the selection of authors’ statements and comments in order to offer a deeper historical basis, since it comes to facts and events. The second part relates to the set of works produced during the four-year period of the Visual Arts course, including a reflection about the creation process and all that surrounds it – influences, memories, visions etc. – to finally establish a connection between all these elements in order to make clear this incredible web of creation. This work is inserted in the line of research “Artistic Processes and Procedures” of the Department of Fine Arts of the Art Institute of UNESP and describes: creative process, production and influences. The methodology used was Freinetiana Educational Cybernetics, developed in the research group “Art media and Videoclip”, whose leading advisor is the one from this Final Paper. The result and discussion of the artistic-scientific research were reported in monography in the following versions: PDF File repository for dissemination in the virtual library of the Institute of Arts; hardcover version for physical collection in the Library of the Institute of Arts; paper version for the committee; template version appropriate for submission to International Scientific Congress in the area of Arts