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Júnia Coutinho Anacleto Silva

dblp:a/JuniaCoutinhoAnacletoSilva · also Junia Anacleto, Júnia Coutinho Anacleto · DBLP profile ↗
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25ranked-venue papers
7as first author
0since 2021 · last 2015
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 23 · 7 first-authorApplied, interdisciplinary, general and emerging computing · 10 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-authorArtificial intelligence and machine learning · 2Software engineering, systems software and programming languages · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 87% Visualization and visual analytics · 13%
Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive display
0.212015
Portable-Spheree: A portable 3D perspective-corrected interactive spherical scalable display · VR 2015
Virtual and augmented reality › immersive display
spherical display
0.212015
Portable-Spheree: A portable 3D perspective-corrected interactive spherical scalable display · VR 2015
Visualization and visual analytics
3d visualization
0.112015
Portable-Spheree: A portable 3D perspective-corrected interactive spherical scalable display · VR 2015
Interaction techniques and input
spatial interaction
0.112015
Portable-Spheree: A portable 3D perspective-corrected interactive spherical scalable display · VR 2015

Methods — techniques the papers use, named apart from their topics

rear projection · 0.4perspective correction · 0.4
YearPublicationVenuePosition
2015 Towards a Model of Virtual Proxemics for Wearables
Júnia Coutinho Anacleto Silva, Sidney S. Fels
INTERACT (4)1
2015 Tutorial on Human Computer Interaction for Third Places - THCI-3P
Júnia Coutinho Anacleto Silva, Sidney S. Fels, Roberto Calderon
INTERACT (4)1
2015 Sharing Wishes on Public Displays: Using Technology to Create Social Places
Vinicius Ferreira, Júnia Coutinho Anacleto Silva, André O. Bueno
INTERACT (3)2
2015 Portable-Spheree: A portable 3D perspective-corrected interactive spherical scalable display
abstract
In this poster we present Portable-Spheree, an interactive spherical rear-projected 3D-content-display that provides perspective-corrected views according to the user's head position, to provide parallax, shading and occlusion depth cues. Portable-Spheree is an evolution of the Spheree and it is developed in a smaller form factor, using more projectors and a dark-translucent screen with increased contrast. We present some preliminary results of this new configuration as well as applications with spatial interaction that might benefit from this new form factor.
Marcio Cabral, Fernando Teubl Ferreira, Olavo Belloc, Gregor Miller, Celso Setsuo Kurashima, Roseli de Deus Lopes, Ian Stavness, Júnia Coutinho Anacleto Silva, Sidney S. Fels, Marcelo Knörich Zuffo
VR8
2014 Improving Communication in Healthcare: a case study
abstract
In hospital settings, where healthcare professionals are always in motion, it is important that the whole interaction and communication process be documented to avoid inconsistencies and rework, since the communication in these environments is important to healthcare professionals. The use of mobile devices in health environments is growing up and it helps the communication among healthcare professionals, they can do their professionals activities more effectively, and yet the healthcare professionals can organize and manage their personal and social activities while they are in work environment. In this work, we present a proposal for software development regarding e-Health, using concepts of natural interaction Information and Communication Technologies solutions for mobile. We analyzed the professionals' activities and communication in a certain hospital, using participatory design, to look for ways of improving their communication process. The solution presented in this paper was proposed after we observe the communication among healthcare professionals in a hospital, make scenarios and analyze some interviews and photos collected, combining them to get a more realist understanding of that routine.
Janaina Cintra Abib, Júnia Coutinho Anacleto Silva
SMC2
2013 Adoption and Appropriation: A Design Process from HCI Research at a Brazilian Neurological Hospital
Júnia Coutinho Anacleto Silva, Sidney S. Fels
INTERACT (2)1
2013 Towards Supporting the Existing Workplace Practices of a Community of Brazilian Healthcare Professionals
Roberto Calderon, Sidney S. Fels, Júnia Coutinho Anacleto Silva
INTERACT (4)3
2013 Releasing the OMCS-Br Knowledgebase to Facilitate Insertion of Culture in Applications: Brazilian Experience (S)
André O. Bueno, Júnia Coutinho Anacleto Silva
SEKE2
2012 Therapist-centred design of NUI based therapies in a neurological care hospital
abstract
Abstract—Through a participatory design (PD) process with therapists at a neurological chronic care hospital that has no ICT based workflow processes we identified three main components where NUI technology can be deployed for physical therapy: patient stimulation, on-demand patient therapy tool control, and data logging and visualization. Based on our study, we created a scenario that encompasses these components for a specific physical therapy activity targeting head and torso movement for children suffering neurological disorders. The scenario includes a Kinect, large screen and mobile pervasive technologies controlling a game-like activity including data logging and visualization in a shared social intranet. Hospital staff liked the game-activity and logging, but expressed concerns about parallel use of technology. They also wanted to expand the use of the NUI technology in the therapy room leading to new scenarios that we are pursuing. We are using our participatory design process with therapists that are not tainted by the use of graphical user interfaces (GUIs) to establish scenarios where NUI designs can provide access to ICT tools to help us develop better NUI design principles.
Júnia Coutinho Anacleto Silva, Rodrigo Silvestre, Carlos Souza Filho, Bruno Santana, Sidney S. Fels
SMC1
2011 e-Rural: A Framework to Generate Hyperdocuments for Milk Producers with Different Levels of Literacy to Promote Better Quality Milking
Vanessa Maia Aguiar de Magalhães, Júnia Coutinho Anacleto Silva, André O. Bueno, Marcos Alexandre Rose Silva, Sidney S. Fels, Fernando Cesar Balbino
INTERACT (2)2
2011 A Narrative Game as an Educational Entertainment Resource to Teach Words to Children with Learning Deficits: A Feasibility Study
Marcos Alexandre Rose Silva, Débora Corrêa de Lima, Júnia Coutinho Anacleto Silva, Deisy das Graças de Souza, Claudia Maria Simões Martinez
ICEC3
2010 A Case Study that Shows the Importance of Color in Web Collaborative Educational Environment
Ana Luiza Dias, Marcos Alexandre Rose Silva, Júnia Coutinho Anacleto Silva, Luciana Martha Silveira, Rosângela A. D. Penteado
CSEDU (2)3
2010 Using Contextualized Narrative Game to Improve Students and Teachers Communication
Marcos Alexandre Rose Silva, Ana Luiza Dias, Júnia Coutinho Anacleto Silva
CSEDU (2)3
2010 Processing Common Sense Knowledge to Develop Contextualized Computer Applications
Marcos Alexandre Rose Silva, Ana Luiza Dias, Júnia Coutinho Anacleto Silva
IEA/AIE (1)3
2010 Culturally Sensitive Computer Support for Creative Co-authorship of a Sex Education Game
Júnia Coutinho Anacleto Silva, Johana María Rosas Villena, Marcos Alexandre Rose Silva, Sidney S. Fels
ICEC1
2010 Using culture to help people communication throught computer games in educational and therapeutic environment
abstract
This paper describes the use of common sense knowledge to develop both interface and content of the applications taking into consideration people's cultural background. People can easily understand whole information presents in application when they are in a familiar and natural language. Because of this, it is important to consider people's culture, values and language during applications developing to allow them to use these applications in a familiar way to work or to interact with others people. To illustrate this possibility, it is presented here two applications with different objectives but both need to stimulate people to interact and to cooperate with each other. These two applications, called: Contexteller and FamilySense, use common sense knowledge to allow people feel themselves more interest to interact with computer and with others people through computer.
Johana María Rosas Villena, Marcos Alexandre Rose Silva, Júnia Coutinho Anacleto Silva
SMC3
2009 A Culturally Contextualized Web based Game Environment to Support Meaningful Learning
Alexandre Mello Ferreira, Eliane N. Pereira, Júnia Coutinho Anacleto Silva, Izaura Maria Carelli, Marcos Alexandre Rose Silva, Ana Luiza Dias
CSEDU (2)3
2009 Designing for Culturally Contextualized Learning Activity Planning: Matching Learning Theories and Practice
Aparecido Fabiano Pinatti de Carvalho, Júnia Coutinho Anacleto Silva, Vânia Paula de Almeida Néris
INTERACT (2)2
2009 Entertainment Game to Support Interaction between Teachers and Students
Marcos Alexandre Rose Silva, Júnia Coutinho Anacleto Silva
ICEC2
2009 Filling out Learning Object Metadata considering Cultural Contextualization
abstract
This paper presents Cognitor, a common-sense aided framework for the cog-learn pattern language that aims to help content editors create and contextualize e-learning content through the generation of hyper documents that comprise pedagogical issues, producing learning objects (LO) compatible with the SCORM standard. Cog-Learn have been developed from learning and human-computer interaction (HCI) theories. The goal of Cognitor is to allow for the design of digital learning material with better organization of the content that will be explored by learners, aiming to make easier the interaction with it, addressing HCI issues, as well as the interaction between learners and teachers, addressing human-human interaction (HHI) issues. To reach that, it is important that the LO created in Cognitor be easy to reuse, helping creators to fill out the metadata aiming at addressing cultural issues related to the context in which the LO can be adopted and reused. For that, suggestions coming from a common sense knowledge base automatically appear in some SCORM metadata fields in order to help the task of filling out culturally contextualized metadata.
David Buzatto, Júnia Coutinho Anacleto Silva, Ana Luiza Dias, Marcos Alexandre Rose Silva, Johana María Rosas Villena, Aparecido Fabiano Pinatti de Carvalho
SMC2
2009 Web Collaboration Motivated by Colors Emotionally based on Common Sense
abstract
Quality of life is one of the main concerns nowadays for everybody. Also it is considered that is necessary to save time, space, energy, etc, in order to guarantee comfort, family health links and good job results. Work at home is becoming more common, especially through the Web. Collaborative and participatory work via Web tends to increase due to teams of people's needs in accomplishing tasks separated by distance and time, which demands more effort and stronger commitment from each person. In this context, it must be considered cultural differences, which interfere with the performance of each individual and either promote or deny the communication intended for the group. Especially nowadays with many computer based environments for supporting such tasks, the culture factor is becoming imperative to reach teams' success. Differences among people make difficult the definition of universal parameters that organizations can use to motivate people. There is always a subjective component in motivation that is complex, related to culture and individual values. Color, learning style and the use of a certain vocabulary vary according to the culture. This paper aims to discuss a multidisciplinary analysis about colors and stimuli in computer environment using common sense knowledge, considering the cultural associations people make with colors, showing how it can motivate users to Web collaboration using color symbolically built in the culture.
Ana Luiza Dias, Júnia Coutinho Anacleto Silva, Rosângela A. D. Penteado, Luciana Martha Silveira, Marcos Alexandre Rose Silva, David Buzatto, Johana María Rosas Villena
SMC2
2009 A Game to Support Childrens? Expression and Socialization Considering their Cultural Background
abstract
This paper describes Contexteller, a collaborative educational system for storytelling that supports teachers in configuring and adapting stories to match children's cultural background, by means of exploiting common sense knowledge. This game is meant to support teachers to interact with students with different social and cultural backgrounds, allowing her/him to create stories according to the students' cultural reality, expressed in their common sense knowledge, and consequently enabling them to get interested in helping the development of the story. This cultural sensitive storytelling environment intends to promote a closer contact between teacher and students and among students themselves giving them a computer tool to help children to freely express their thoughts, desires and to support them to cooperative work with teachers what is desirable for their intellectual and cognitive development. Contextualization and the narrative are supported by the OMCS-Br common sense knowledge base, which gives to the teacher some resources to perform an activity according to the pedagogical goals.
Marcos Alexandre Rose Silva, Júnia Coutinho Anacleto Silva, David Buzatto
SMC2
2008 Common sense-based applications to advance personalized learning
abstract
Learning process varies according to learners' profiles and cultural contexts in which they are inserted. In order to provide effective learning, educators should contextualize the learning process to their learners' needs from the planning of learning activities, i.e. a group of tasks with educational purpose, to the elaboration of learning content that they will use. This is a way to provide personalized learning to different groups of learners, one of the grand challenges for engineering research in the 21stcentury. This paper proposes the use of common sense knowledge for developing computer applications to support educators in contextualizing the learning process to their learners' reality by the analysis of common sense knowledge collected from people with the same profile of the learners. It presents the solutions of OMCS-Br for collecting and using common sense knowledge into computer applications and three educational applications developed for the purpose of helping educators with personalized learning.
Júnia Coutinho Anacleto Silva, Aparecido Fabiano Pinatti de Carvalho, Alexandre Mello Ferreira, Eliane N. Pereira, Alessandro José Francisco Carlos
SMC1
2007 A Common Sense-Based On-Line Assistant for Training Employees
Júnia Coutinho Anacleto Silva, Muriel de Souza Godoi, Aparecido Fabiano Pinatti de Carvalho, Henry Lieberman
INTERACT (1)1
2001 Building Virtual Interfaces with the GaCIV Tool
Alessandro Assis, Júnia Coutinho Anacleto Silva
INTERACT2