Monografias em Ciência da Computação
2015
ABSTRACTS
Departmento de Informática
Pontifícia Universidade Católica do Rio de Janeiro - PUC-Rio
Rio de Janeiro - Brazil
This file contains a list of the technical reports of the Departmento de Informática,
Pontifícia Universidade
Católica do Janeiro - PUC-Rio, Brazil,
which are published in our series Monografias em Ciência da Computação (ISSN
0103-9741), edited
by Prof. Carlos Lucena. Please note that the reports not available for download
are available in their print format and can be obtained via the e-mail below.
For any questions, requests or suggestions, please contact:
Rosane Castilho
bib-di@inf.puc-rio.br
Last update: 12/NOVEMBER/2015
[MCC01/15]
FURTADO, A.L. Storytelling variants: the case of Little Red Riding Hood.
27 p. Eng. E-mail:
furtado@inf.puc-rio.br
Abstract: A small number of variants of
a widely disseminated folktale is surveyed, and then used in an attempt to
determine the ways whereby such variants can emerge. The study is based on the
folktale types and motifs identified by Antti Aarne and Stith Thompson. Our
ultimate objective, with the continuation of the research, is to apply what we
are learning about the formation of variants to the development and
implementation of methods, employing plan-recognition algorithms, for helping
users to compose different narrative plots, starting from virtual libraries of
variant patterns.
[MCC02/15]
NASCIMENTO, N.M; LUCENA, C.J.P.; FUKS, H. Internet das Coisas para a conservação
de frutas: o caso da banana.
23 p. Port. E-mail: hugo@inf.puc-rio.br
Abstract: Imagine a device capable of
providing in advance an informative perspective on fruit shelf life based on
local storage conditions. Also, it is capable of indicating the percentage of
fresh fruit losses during transportation between farm and distribution. Through
these features, the device makes it possible to monitor the storage period of
fruit, between harvest and consumption. In addition, consumers can also monitor
fresh fruit at home. Several questions about fruit shelf life can be answered,
as follows: (i) Is it better to store fruit in the fridge? (ii) Can I put fruit
in closed storages? (iii) If I wash fruit before storing it, will its shelf life
decrease? (iv) Does lighting affect ripe fruit? We believe that the shelf life
of fruit varies according to conditions of the environment in which it is
stored. Therefore, through these information, both quantitative and qualitative
losses can be considerably reduced. Our work proposal is to present a device
named "Quantifed Fruits". This tool allows monitoring fruit storage and making
inferences about it. The "Quantified Fruits" monitors environmental conditions,
such as temperature, humidity, lighting and some gases which may affect fruit
ripening. In addition, it shares all these data on the Internet. Different
stored data about similar fruits share data that will predict how many days it
takes for fruit to spoil under specific environmental conditions.
[MCC03/15]
VALENTE, L.; CLUA, E.; SILVA, A.R.; FEIJÓ, B. Live-action virtual reality games.
17 p. Eng. E-mail: bfeijo@inf.puc-rio.br
Abstract: This paper proposes the concept of
“live-action virtual reality games” as a new genre of digital games based on an
innovative combination of live-action, mixedreality, context-awareness, and
interaction paradigms that comprise tangible objects, context-aware input
devices, and embedded/embodied interactions. Live-action virtual reality games
are “live-action games” because a player physically acts out (using his/her real
body and senses) his/her “avatar” (his/her virtual representation) in the game
stage – the mixed-reality environment where the game happens. The game stage is
a kind of “augmented virtuality” –a mixed-reality where the virtual world is
augmented with real-world information. In live-action virtual reality games,
players wear HMD devices and see a virtual world that is constructed using the
physical world architecture as the basic geometry and context information.
Physical objects that reside in the physical world are also mapped to virtual
elements. Live-action virtual reality games keeps the virtual and real-worlds
superimposed, requiring players to physically move in the environment and to use
different interaction paradigms (such as tangible and embodied interaction) to
complete game activities. This setup enables the players to touch physical
architectural elements (such as walls) and other objects, “feeling” the game
stage. Players have free movement and may interact with physical objects placed
in the game stage, implicitly and explicitly. Live-action virtual reality games
differ from similar game concepts because they sense and use contextual
information to create unpredictable game experiences, giving rise to emergent
gameplay.
[MCC04/15]
NASCIMENTO, N.M; LUCENA, C.J.P. FIoT: An agent-based framework for
self-adaptive and self-organizing Internet of Things applications.
[MCC05/15]
[MCC06/15]