Geraldo Xexéo

ORCID: 0000-0003-3975-9076
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About
Contact & Profiles
Research Areas
  • Educational Games and Gamification
  • Semantic Web and Ontologies
  • Business Process Modeling and Analysis
  • Education and Digital Technologies
  • Service-Oriented Architecture and Web Services
  • Digital Games and Media
  • Data Management and Algorithms
  • Advanced Database Systems and Queries
  • Peer-to-Peer Network Technologies
  • Web Data Mining and Analysis
  • Software Engineering Techniques and Practices
  • Business and Management Studies
  • Data Mining Algorithms and Applications
  • Data Quality and Management
  • Topic Modeling
  • Natural Language Processing Techniques
  • Advanced Text Analysis Techniques
  • Complex Network Analysis Techniques
  • Recommender Systems and Techniques
  • Artificial Intelligence in Games
  • Advanced Clustering Algorithms Research
  • Software Engineering Research
  • Big Data and Business Intelligence
  • Information Retrieval and Search Behavior
  • Multi-Agent Systems and Negotiation

Universidade Federal do Rio de Janeiro
2015-2024

LUdeS University
2022

Brazilian Naval School
2021

Departamento de Ciência e Tecnologia
2011

Pontifical Catholic University of Rio de Janeiro
2009

Institute of Mathematics and Informatics
2009

Czech Academy of Sciences, Institute of Mathematics
2009

This work lists and describes the main recent strategies for building fixed-length, dense distributed representations words, based on distributional hypothesis. These are now commonly called word embeddings and, in addition to encoding surprisingly good syntactic semantic information, have been proven useful as extra features many downstream NLP tasks.

10.48550/arxiv.1901.09069 preprint EN other-oa arXiv (Cornell University) 2019-01-01

Abstract Background The growing necessity of providing better education, notably through the development Adaptive Learning Systems (ALSs), leveraged study several psychological constructs to accurately characterize learners. A concept extensively studied in education is engagement, a multidimensional construct encompassing behavioral expression and motivational backgrounds. This metric can be used not only guide certain pedagogic methodologies, but also endow systems with right tutoring...

10.1186/s40594-023-00407-w article EN cc-by International Journal of STEM Education 2023-03-11

Although Science, Technology, Engineering, and Mathematics (STEM) are essential for the development of society, men hugely outnumber women in majority STEM fields higher education, a factor that hinders inclusion restricts possibility having different points-of-view. Previous studies indicate multiple causes low female motivation degrees careers, which inspired several initiatives to increase interest STEM. A proven way captivate an audience change its attitude is heroic narrative model,...

10.1109/access.2024.3360376 article EN cc-by-nc-nd IEEE Access 2024-01-01

Serious games have been understood as a useful tool to engage, educate and train individuals in many areas. They are also suitable for the business processes management area where it is expected that business-process-based digital can bring together players (process actors) better understand learn organizational processes. This paper presents game design method development of serious which aims provide process understanding players, well allow them reflect on challenges difficulties. The...

10.17083/ijsg.v6i1.269 article EN cc-by-nc-nd International Journal of Serious Games 2019-03-14

In this work, we formally build the construct of games as information systems. Starting from models and definitions that describe them, present show game elements: components, players, environment, their relations; systems elements. This paper also presents analysis five elements based on premise. As a ratification our rationale, tools visions shared by both fields.

10.1145/3466933.3466961 article EN 2021-06-07

Ciência, Tecnologia, Engenharia e Matemática (STEM) são áreas cruciais para o desenvolvimento socioeconômico do Brasil que sofrem com a falta de diversidade. Neste artigo, analisamos participação feminina no Ensino Superior em STEM 2010 2019 usando metodologia SAGA da UNESCO. Os resultados mostram aumentou 29,5% 33,7% período. Nesse ritmo, levaria 24 anos atingir limite mínimo paridade (45%). Concluímos que, mesmo mudanças positivas período, ainda apresenta desafios consideráveis igualdade...

10.5753/wit.2023.229472 article PT 2023-07-25

As public services become digital and online, both the need to design closer citizens’ expectations provide ways improve their participation engagement increases. To participate co-design, citizens must understand how service is delivered, but understanding provision challenging for non-technical subjects. This article argues that games can promote transparency of processes them. We designed related three distinct delivery scenarios using Play Your Process (PYP), a method which translates...

10.1145/3474879 article EN Digital Government Research and Practice 2021-07-23

This paper presents SmartRabbit and how the location-based games concepts were used in development of this game. is a mobile running game where players compete using smart phone with GPS. was developed to show player's location can be create exergames encourage people practice exercises.

10.1109/sbgames.2011.34 article EN 2011-11-01

In this work, we first present a model of emergent design which allows community designers to collectively translate set requirement specifications into completed design. Then, describe the COPPEER framework, an environment for developing and running collaborative peer-to-peer applications directly supports main requirements elicited in our proposal

10.1109/cscwd.2006.253217 article EN 2006-05-01

The Fostering Women to STEM MOOCs (FOSTWOM) project aims increase the number of women in careers through participation young free-access Massive Open Online Courses (MOOCs). One its actions was conception Heroine's Learning Journey (HLJ), a framework, separated into 12 stages, which employs heroic narrative inspire and empower women, between ages 15 21, persist their pursuit studies. This framework is strategically tailored for online learning environments, specifically MOOCs. study assesses...

10.5753/educomp.2024.237408 article EN 2024-04-22

This paper proposes to model the extraction of acronyms and their meaning from unstructured text as a stochastic process using hidden Markov models (HMMs). The underlying, or hidden, chain is derived acronym, where states in are made by characters. transition between two happens when origin state emits signal. Signals recognizable HMM tokens extracted text. Observations sequence also Given set observations, acronym definition will be observation with highest probability emerge HMM. Modeling...

10.1109/tbme.2010.2051033 article EN IEEE Transactions on Biomedical Engineering 2010-07-21

The use of EEG (electroencephalography) has been perceived as an interesting tool for people with motor disabilities to control a sort electronic devices like robotic wheelchairs, exoskeletons, arms, computers, among others. This kind BCI (Brain Computer Interface) can be useful help those carry out daily chores well engage in recreational activities, playing games, just fun or way performing the necessary training mental playful way. In this sense, paper presents proposal Hot and Cold game...

10.1109/sbgames.2018.00031 article EN 2018-10-01

Identifying and measuring a musical talent is not simple task that could be performed by computers. In addition to the technical challenges, it also involves social, emotional cultural issues. This problem aggravated when needs taking as input huge amount of music content available on Internet today. this paper we report work in progress social interactive Game with Purpose using fun key motivational factor assist recruitment measurement talent.

10.1109/cscwd.2013.6581028 article EN 2013-06-01

The curiosity of knowing what people think and how they feel about daily events has always existed. With the advent Web 2.0 wide dissemination people's opinions through World Wide Web, this interest become even greater, leaving personal level reaching companies' marketing activities. In study, we aim to please by examining reaction news published in media. To achieve goal, developed a tool capable determining polarity texts collected via microblogging service Twitter analyzing these...

10.21529/resi.2015.1402002 article EN Revista Eletrônica de Sistemas de Informação 2015-08-31

Esports - games played competitively comprise a major sector of the global industry. has been used as testbed for game AI and analytics two decades. This article presents multivocal literature mapping available research that focuses strictly on use artificial intelligence approaches in Multiplayer Online Battle Arena (MOBA) games, one most popular esports genres widely research. A is performed relevant publications published between 2011 2022 systematically examines them to extract...

10.1109/tg.2023.3282157 article EN IEEE Transactions on Games 2023-06-01

In This work we present COE, a peer-to-peer collaborative ontology editor, which supports creation, edition, sharing, and reuse of ontologies. COE was implemented on top general-purpose framework, COPPEER. Ontologies are particularly useful as design tool because they render the communication between people interoperability systems easier. large multidisciplinary projects, ontologies can be critical success factor. The creation allows for better understanding among participants project...

10.1109/cacwd.2004.1349181 article EN 2004-12-23

Currently, Fourier and cosine discrete transformations are used to classify documents. This article proposes a new strategy that uses wavelets in the representation reduction of data text. Wavelets have been extensively for dimensionality field signal processing. In this work, we show text document, after being subjected simple process reorganization its terms, can be treated like analyzed by processing tools. We demonstrate is able describe most relevant features documents synthetic...

10.1109/wiiat.2008.221 article EN 2008-12-01

Conferences are an important environment for academic knowledge exchange, and valued by researchers as a good way to increase ones social network meet potential collaborators. The question we investigate in this work is whether conferences actually influence collaboration between researchers, providing starting point joint work. To conduct investigation, used the DBLP database containing 640.977 distinct authors, 1.057.207 papers published 21.354 journals spanning over more than 70 years....

10.1109/cscwd.2009.4968131 article EN 2009-01-01

Victory prediction in online video games has become an important application for machine learning due to the large amount of data generated by these and their growing popularity. The creation professional leagues also drives applications, as teams want know chances victory what are determining factors achieve it. Thus, this research, we analyze whether pre-game information can be explored matches League Legends (LoL), one main MOBA games. In experiments, benchmarked different feature sets...

10.1109/cog52621.2021.9619019 article EN 2021 IEEE Conference on Games (CoG) 2021-08-17
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