Marcelo Pimenta

Marcelo Pimenta
  • PhD
  • Professor (Full) at Federal University of Rio Grande do Sul

About

193
Publications
104,462
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
2,715
Citations
Current institution
Federal University of Rio Grande do Sul
Current position
  • Professor (Full)
Additional affiliations
November 2015 - present
Federal University of Rio Grande do Sul
Position
  • Professor (Full)
December 1989 - September 1998
Universidade Federal de Santa Catarina
Position
  • Professor (Associate)
November 1998 - November 2015
Federal University of Rio Grande do Sul
Position
  • Professor (Associate)
Education
September 1994 - November 1997
Toulouse 1 Capitole University
Field of study
  • Computer science
March 1988 - February 1991
Federal University of Rio Grande do Sul
Field of study
  • Computer science

Publications

Publications (193)
Conference Paper
Conforme os aplicativos em Realidade Virtual (RV) se popularizam, aumenta a necessidade de avaliação da Experiência do Usuário (UX) de forma rápida, barata e confiável. Contudo, a falta de questionários padronizados para avaliar UX em RV leva pesquisadores e profissionais a utilizarem estratégias de avaliação menos precisas. Assim, esse trabalho te...
Article
Full-text available
Virtual Reality has become readily available in the last few years through different devices, from desktop computers to head­-mounted displays (HMD). Also, virtual tours became popular with 360º panoramic photographs and video clips on online social media, so people could visit remote locations without being exposed to crowded transportation or lon...
Article
Full-text available
Recent works recognize musicality is based on and constrained by our cognitive and biological system. Taking in account a concept from cognitive science - cognitive offloading - as a principle for technology-supported musical activities, in this paper we discuss some principles (guidelines) to be taken into account when designing, developing and ev...
Preprint
Full-text available
In Software Engineering, some of the most critical activities are maintenance and evolution. However, to perform both with quality, minimizing impacts and risks, developers need to analyze and identify where the main problems come from previously. In this paper, we introduce DR-Tools Suite, a set of lightweight open-source tools that analyze and ca...
Article
Full-text available
Gamification is increasingly becoming a pertinent aspect of any UI and UX design. However, a canonical dearth in research and application of gamification has been related to the role of individual differences in susceptibility to gamification and its varied designs. To address this gap, this study reviews the extant corpus of research on tailored g...
Preprint
Full-text available
Refactoring and smells have been well researched by the software-engineering research community these past decades. Several secondary studies have been published on code smells, discussing their implications on software quality,their impact on maintenance and evolution, and existing tools for their detection. Other secondary studies addressed refa...
Article
Full-text available
Refactoring and smells have been well researched by the software-engineering research community these past decades. Several secondary studies have been published on code smells, discussing their implications on software quality, their impact on maintenance and evolution, and existing tools for their detection. Other secondary studies addressed refa...
Article
Full-text available
Gamification applies game elements in non-game contexts to improve users’ experience. One of the contexts that have mostly taken advantage of gamification is the educational one. However, the students’ experience is unique, since it varies according to their profile. Therefore, the individualities of each student must be considered to improve the s...
Conference Paper
Full-text available
All humans share a predisposition for music even those who consider themselves to be “unmusical”. Until recently, most scholars were wary of the notion that music cognition could have a biological basis, and this fact reflects on the limited support HCI offers to the design of ubimus technology. In this paper, we present a preliminary discussion on...
Conference Paper
In this paper, we present a historical overview and a brief report of the main recent activities at LCM (Laboratório de Computação Musical) of UFRGS (Universidade Federal do Rio Grande do Sul).
Conference Paper
Full-text available
An interaction design that lean towards musical traits based on and constrained by our cognitive and biological system could, not only provide a better user experience, but also minimize collateral effects of excessive use of such technology to make music. This paper presents and discuss innate abilities involved in musical activities that - in the...
Chapter
Gamification defines the use of some game features in contexts other than games. Because of its tendency to increase user motivation and engagement, many areas are applying gamification to improve the user experience. Combined with that, more and more positive outcomes can be found in the literature, predominating over neutral or adverse effects. H...
Article
Computer-generated musical performances are often criticised for being unable to match the expressivity found in performances by humans. In this paper, we discuss the role of errors when modelling expressive music performance, which concerns the physical manipulation of the instrument by the performer. In addition, a study on the motor and biomecha...
Conference Paper
Full-text available
Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design of gamified strategies. This paper aims to create a taxonomy for the game elements, based on gamification experts' opinions. Aft...
Article
One of the most important tasks in software maintenance is debugging. To start an interactive debugging session, developers usually set breakpoints in an integrated development environment and navigate through different paths in their debuggers. We started our work by asking what debugging information is useful to share among developers and study t...
Preprint
Full-text available
One of the most important tasks in software maintenance is debugging. To start an interactive debugging session, developers usually set breakpoints in an integrated development environment and navigate through different paths in their debuggers. We started our work by asking} what debugging information is useful to share among developers and study...
Chapter
Full-text available
Adaptive hypermedia systems are systems that modify the different visible aspects based on the user profile. To provide this adaptation, the system is modeled according to a user model, which stores the information about each user. This information can include knowledge, interests, goals and tasks, background and skills, behavior, interaction prefe...
Conference Paper
Self-adaptive Systems (SaSs) are able to adapt their behavior at runtime in response to contextual changes. In this work, we are interested in SaSs conceptual modeling, which is the act of creating models that describe aspects of the world. SaSs modeling is a non-trivial activity because it deals with requirements uncertainty, contextual changes, a...
Chapter
Considering culture both in technology-enhanced learning and human computer interaction research is an important issue since culture has a strong impact on many cognitive and affective processes including those related to learning. Also, people with different cultural backgrounds develop alternative interpretations and strategies and do not value t...
Conference Paper
Self-adaptive Systems (SaSs) operate under uncertainty conditions and have intrinsic properties that make their modeling a non-trivial activity. This complexity can be minimized by using Domain-Specific Modeling Languages (DSMLs), which may be created by extending Unified Modeling Language (UML). In face of this, we propose investigating how the UM...
Conference Paper
Full-text available
Gamification is a technique that reuses game design and elements in others contexts, such as in e-commerces systems and virtual learning environments. When applied in the educational area, the gamification purpose is to promote a better user experience by improving students' motivation and engagement. There are already several studies applying gami...
Conference Paper
Self-adaptive Systems (SaSs) operate under uncertainty conditions and have intrinsic properties that have posed some challenges for requirements analysis. Conceptual modeling is useful to requirements analysis because it aids to understand the situation in which a problem occurs. SaSs conceptual modeling is a non-trivial activity because it is nece...
Conference Paper
Gamification, which is the use of game elements in non-game contexts, has been widely applied in order to persuade and engage their users with a specific purpose. Since each user has different characteristics, his/her experience during the interaction with these game elements becomes singular and gamification may not always have the expected outcom...
Article
: Almost twenty years after the first release of TopLink for Java, Object-Relational Mapping Solutions (ORMSs) are available at every popular development platform, providing useful tools for developers to deal with the impedance mismatch problem. However, no matter how ubiquitous these solutions are, this essential problem remains as challenging as...
Article
Full-text available
Nowadays it is usual to implement game elements and design in non-game contexts to promote user ́s motivation and engagement. This process is called gamification. However, gamification is being implemented in a one-size-fits-all approach, considering that all users react the same way for the gamification elements. The purpose of this work is to exp...
Article
This paper focuses on the prototyping stage of the design cycle of ubiquitous music ecosystems. The authors present three case studies of prototype deployments for creative musical activities. The first case exemplifies a ubimus system for synchronous musical interaction using a hybrid Java-JavaScript development platform, mow3s-ecolab. The second...
Article
Full-text available
In this paper we describe a set of creativity-centered design methods, including strategies for interaction, signal processing, planning, prototyping and assessment. These were applied in the development of a prototype for mixing in mobile devices, which was assessed in an exploratory field study. We briefly discuss the implications of this experie...
Article
Analisamos os resultados de dois estudos experimentais em música ubíqua, envolvendo atividades criativas em ambientes públicos (um centro comercial, uma rua movimentada e um espaço com predominância de sons de animais) e em ambientes privados (o lar de cada participante e um estúdio para trabalho de áudio). Os resultados mostram o impacto do local...
Article
Full-text available
Nos últimos anos, nosso grupo tem se envolvido em um esforço multidisciplinar para investigar o potencial criativo de formas convergentes de interação social, tecnologias móveis e distribuídas e atividades artísticas fundamentadas no uso de tecnologias. Nós propomos a adoção do termo "Música Ubíqua" (ubimus) para definir práticas que empoderam os p...
Article
This paper describes the combination of two high-level audio and music programming systems, Faust and Csound. The latter is a MUSIC N-derived language, with a large set of unit generators, and a long history of development. The former is a purely functional language designed to describe audio processing algorithms that can be compiled into a variet...
Conference Paper
Full-text available
CODES is a web-based cooperative musical prototyping environment where musical novices can participate in music experimentation, collective music creation, (music) knowledge sharing, and entertainment, by means of creating musical prototypes (MPs) through a combination of basic sound patterns. MPs can be shared and cooperatively edited by several u...
Conference Paper
Full-text available
Social CODES is a project that aims to integrate Social Networks and Online Communities concepts to the CODES environment. CODES, which stands for Cooperative Musical Prototyping Design, is a web-based environment where novices can create musical prototypes (MPs) with a combination of basic sound patterns. These MPs can be shared over the Internet...
Conference Paper
Full-text available
Nowadays many petroleum companies are adopting different knowledge-based systems in order to improve the reservoir quality prediction. In the last years, these systems have been adopting ontologies for representing the domain knowledge. However, there are still some challenges to overcome for allowing geologists with different backgrounds to retrie...
Chapter
Two recent approaches to interaction design have good potential to address creative practice in everyday settings: interaction aesthetics and ubiquitous music. We discuss the theoretical and methodological issues raised by both perspectives and highlight the similarities and differences among the two approaches. Through the analysis of a series of...
Article
Full-text available
Despite the growing adoption of object-relational mapping frameworks, UML and its most widespread extensions do not represent these mappings in a platform independent way. Maintaining mappings scattered in the code is difficult and error prone, specially if the schema is large and serves several systems. This paper proposes ENORM, a notation that e...
Conference Paper
Full-text available
Ontologies have been applied in Computer Science to ensure the semantic interoperability among multiple systems. With the increasing of ontologies availability, many approaches for promoting the share and reuse of ontologies have been investigated in recent years, like ontology module extraction (modularization) and ontology view extraction. Approa...
Chapter
This chapter describes the combination of two high-level audio and music programming systems, Faust and Csound. The latter is a MUSIC N-derived language, with a large set of unit generators and a long history of development. The former is a purely functional language designed to describe audio processing algorithms that can be compiled into a varie...
Chapter
In this chapter we describe a set of creativity-centred design methods including strategies for interaction, signal processing, planning, prototyping and creativity assessment. Social, material and procedural requirements were gathered through a ten-subject planning design study. Based on these results, an interaction metaphor—time tagging—was deve...
Chapter
We place Ubiquitous Music research within the context of current creativity theories. Given the ongoing theoretical discussion on the relevance of domain-specific or general approaches to creativity, this chapter covers general creativity frameworks and music-oriented models. First, we introduce the creativity factors, magnitudes and constructs tha...
Conference Paper
Full-text available
This paper focuses the prototyping stage of the design cycle of ubiq-uitous music (ubimus) ecosystems. We present three case studies of prototype deployments for creative musical activities. The first case exemplifies a ubimus system for synchronous musical interaction using a hybrid Java-JavaScript de-velopment platform, mow3s-ecolab. The second c...
Conference Paper
Full-text available
Taking as a point of departure recent theoretical advances in Interaction Design and Human-Computer Interaction (Löwgren 2009), we discuss a body of knowledge gathered in Ubiquitous Music practices (Keller et al. 2011a) during the last six years. New concepts and methods have been proposed to describe aspects of the ideation and materialization of...
Article
Full-text available
The improvements promoted by Test-Driven Design (TDD) have not been confirmed by quantitative assessment studies. To a great extent, the problem lies in the lack of a rigorous definition for TDD. An emerging approach has been to measure the conformance of TDD practices with the support of automated systems that embed an operational definition, whic...
Article
Full-text available
In line with the efforts from the Ubiquitous Music Group, our research identified recurring patterns of interaction between humans and computing devices in existing music software and hardware. These four kinds of repeatedly implemented musical interactions are being documented in the form of interaction design patterns, providing an alternative ta...
Chapter
In the last decade, the growing interest in evaluation of information visualization techniques is a clear indication that usability and user experience are very important quality criteria in this context. However, beyond this level of agreement there is much room for discussion about how to extend the variety of usability evaluation approaches for...
Book
This is the first monograph dedicated to this interdisciplinary research area, combining the views of music, computer science, education, creativity studies, psychology, and engineering. The contributions include introductions to ubiquitous music research, featuring theory, applications, and technological development, and descriptions of permanent...
Chapter
People have always found music significant in their lives, whether for enjoyment in listening, performing, or creating. However, music making in modern life tends to be restricted to the domain of the professional artists, instrumentalists, and singers. Since the advent of Web 2.0 and Rich Internet Applications, the authors’ research group has been...
Conference Paper
Full-text available
In recent years, our research group has been investigating the use of computing technology to support noviceoriented computer-based musical activities. CODES (Cooperative Music Prototyping Design) is a Web-based environment designed to allow novice users to create musical prototypes through combining basic sound patterns. This paper shows how CODES...
Article
Full-text available
In the last decade, academic research in u-learning (ubiquitous learning) has brought new opportunities and new challenges. This paper summarizes the proposal of improvement of AdaptWeb e-learning environment, allowing its adaptation according to the users' context, mainly taking in account issues related to the particular situations experienced by...
Conference Paper
This paper presents a visual exploration of the field of Human Computer Interaction in Brazil from a fifteen-year analysis of paper production in Brazilian Symposium on Human Factors in Computing Systems (IHC). Our analysis is based on data-driven visual exploration, and it can help to get insights from the data and identify topics evolution, centr...
Article
This paper proposes a working definiton of everyday musical creativity and describes the results of an experimental study involving six musicians and non-musicians. Subjects participated in 47 mixing sessions using samples collected at two outdoors sites - one featuring urban sounds and the other highlighting animal sounds - and in studio settings....
Article
This paper presents the results of a in-depth study to investigate if Brazilian HCI (Human Computer Interaction) community is addressing cultural issues. In this paper, the results emerge from a study of fifteen years paper production in Brazilian HCI conference. After this first analysis, this work explored each Brazilian' researcher curriculum fr...
Article
Metrics for aspect-oriented software have been proposed and used to investigate the benefits and the disadvantages of crosscutting concerns modularisation. Some of these metrics have not been rigorously defined nor analytically evaluated. Also, there are few empirical data showing typical values of these metrics in aspect-oriented software. In this...
Article
Full-text available
This study is among the first that attempt to define a methodology for creativity-centred software design in educational contexts, more specifically for musical activities in ubiquitous settings. We propose and apply a set of design techniques – the Ubimus Planning and the Ubimus Design protocols – as alternatives to experimental procedures that le...
Conference Paper
Applying patterns to architecture allows the reuse of efficient solutions. However, the activity of selecting which pattern is appropriate for each project is not trivial, especially for less experienced developers. The architecture is designed to satisfy, in part, quality attribute requirements. Pattern selection considering quality attributes spe...
Conference Paper
Full-text available
This work presents a case-study focused in practical learning scenarios of m-AdaptWeb, an adaptive e-learning environment envisioning the exploration of mobile functionalities in the web-based learning environment AdaptWeb®. The main objective of our research is to provide content adapted to different students facing different learning problems whe...
Article
Full-text available
Along the recent years, several visualization techniques have been developed to address problems of software engineering, such as comprehension, maintenance and software evolution. Experimentally, these techniques are evaluated through their implementation in visualization tools. However, there are no consistent reports about the current condition...
Article
This work presents a case-study focused in practical learning scenarios of m-AdaptWeb, an adaptive e-learning environment envisioning the exploration of mobile functionalities in the web-based learning environment AdaptWeb®. The main objective of our research is to provide content adapted to different students facing different learning problems whe...
Article
Full-text available
People have always found music significant in their lives, whether for enjoyment in listening, performing, or creating. However, music making in modern life tends to be restricted to the domain of the professional artists, instrumentalists, and singers. Since the advent of Web 2.0 and Rich Internet Applications, the authors' research group has been...
Conference Paper
Full-text available
Electronic games have an important role in the human development so we can face the world of constantly changing technologies. Considering that the most of games is grounded in the interaction through visual elements and that the most of alternate games for blind is less attractive to non-blind people, we have developed a prototype of a 3D environm...
Conference Paper
An e-learning environment is normally used by different types of users, with different needs, profiles and cultures, however, usually it is created and maintained without taking into account these user's features. In times when web-based system needs to provide support for an ever increasing amount of material and make it available for local-langua...
Article
Este artigo apresenta uma nova abordagem para a modelagem do aluno em sistemas de e-learning para melhorar as capacidades de personalização, levando em consideração várias perspectivas complementares de contexto, como os contextos pessoal, educacional, tecnológico e especialmente o contexto cultural. As principais características da nossa abordagem...
Conference Paper
Electronic games have gained a prominent place in human activities. In addition to constituting a billion dollar industry, these games form an important collection of resources for human development. Aiming to include people with special needs in the target audience of the mainstream games, research groups and organizations have proposed accessibil...
Conference Paper
Full-text available
Likert scale data correspond to data collected from questionnaires, where there are several statements about a fact, situation, design or technique, and the respondents must specify their level of agreement with each statement by marking one of several ordered alternatives. Often, five choices are posed to respondents (strongly agree, agree, neithe...
Article
Full-text available
Networked music environments (NMEs) allow experimental artists to explore the implications of interconnecting their computers for musical purposes. Despite an evident progress in recent years of networked music research, very little attention has been paid to a very common potential kind of user: novices in music, that is, users with little or no p...
Article
Full-text available
Current musical practices point to convergent research trends that bring together eco-composition, cooperative composition, mobile music and networked music. We present results of three compositional studies devised to test three musical interaction metaphors for ubiquitous computing contexts: the cup metaphor, time tagging and spatial tagging. The...
Article
The Model Driven Development (MDD) approach proposes that models (and model-to-model transformations) play the main role on system development. However, there is not a consensual notation to model persistence based upon object-relational mapping frameworks: while UML lacks specific resources for persistence modeling, the entity-relationship model d...
Chapter
In this chapter, we present an approach for recommendation of learning materials to students in an e-learning environment. Our aim is to increase the current system’s personalization capabilities for students in different scenarios making use of recommendation techniques. The recommendation is produced considering learning materials’ properties, st...
Article
One potential convergency of Web-based systems for social activities and music making is the field of networked music. This paper presents the main characteristics and discusses the rationale for the cooperative mechanisms implemented in CODES, a Web-based networked music environment designed to provide support for Cooperative Music Prototyping (CM...
Conference Paper
Although there are several approaches for adaptive e-learning systems, they focus mainly on technological and/or networking aspects without taking into account other contextual aspects, such as cultural and pedagogical context. This paper presents a context-aware situation-dependent personalization approach designed for an adaptive e-learning syste...
Conference Paper
In times when interactive systems need to provide support for the emerging multi-cultureless of many countries, the "on-size-fits-all" approach is no longer applicable. Consequently, the introduction of the culture concept in interactive systems is becoming a necessity, a challenge, and a timely and relevant issue. Indeed, culture has received incr...
Article
This chapter presents the context-aware aspects of ADAPTSUR, a personalization approach designed for e-learning environments. The main features of ADAPTSUR are described and illustrated, showing how to use it to model context and culture for personalization in e-learning environments. The authors describe two materializations of the proposed approa...
Article
This paper described a new approach to user modeling in adaptive e-learning systems, taking into account contextual aspects to improve personalization capabilities. The main features of our approach are explained and illustrated and we detail each contextual dimension such as personal, educational, technological and specially cultural context. We p...
Conference Paper
The growing popularity of mobile devices gave birth to a still emergent research field, called Mobile Music (music with mobile devices). Our particular research investigates such repurposing of ordinary mobile devices for use in musical activities. In this paper we propose the use of patterns in the design of musical interaction with these devices....
Conference Paper
Full-text available
The growing popularity of mobile devices gave birth to a still emergent research field, called Mobile Music , and concerning the development of musical applications for use in these devices. Our particular research investigates interaction design within this field, taking into account relationships with ubiquitous computing contexts, and applying k...
Conference Paper
Nowadays e-learning systems (ELSs) are used by a wide variety of students with different characteristics. Thus, adapting it to specific users, taking advantage of knowledge acquired and registered about them (the user's model, which in ELS domain is usually called student model) is an essential feature in order to improve usability and flexibility...
Conference Paper
Full-text available
Game development is a very complex and multidisciplinary activity and surely the success of games as one of most profitable areas in entertainment domain could not be incidentally. The goal of this paper is to investigate if (and how) principles and practices from Agile Methods have been adopted in game development, mainly gathering evidences throu...
Conference Paper
Scientific studies about the impact of Test-Driven Development (TDD) start to appear since 2002, resulting in approximately 30 papers until now [6], [7], [3]. In general the two main evaluated hypothesis are the ones stated by Kent Beck[1]: that TDD produces code with less defects (external quality) and that it produces code that is simpler, less c...

Network

Cited By