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Agora exibindo 1 - 8 de 8
  • Imagem de Miniatura
    Trabalho de Conclusão de Curso
    Coleta, processamento e visualização de dados meteorológicos e imagens de satélite para a análise de crises climáticas na cidade de São Paulo
    (2024) Sanandrez, Jean Silas Ferreira; Lima, Fabricio Neri; Louro, Guilherme Fontana
    A importância de identificar e monitorar padrões climáticos anômalos, como secas, enchentes e alagamentos, é intensificada pelas mudanças climáticas atuais. A utilização de imagens de satélite para identificar comportamentos das cidades em aspectos históricos surge como uma abordagem promissora para abordar essas questões. Entretanto, a obtenção desses dados não se revela uma tarefa trivial. Para as informações derivadas de imagens de satélite, é exigido um processamento de faixas de frequência que demanda conhecimento técnico e o uso de programas especializados. Em alternativa, é possível buscar dados pré-processados, embora estes sejam frequentemente escassos na internet. Por outro lado, os dados meteorológicos e de alagamentos frequentemente apresentam ruídos e podem estar indisponíveis com regularidade. Nesse contexto, o presente projeto propõe o desenvolvimento de uma ferramenta que integra dados meteorológicos fornecidos pelo CGE-SP e imagens da cidade de São Paulo provenientes do satélite Landsat. O objetivo é processar esses dados de forma a disponibilizar informações úteis para profissionais das áreas de climatologia e planejamento urbano, por meio de um dashboard acessível. Como resultado desse trabalho, a ferramenta possibilita a obtenção de índices de vegetação e urbanização para cada subprefeitura da cidade de São Paulo, além de fornecer dados sobre precipitação e ocorrências de alagamentos na região. Além disso, por meio desse dashboard, é possível visualizar gráficos dinâmicos que representam os dados meteorológicos da cidade de São Paulo e suas respectivas subprefeituras.
  • Imagem de Miniatura
    Trabalho de Conclusão de Curso
    Building NPCs for a real-time multiplayer game with Artificial Intelligence
    (2024) Duarte, Diogo dos Reis; Cunha, Eduardo Araujo Rodrigues da; Barbosa, Letícia Coêlho; Domingos, Lídia Alves Chagas
    This project developed NPCs (Non-Playable Characters) using Reinforcement Learning for the multiplayer game Arena of Dreams, developed by the company Fanatee, which blends the genres of Party Royale and Trivia, forming a game of various mini games in pursuit of the podium. The project's purpose is to construct an artificial intelligence model that enables an agent to behave like other players, capable of performing the required activities in the game, allowing the match to start even without the minimum required number of people. For the construction of the model, the Unity game engine was used in conjunction with the Unity Machine Learning Agents Toolkit (ML-Agents), which is an artificial intelligence agent system.
  • Trabalho de Evento
    Game development learning with PBL approach as a tool to assess computer engineering competences
    (2023) Freme, Pedro H. E. P; Sanches, Thiago; LUCIANO PEREIRA SOARES
    This paper presents strategies for a Game Development course that aims to develop hard and soft skills in computer engineering students. There is a focus on soft skills that are considered essential for success in the 21st-century professional world. The design for this course is based on the Project-Based Learning approach, which allows students to explore different techniques and encourages creativity, while still having clear objectives and pre-defined milestones. The article discusses the use of continuous monitoring, peer assessments, and the Agile project approach to evaluate student progress and ensure that each student experiences different roles in project management.
  • Imagem de Miniatura
    Trabalho de Evento
    Context Awareness in Computer Engineering: Designing a Course with Algorithms and Sociology
    (2018) CHARLES KIRSCHBAUM; Hashimoto, Marcelo; Miranda, Fabio Roberto de; LUCIANO PEREIRA SOARES
  • Trabalho de Evento
    Adapting SCRUM Ceremonies in Undergraduate Capstone Projects
    (2022) Ziv, Hadar; Kalafatis, Stavros; LUCIANO PEREIRA SOARES; Prikladnicki, Rafael
  • Trabalho de Evento
    Pair Teaching in Computer Graphics
    (2022) LUCIANO PEREIRA SOARES; FABIO ORFALI
    Computer Graphics is a course commonly found on Computer Science and Computer Engineering undergraduate programs. There are some convenient points on teaching computer graphics in these programs: Computer-Generated Imagery in movies and videogames are relevant examples of applied engineering and science that students experience in their lives, and this can be a potential motivation factor for students to get engaged on learning; furthermore, Computer Graphics relies on several fundamental and complex mathematical concepts, that can also be applied in other science areas, being an opportune moment to cover and practice mathematical learning goals, all connected with a base on computer science. Learning Computer Graphics depends on developing and integrating skills on computer science and mathematics, therefore, a learning plan must cover both topics. However, it must be considered that students need to relate these topics, and this is the trick, since ideally professors need the knowledge and pedagogy in both areas. The strategy presented in this document was based on two professors, one mathematician and one computer engineering, planning, and teaching an elective undergraduate course on Computer Graphics. The course was based on active learning strategies by design, heavily focused on Project Based Learning through three projects starting from scratch, each week learning and implementing new features on the projects. Students must program in regular programming languages like Python, C++ and Javascript, and build up their competence in mathematics from basic math concepts. As a result, students were able to develop a scanline renderer, and a ray-tracing renderer without any graphical Application Programming Interface and finally a 3D web application based on ThreeJS. Although students had a perception of a demanding course, they were engaged on proposed activities during all semester, and were able to implement all important features on projects, often above expectation, showing evidence that learning objectives were achieved.
  • Trabalho de Conclusão de Curso
    Dynamic Adaptation of Graphical User Interfaces in Augmented Reality Based on Environmental Factors: Enhancing User Experience and Safety
    (2024) Santos, André Corrêa; Barão, Pedro Bittar; Lima, Rafael Melhado Araujo
    Augmented Reality (AR) has been experiencing great steps in further blending real life and virtual environments, by bringing additional information and virtual controls to real world scenarios. As such, adequate and responsive positioning and integration of virtual elements are fundamental in AR to provide users a seamless experience in blending virtual elements to reality. This project aims to develop an Augmented Reality solution that makes graphical user interfaces (GUI), such as interactive panels, respond dynamically to their environment. The solution automatically adjusts the positioning and appearance of graphical interfaces based on conditions from the environment, such as changes in lighting, presence of important objects (such as warning signs), to the presence of people, and to the presence of possible safety risks to the user. To achieve this, multiple techniques in the area of computer vision have been used for identifying and classifying objects detected, while a Generative Artificial Intelligence (AI) model is used to interpret more nuanced contextual data, such as a user text input. This allows interfaces to adjust themselves to not block the vision of points of interest from the user, adjust colors and contrast for legibility and visual comfort. The development of the solution has been guided by user testing to ensure effectiveness and an intuitive experience. As of this report, a prototype has been developed that can adjust the positioning of the GUI to avoid occluding specific classes based on a text input. Additionally, it modifies the color of the GUI elements to complement the dominant colors behind GUIs in the camera image.
  • Trabalho de Conclusão de Curso
    Prova de conceito de um chatbot em WhatsApp para atendimento ao cliente
    (2024) Paula, Caio Ribeiro de; Campos, Enzo Quental Vieira de; Leventhal, Rafael Coca
    O objetivo deste projeto é desenvolver uma prova de conceito para um chatbot (chat robot) de atendimento ao cliente no WhatsApp, aplicando metodologias ágeis. Durante o processo, utilizaram-se princípios de design thinking para identificar e ter uma visão mais refinada das necessidades da empresa, com um foco especial em melhorar a experiência do usuário. Foi empregada a metodologia 5W2H para garantir um planejamento detalhado e estruturado das atividades, complementando as práticas ágeis e proporcionando clareza em cada etapa do projeto. O alinhamento entre requisitos técnicos e objetivos empresariais foi alcançado através de contato frequente com a Syngenta. Com base nesse entendimento, foi implementado um sistema que oferece uma interface alternativa de chat para os clientes da empresa, funcionando como um CRM, para sanar dúvidas frequentes sobre os programas de relacionamento oferecidos pela empresa. Para isso, foi utilizado um modelo de linguagem grande (LLM) para melhorar a precisão e a eficiência no atendimento automático.