A Lagoa de São Bento com seus 6,9 ha é o resquício de um antigo alagado que cobria boa parte da restinga de Itaipuaçu, Maricá, estado do Rio de Janeiro. Apesar da urbanização do entorno, a área abriga uma elevada riqueza de espécies da fauna e flora, algumas ameaçadas de extinção. A Lagoa presta serviços ecossistêmicos que representam economia de verbas públicas, além de ser local usado em pesquisas e com potencial turístico, mas sofre diversos impactos pela falta de divulgação, proteção e não recebe a devida atenção do governo municipal. Devido as suas características ecológicas, importância econômica e socioambiental regional, propomos sua transformação em uma unidade de conservação da natureza como refúgio de vida silvestre municipal, juntamente com elementos necessários para sua conservação, manejo inicial, ecoturismo e infraestrutura verde do entorno. Desta forma, associamos a preservação da Lagoa do São Bento com o desenvolvimento urbano sustentável regional.
Requirements Engineering (RE) education makes use of different methods to motivate and prepare students to perform well this activity in the practical scenario. Such educational methods, however, are typically based on some simulation, be it in the scope of the scenario, the problem, or the stakeholders. A change in the traditional teaching paradigm becomes necessary, bringing the student to the center of the RE activities. This helps them realize the importance of properly identifying and organizing the demands from the target audience, so that a quality requirements specification document can be produced. This paper describes a method applied during the Requirements Engineering course using a real scenario, in which students sought to identify the diverse stakeholders' needs with respect to the university institute website. Through this work, students achieved effective engagement in practical RE activities, whose results has benefits not only to the university community, but also to the external public interested in institute information. The conduction of this work revealed-and reinforced-some relevant challenges and lessons learned.
This paper reports on work being conducted with the goal of optimizing users' satisfaction on an augmented reality based guided tour. It shows the applied methodology, the metrics used to assess the quality of the user experience and the results obtained from the statistical analysis of the experimental results. We stereotyped users by considering whether or not they had a background related to information technologies, and compared their behavior patterns. Next, we evaluated how social inhibition would affect the way users' interacted with the applications. We then tested for correlations between several measured metrics and users' satisfaction answers, in order to acquire knowledge such as: the influence that the ease of use had in users' satisfaction; whether the time that users spend interacting with the Interactive Installations (I.I.) directly influenced their satisfaction; and others. Finally, we analyzed the influence that the relative visit order of each I.I. in the guided tour had on the users' satisfaction, and found an optimal sequence in which to present I.I.s to visitors, so as to provide them with the most pleasant possible experience.
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