Energy advancement and innovation have generated several challenges for large modernized cities, such as the increase in energy demand, causing the appearance of the small power grid with a local source of supply, called the Microgrid. A Microgrid operates either connected to the national centralized power grid or singly, as a power island mode. Microgrids address these challenges using sensing technologies and Fog-Cloudcomputing infrastructures for building smart electrical grids. A smart Microgrid can be used to minimize the power demand problem, but this solution needs to be implemented correctly so as not to increase the amount of data being generated. Thus, this paper proposes the use of Fog computing to help control power demand and manage power production by eliminating the high volume of data being passed to the Cloud and decreasing the requests’ response time. The GridLab-d simulator was used to create a Microgrid, where it is possible to exchange information between consumers and generators. Thus, to understand the potential of the Fog in this scenario, a performance evaluation is performed to verify how factors such as residence number, optimization algorithms, appliance shifting, and energy sources may influence the response time and resource usage.
This paper analyzes how the Socially Aware Design (SAwD) and Value-oriented and Culturally Approach (VCIA) design model can be used to develop an edutainment game for children with Attention Deficit Hyperactivity Disorder (ADHD). The SAwD approach seeks a design that considers new dimensions in human-computer interaction, such as cultural, emotional, and social aspects of the user's everyday experience. From this perspective, the game was based on the VCIA model, which includes the stakeholders in the design process, through participatory methodologies, considering their behavioral patterns, culture, and values, once they influence how technology is understood and used, and the way it impacts people's lives. Serious games have been used as part of the treatment of ADHD in children to improve focus and attention, stimulate concentration, and be a tool for enhancing learning in areas such as math, combining education and entertainment (edutainment). In this sense, the main objective of the research was to identify the stakeholder's values and the impact of these values on game design. The first step was to conduct a literature review followed by interviews with stakeholders to raise and compare their values, as required by the VCIA model, so that a game prototype could be developed, followed by an iterative validation process with the target audience.
Context: In Brazil, agricultural activity is a factor of extreme importance for the socio-economic scenario. Problem: In the context of Brazil, where wealth is concentrated among a minority, small and medium-scale producers encounter a multitude of challenges and constraints that impede both expansion and the adoption of digital technologies on rural properties. Within this scenario, the procurement of essential agricultural resources, such as machinery, skilled labor, and the implementation of modern methodologies and techniques for crops and livestock, faces neglect or rejection due to constrained financial means. Proposed Solution: The goal of this project is to propose a system, called AgroShare, for the sharing and trade of agricultural resources among rural producers. SI Theory: A solution to these challenges is to change the way of negotiating and sharing resources in the field, applying methodologies already used in other scenarios such as Uber and Airbnb. Method: Analyses of works available in the literature allowed the modeling and development of AgroShare using technologies such as React Native, JavaScript XML and Firebase. Summarization of Results: An application was modeled and developed considering studies available in the literature. Analyses with stakeholders and normal users showed the developed application supplies its proposal. Contributions and Impact in the SI Field: AgroShare seamlessly aligns with the present socioeconomic and technological landscape of the country, characterized by the growing prevalence of human-computer interaction across diverse social strata. Moreover, it fosters connections in the pursuit of digitizing agricultural practices, aligning with the principles outlined by Smart Farms within the realm of the Internet of Things (IoT).
Game design is a challenging activity that requires knowledge and skills from different areas. When it comes to educating new designers, understanding and adopting methodologies, instantiating them in a specific design context is a difficult but necessary task. In this paper, we report an experience in the conception of a game as a final undergraduate work where two methodologies were analyzed and combined in order to describe a process with well-defined sequential activities. From the experience, it was possible to observe adapting and applying the approach contributed to the game project in a structured and cohesive way. O projeto de jogos é uma atividade desafiadora que exige conhecimentos e habilidades em diferentes áreas. Quando se trata da formação de novos designers, entender e adotar metodologias, instanciando-as a um contexto de design específico é uma tarefa difícil porém necessária. Neste artigo, apresentamos o relato da experiência na concepção de um jogo, denominado Honor Keeper: Between Blood & Sacrifice, como resultado de um Trabalho de Conclusão de Curso. Para isso, foram analisadas e combinadas duas metodologias de modo a descrever um processo com atividades sequenciais bem definidas. Foi possível observar que a elaboração e a aplicação da abordagem contribuíram para o projeto do jogo de uma forma estruturada e coesa.
As information about clients and businesses is migrating to the cloud, there are growing concerns about how safe this environment is. Furthermore, it is known that as more stringent levels of security are required, the countermeasures, necessary to maintain the security of the system, are subjected to increasing interference on the performance. In the case of cloud computing, it is possible to compensate the overhead generated by the security mechanisms by changing the number of available resources on-the-fly. The aim of this paper is to perform a performance evaluation of a service involving the application of security mechanisms. We considered the change of computing resources during the execution time by means of a dynamic and self-managed module, which was responsible for load balancing, efficient utilization of resources and Quality of Service level assurance. According to the results of the experiments, we verified that the approach in the Vertical environment provided the fulfilment of the requirements defined in the Service Level Agreement, even with security overhead, with slight changes in the service costs.