Luís Guilherme Eich

Mr. Luís Guilherme Eich

Postgraduate Program in Applied Computing, Universidade do Vale do Rio dos Sinos, São Leopoldo, Brazil
orcid

Research Focus & Metrics

Academic Career Length

12Years (2015-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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7 August 2024 in International Journal of Human–Computer Interaction
Verified
Journal Article
Closed access
Luís Guilherme EichLuís Guilherme Eich
Luís Guilherme Eich
RFRosemary Francisco
Rosemary Francisco
Jorge BarbosaJorge Barbosa
Jorge Barbosa

16 May 2022
Verified
Conference Paper
Open access
LMLucas Schneider Müller
Lucas Schneider Müller
Luís Guilherme EichLuís Guilherme Eich
Luís Guilherme Eich
RFRosemary Francisco
Rosemary Francisco
JBJorge Luis Victória Barbosa
Jorge Luis Victória Barbosa
Context: According to the Serviço de Proteção ao Crédito (SPC Brasil), approximately 48% of Brazilians do not control their monthly budget. Problem: In addition, according to the Pesquisa de Endividamento e Inadimplência do Consumidor (PEIC), the percentage of families that reported debts reached 76,3% in December 2021. This number indicates the need for solutions to help people manage their personal finances. Solution: This article proposes an intelligent virtual assistant model named ADAM to help manage personal finances. Considering the proliferation and accessibility of instant text messages applications, the model uses chatbots and Natural Language Processing (NLP) to extract information from sentences and texts. NLP allows better user interaction since the users can employ their natural language. IS Theory: The work was carried out following the Design Theory. In addition, the foundations of the Technology Acceptance Model (TAM) were also used mainly to evaluate the artifact. Method: The work adopted Design Science Research as a research method. Problem understanding and the construction of the artifact were carried out with the support of specialists in the finance area. Ten academic community participants and finance specialists evaluated the artifact. Summary of Results: Six users rated the artifact as easy to use and intuitive, facilitating the management of personal finances. Also, suggestions were made to improve the artifact. Contributions and Impact in the IS area: Among the main contributions, the intelligent virtual assistant model stands out, which uses NLP to facilitate interaction with people in managing their finances and bring more autonomy to them.

4 August 2015 in RENOTE
Verified
Journal Article
Open access
PDF file
VFVinicius Hartmann Ferreira
Vinicius Hartmann Ferreira
VPVanessa Petró
Vanessa Petró
Luís Guilherme EichLuís Guilherme Eich
Luís Guilherme Eich
A disciplina de Sociologia vem se consolidando no currículo do Ensino Médio. Dentre as dificuldades de desempenho dos estudantes nesta disciplina estão problemas com o pensamento abstrato, necessário para a compreensão dos conteúdos, e a escassez de recursos didáticos interativos que permitam ilustrar os conteúdos. Neste contexto, este artigo apresenta um Objeto de Aprendizagem, com metadados descritos através do padrão OBAA-Lite, que tem por objetivo auxiliar os alunos a organizar o pensamento em relação aos pensadores clássicos da Sociologia. O Objeto de Aprendizagem foi validado com 40 estudantes de 1º ano do Ensino Médio e com a professora de Sociologia das turmas. A partir da validação foi possível concluir que o recurso foi bem recebido e representa um recurso digital interativo relevante para o ensino de Sociologia no Ensino Médio.

4 July 2016
Verified
Conference Paper
Closed access
PDF file
VFVinicius Hartmann Ferreira
Vinicius Hartmann Ferreira
VPVanessa Petró
Vanessa Petró
Luís Guilherme EichLuís Guilherme Eich
Luís Guilherme Eich
MWMurillo Weissheimer
Murillo Weissheimer
FZFernando Zanutto
Fernando Zanutto
AHAlecsander Hennig
Alecsander Hennig
Após a reinserção da disciplina de Sociologia no currículo do Ensino Médio, tem se discutido sobre seu currículo e suas práticas em sala de aula em eventos e grupos de pesquisa. Um levantamento realizado sobre as práticas na disciplina aponta para a existência de poucos recursos interativos, sobretudo de Objetos de Aprendizagem digitais (OA). Este artigo apresenta uma experiência que está sendo desenvolvida para a construção de OAs que se iniciou em 2014, cujo objetivo é auxiliar os estudantes a exercitar e fixar os conteúdos estudados. Os recursos são desenvolvidos a partir da demanda apresentada pelos estudantes de uma escola que oferta o Curso Técnico em Informática Integrado ao Ensino Médio e são concebidos e executados com a colaboração de estudantes bolsistas do referido curso por meio de um projeto de pesquisa que integra as áreas de Sociologia e de Informática.

4 July 2016
Verified
Conference Paper
Open access
PDF file
VFVinicius Hartmann Ferreira
Vinicius Hartmann Ferreira
Luís Guilherme EichLuís Guilherme Eich
Luís Guilherme Eich
Este artigo apresenta a ferramenta INASH (Interactive Narratives Shared), que busca estimular a pratica da leitura e da escrita em estudantes através da construção de narrativas interativas. A ferramenta permite ao usuário criar suas próprias narrativas, estipulando caminhos alternativos para os leitores escolherem durante a leitura, e compartilhá-las com os demais usuários. Um experimento com o uso da ferramenta foi realizado com uma turma de ensino médio técnico composta por 24 alunos. Ao final do experimento os alunos responderam a um questionário através do qual foi possível identificar que a ferramenta apresenta elementos que podem estimular o interesse dos alunos pela escrita e pela leitura, como a interface gráfica de construção e o compartilhamento de suas produções.

16 May 2022
Verified
Conference Paper
Open access
Luís Guilherme EichLuís Guilherme Eich
Luís Guilherme Eich
LMLucas Schneider Müller
Lucas Schneider Müller
RFRosemary Francisco
Rosemary Francisco
JBJorge Luis Victória Barbosa
Jorge Luis Victória Barbosa
Context: Technological transformations drive the growth of online classrooms and present both opportunities and challenges for understanding students’ experiences in the learning process. The Experience Sampling Method (ESM) allows capturing these experiences as they occur and can be used to understand better the factors that influence the learning process. Problem: Although the ESM has advantages compared to other collection methods, such as reducing cognitive bias, it is still not widespread in the Education area. In addition, it was observed in the literature the lack of tools to support the application of the ESM. Solution: The article presents a computational model named ESMeRA to aid in applying the ESM. The model includes aspects to provide computational support for the preparation, collection, and analysis of the experiences collected from the participants. IS Theory: The work was carried out following the Design Theory. Also, the foundations of the Unified Theory of Acceptance and Use of Technology (UTAUT) were mainly employed to evaluate the artifact’s user intent. Method: This work adopted the Design Science Research (DSR) method. A literature review on ESM allowed the problem awareness, and a prototype of the artifact was developed and positively evaluated by five experts. Contributions and Impact in the IS area: The contribution of this work is twofold. First, the developed model can feasibly support applying the ESM to collect students’ experiences. The practicality of the model also helps disseminate the method. Second, the work aims to address the IS challenge of understanding the students’ experiences in their learning process.