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Area of expertise

Social Software

Research area involving the development and analysis of digital technologies (especially software) with the explicit goal of generating positive social impact, without profit-making or direct commercial exploitation. This approach is collaborative, interdisciplinary, and people-centered.

Researchers
2
Active projects
2
Related publications
3
Social Software
Area illustration: Social Software

Social Software is an emerging field in computing that focuses on the design, development, and evaluation of digital technologies—particularly software systems—intended to address societal needs and promote positive social change. This area emphasizes human-centered, interdisciplinary, and participatory approaches, prioritizing ethical responsibility, inclusiveness, and community engagement over commercial profit. Social Software contributes to the creation of equitable digital solutions, fostering accessibility, empowerment, and social innovation in diverse contexts.

About the Area Coordinator

Prof. George Marcicano

A professor and researcher in the field of Social Software. Currently, he serves as an associate professor at the University of Brasília, significantly contributing to the undergraduate Software Engineering program at the Gama campus and the Graduate Program in Applied Computing.
More About the Coordinator

Research Team

Researchers

  • Ricardo Ajax Dias Kosloski

    Adjunct Professor at the University of Brasília (UnB), working in the undergraduate Software Engineering program on software engineering, software metrics, testing, and software quality.

CEDIS volunteer

Previous Researchers

Undergraduate Research

  • Ana Carolina Costa César

    Solution to enable financial donations through DOARTI

    Undergraduate Research2021

Bachelor’s Thesis

  1. Geovanna Maciel Avelino da Costa, Mylena Angélica Silva Farias

    Atloria: A Gamified Platform for Data Structure Visualization in Augmented Reality

    Bachelor of Software Engineering - University of Brasília (Brazil) • Brasília, DF

    2026
    Learning data structures and algorithms is a recurring challenge in computing-related courses, as it requires the understanding of abstract concepts, dynamic operations, and specific ways of organizing information. Structures such as stacks, queues, and linked lists require students to develop mental models capable of representing insertions, removals, searches, and state changes that are not always easily understood through traditional teaching approaches. In this context, this undergraduate thesis aimed to develop and evaluate Atloria, an educational mobile application that uses augmented reality and gamification to support the teaching and learning of data structures. The solution was designed based on a literature review, requirements elicitation and prioritization, data modeling, architectural definition, and the construction of a functional prototype. The application was developed for Android devices, integrating Flutter, SQLite, Unity, and AR Foundation, and includes features such as authentication, onboarding, thematic rooms, narratives, mini missions, an achievement passport, immediate feedback, and interactive visualization through augmented reality. The proposed experience organizes learning as a gamified journey, in which users interact with visual representations of data structures and track their progress through symbolic rewards and performance records. The validation process included technical tests, software quality analysis, functional tests, and user evaluation, making it possible to verify the operation of the main implemented features and collect perceptions regarding usability, engagement, and learning. The results indicated a positive evaluation of the experience, especially regarding visual organization, ease of use, and the interest generated by the gamified elements. It is concluded that the integration of augmented reality and gamification has potential as a complementary didactic resource to make the study of data structures more visual, interactive, and motivating.
  2. Alexia Naara da Silva Cardoso

    Indigenous Language Translator App: Munduruku

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2025
  3. Luana Souza Silva Torres

    Development process for collaborative projects: the Agromart experience

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2025

Current Projects

Publications and Productions

Publications (3)

  1. Geovanna Maciel Avelino da Costa, Mylena Angélica Silva Farias

    Atloria: A Gamified Platform for Data Structure Visualization in Augmented Reality

    Bachelor of Software Engineering - University of Brasília (Brazil) • Brasília, DF

    2026
    Learning data structures and algorithms is a recurring challenge in computing-related courses, as it requires the understanding of abstract concepts, dynamic operations, and specific ways of organizing information. Structures such as stacks, queues, and linked lists require students to develop mental models capable of representing insertions, removals, searches, and state changes that are not always easily understood through traditional teaching approaches. In this context, this undergraduate thesis aimed to develop and evaluate Atloria, an educational mobile application that uses augmented reality and gamification to support the teaching and learning of data structures. The solution was designed based on a literature review, requirements elicitation and prioritization, data modeling, architectural definition, and the construction of a functional prototype. The application was developed for Android devices, integrating Flutter, SQLite, Unity, and AR Foundation, and includes features such as authentication, onboarding, thematic rooms, narratives, mini missions, an achievement passport, immediate feedback, and interactive visualization through augmented reality. The proposed experience organizes learning as a gamified journey, in which users interact with visual representations of data structures and track their progress through symbolic rewards and performance records. The validation process included technical tests, software quality analysis, functional tests, and user evaluation, making it possible to verify the operation of the main implemented features and collect perceptions regarding usability, engagement, and learning. The results indicated a positive evaluation of the experience, especially regarding visual organization, ease of use, and the interest generated by the gamified elements. It is concluded that the integration of augmented reality and gamification has potential as a complementary didactic resource to make the study of data structures more visual, interactive, and motivating.
  2. Alexia Naara da Silva Cardoso

    Indigenous Language Translator App: Munduruku

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2025
  3. Luana Souza Silva Torres

    Development process for collaborative projects: the Agromart experience

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2025

Contact & Collaboration

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