Cláudia Werner

Cláudia Werner

*This is an algorithmically generated author record based on publicly available information.

Current Organizations / Institutes

The organizations/institutes from the scholar's latest article

Previous Organizations / Institutes

The organizations / institutes from the scholar's other articles in the past ten years


Cláudia Werner has a total of 229 co-authors. Here are the top co-authors by number of shared publications:


Latest Publications

  • Open Access

    Aprendizagem imersiva de engenharia de requisitos de software

    by Claudia Susie Rodrigues, Filipe Fernandes, Diego Cardoso, Cláudia Werner

    Este artigo apresenta uma investigação experimental conduzida durante um curso de Engenharia de Software (ES) na COPPE, Universidade Federal do Rio de Janeiro, com o objetivo de avaliar o desenvolvimento e o impacto de um Ambiente Virtual (VE) projetado para educação em ES, com foco específico em requisitos de software. O estudo avaliou como a natureza imersiva dos VEs contribui para otimizar os resultados da aprendizagem. Os resultados demonstraram que ambientes imersivos contendo elementos-chave de ES desempenham um papel crucial na melhoria da experiência educacional, melhorando o engajamento do aluno e a retenção de informações. Além disso, descobriu-se que o uso de VEs promove a colaboração e o desenvolvimento de habilidades práticas, ao mesmo tempo em que minimiza os riscos associados a erros do mundo real. Essas descobertas ressaltam o potencial dos VEs imersivos como ferramentas valiosas para o avanço de práticas educacionais modernas em ES.

  • Open Access

    ReqJourney: Engaging Students with a 2D Metaverse Serious Game for Software Requirements Education

    by Claudia Susie C. Rodrigues, Thiago S. Nobre, Vitoria Nazareth, Cláudia Werner

    Teaching Software Requirements (SR) is a critical challenge in Software Engineering education, primarily due to the subject’s theoretical nature and complexity, which often hampers student engagement. To address this, we developed and evaluated ReqJourney, a serious game implemented on the 2D metaverse platform Gather Town, designed to provide a dynamic, collaborative, and engaging learning experience for introductory SR topics, including requirements elicitation and analysis. An in-class evaluation was conducted with university students in a Software Processes course, utilizing the MEEGA+ model and pre/post-tests to assess educational effectiveness and user experience. The results demonstrate a significant improvement in student performance on the post-test and overwhelmingly positive feedback regarding the game’s engaging mechanics and collaborative design. These findings underscore the potential of ReqJourney as an innovative educational tool, proving that combining immersive gameplay within virtual environments with structured learning objectives is an effective strategy for reinforcing complex SR concepts.

  • Open Access

    A Rapid Review on Software Reuse in Digital Twin Development Lifecycle

    by Lorena Mamede Botelho, Claudia Werner, Claudio Miceli de Farias

    Digital Twin has become a trend in literature in the past decade. Despite its popularity, researchers reported the lack of standardized development approaches and general guidelines to foster its adoption. In this study, we conducted a rapid review to investigate whether, and under what conditions, Software Reuse techniques can address these challenges. Through a content analysis of twenty-two primary studies, results suggest that Software Reuse techniques contribute to reducing development time and enhancing composability in the Digital Twin construction process. Component-Based Software Engineering emerged as the predominant reuse approach among the analyzed studies. However, the review also identified a notable lack of empirical evaluation regarding the proposed reusable assets, limiting the evidence base for the reported benefits of Software Reuse in Digital Twin development.

  • Open Access

    Accessibility in the Metaverse: A Rapid Review of the Literature

    by Filipe Fernandes, Priscyla Ferreira, Cláudia Werner

    The Metaverse gained popularity with the rebranding of Meta, and since then, headsets, multimodal devices, and applications with immersive experiences have evolved and been applied in various domains such as marketing, education, and industry, among others. However, we question whether individuals with disabilities are also able to have immersive experiences. Therefore, this study aims to conduct a Rapid Reviewto identify the state of the art in accessibility within the Metaverse. From 145 studies identified in the Scopus search engine, 141 studies were excluded, resulting in 4 articles for data extraction. We found that there is significant ambiguity in the use of the term "accessibility," which led to a high exclusion rate of studies. Furthermore, we did not identify any work that implements assistive technologies to enable immersive experiences for individuals with disabilities. For future research, we aim to conduct a more comprehensive systematic review to obtain more consistent results on the state of the art in accessibility within the Metaverse.

  • Open Access

    Unseen: Advancing Digital Accessibility with Binaural Audio Technology in an Immersive Gaming Prototype

    by Claudia Susie C. Rodrigues, Vitoria Nazareth, Ramon O. Azevedo, Priscyla Barbosa, Cláudia Werner

    The growing significance of accessibility, particularly in the realm of disability rights, is unmistakable. "Unseen" emerges as a prototype leveraging binaural audio technology to craft an immersive 3D gaming experience, placing a paramount focus on promoting accessibility and digital inclusion. Its primary objective is to deliver a immersive audiogaming encounter, catering to both sighted gamers and individuals with visual impairments. Through a comprehensive evaluation of the prototype, the efficacy of its audiogame interactions and mechanisms was assessed. Valuable insights gleaned from laboratory tests not only pinpointed areas for game enhancement but also shed light on elements that fostered user satisfaction and motivation. These research results notably exemplify promoting digital accessibility in gaming, particularly through the utilization of binaural audio, and the active engagement of individuals with visual impairments in the virtual environment.


  • Open Access

    Processos de Software para Jogos Digitais: uma Revisão Terciária da Literatura

    by Marcos Vinícius Bezerra Benigno, Eldânae Nogueira Teixeira, Cláudia Werner

    Jogos digitais são considerados produtos de software, mas possuem características únicas que exigem métodos de construção diferenciados em relação às metodologias já conhecidas da área de Engenharia de Software. Ainda que seja comum uma multiplicidade de opções para o desenvolvimento desse tipo de sistema, não foi observado um direcionamento sobre quais métodos podem ser mais apropriados nem uma convergência de definições de processos para esse contexto de desenvolvimento na literatura - indicando a necessidade de novas investigações na área. Dessa maneira, este trabalho tem por objetivo o mapeamento do estado atual da pesquisa e investigação de modelos de processo de software para a construção de jogos digitais, considerando suas particularidades, através de uma revisão terciária da literatura. No conjunto dos 22 trabalhos revisados, foi observada a volatilidade de informações durante os processos, exigindo ciclos de validação em fluxos baseados na flexibilidade e na utilização de protótipos. Também foi salientada a tendência da participação de equipes multidisciplinares, incluindo especialistas de diferentes especialidades e representantes do público alvo. Por fim, observou-se o interesse da academia por processos para jogos com fins educacionais, colocando a área dos jogos sérios em destaque e fornecendo possibilidades para pesquisas futuras.


  • Open Access

    ReqJourney: Ferramenta Gamificada no Metaverso 2D para Ensino de Engenharia de Requisitos

    by Claudia Susie C. Rodrigues, Thiago S. Nobre, Vitória Nazareth, Cláudia Werner

    Este artigo apresenta o desenvolvimento e a avaliação do ReqJourney, um jogo sério projetado para o ensino de Requisitos de Software, uma subárea essencial da Engenharia de Software. Com o objetivo de proporcionar um aprendizado dinâmico e envolvente, o jogo foi implementado na plataforma Gather Town, um ambiente virtual que integra elementos de metaverso, combinando jogos 2D com funcionalidades de videoconferência. O ReqJourney é estruturado em três fases, cada uma focada em tópicos específicos de Requisitos de Software, como introdução, tipos de requisitos, e elicitação e análise de requisitos. A eficácia do jogo foi avaliada em uma turma de Processos de Software, seguindo o Modelo de Avaliação de Jogos Educacionais para o Ensino de Computação (MEEGA+). Os resultados mostraram uma significativa melhoria no desempenho dos alunos e um feedback altamente favorável, demonstrando o potencial do jogo sério como uma ferramenta eficaz de ensino no metaverso.


  • Open Access

    Investigating Developer Experience in Software Reuse

    by Rodrigo Feitosa Gonçalves, Cláudia Maria Lima Werner, Claudio Miceli de Farias

    Software reuse has been recognized as a key strategy for improving productivity, reducing development costs, and enhancing software quality. However, successfully implementing software reuse practices largely depends on the developer experience (DX). This study investigates the factors, barriers, and strategies influencing DX in software reuse. Through a Rapid Review (RR), we analyzed 328 studies, selecting 10 for detailed data extraction based on defined filters and the backward snowballing technique. Our findings identify 15 factors affecting DX in software reuse, categorized into technical, organizational, and human/social factors. We also uncover 7 barriers that impede developers from improving DX and identify 13 strategies to enhance it. The results highlight the critical role of comprehensive documentation, a clear understanding of software functionality, and robust reuse-compatible infrastructure as key technical factors. Organizational support, effective resource allocation, and fostering a communication, collaboration, and self-efficacy culture are essential for successful software reuse. This study’s insights have significant implications for researchers and practitioners, offering practical guidance to develop more effective reuse practices and improve DX.


  • Extending Educational Games Across Product Lines

    by Diego Castro, Claudia Werner, Geraldo Xexéo