46 resultados para mobile media

em Universidade do Minho


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Dissertação de mestrado integrado em Engenharia de Telecomunicações e Informática

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[Excerto] ln this chapter we discuss recent developments and challenges in European media and communication policy, focusing on the period following the 2008 global financial crisis. We are especially interested in the implications of the financial crisis and its political repercussions nationally (austerity measures and cuts to public services, growing anti-politics sentiments and widespread dissatisfaction with free-market capitalism and representative democracy) for media and communication policy, understood here in a broad sense, so as to include ali electronic communications, such as the Internet, mobile communications, social media etc. Our overarching concern is with the implications of developments in media and communication policy for the democratic functions of the media in Europe (...).

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Relatório de estágio de mestrado em Ciências da Comunicação (área de especialização Publicidade e Relações Públicas)

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Forming suitable learning groups is one of the factors that determine the efficiency of collaborative learning activities. However, only a few studies were carried out to address this problem in the mobile learning environments. In this paper, we propose a new approach for an automatic, customized, and dynamic group formation in Mobile Computer Supported Collaborative Learning (MCSCL) contexts. The proposed solution is based on the combination of three types of grouping criteria: learner’s personal characteristics, learner’s behaviours, and context information. The instructors can freely select the type, the number, and the weight of grouping criteria, together with other settings such as the number, the size, and the type of learning groups (homogeneous or heterogeneous). Apart from a grouping mechanism, the proposed approach represents a flexible tool to control each learner, and to manage the learning processes from the beginning to the end of collaborative learning activities. In order to evaluate the quality of the implemented group formation algorithm, we compare its Average Intra-cluster Distance (AID) with the one of a random group formation method. The results show a higher effectiveness of the proposed algorithm in forming homogenous and heterogeneous groups compared to the random method.

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(Excerto) A terceira edição do Congresso sobre Literacia, Media e Cidadania (LMC) teve lugar nos dias 17 e 18 de abril de 2015, em Lisboa, no Pavilhão do Conhecimento. Organizado pelo GILM – Grupo Informal sobre Literacia para os Media, o evento, que contou com a participação de cerca de 250 profissionais, teve como eixo central a temática “Literacia Mediática e Leituras Críticas do Mundo”. Durante dois dias de trabalho, procurou-se pro-mover uma reflexão crítica sobre a atualidade e o mundo, e o modo como os media a representam, com o objetivo de aprender a olhar e a ler criticamente os ecrãs e as mensagens e textos que produzem, o modo como os cidadãos os usam, como se apropriam deles e como produzem e partilham informação. Estes e outros tópicos relacionados foram apresentados e debatidos em 4 sessões plenárias, 16 sessões de comunicações livres e 4 workshops, acompanhados de uma mostra de projetos, produtos e serviços patentes no átrio do Pavilhão.

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Cultural heritage has arousing the interest of the general public (e.g. tourists), resulting in the increasing number of visitations to archaeological sites. However, many buildings and monuments are severely damaged or completely destroyed, which doesn’t allow to get a full experience of “travelling in time”. Over the years, several Augmented Reality (AR) approaches were proposed to overcome these issues by providing three-dimensional visualization of reconstructed ancient structures in situ. However, most of these systems were made available through heavy and expensive technological bundles. Alternatively, MixAR intends to be a lightweight and cost-effective Mixed Reality system which aims to provide the visualization of virtual ancient buildings reconstructions in situ, properly superimposed and aligned with real-world ruins. This paper proposes and compares different AR mobile units setups to be used in the MixAR system, with low-cost and lightweight requirements in mind, providing different levels of immersion. It was propounded four different mobile units, based on: a laptop computer, a single-board computer (SBC), a tablet and a smartphone, which underwent a set of tests to evaluate their performances. The results show that mobile units based on laptop computer and SBC reached a good overall performance while mobile units based on tablet and smartphone did not meet such a satisfactory result even though they are acceptable for the intended use.

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Archeology and related areas have a special interest on cultural heritage sites since they provide valuable information about past civilizations. However, the ancient buildings present in these sites are commonly found in an advanced state of degradation which difficult the professional/expert analysis. Virtual reconstructions of such buildings aim to provide a digital insight of how these historical places could have been in ancient times. Moreover, the visualization of such models has been explored by some Augmented Reality (AR) systems capable of providing support to experts. Their compelling and appealing environments have also been applied to promote the social and cultural participation of general public. The existing AR solutions regarding this thematic rarely explore the potential of realism, due to the following lacks: the exploration of mixed environments is usually only supported for indoors or outdoors, not both in the same system; the adaptation of the illumination conditions to the reconstructed structures is rarely addressed causing a decrease of credibility. MixAR [1] is a system concerned with those challenges, aiming to provide the visualization of virtual buildings augmented upon real ruins, allowing soft transitions among its interiors and exteriors and using relighting techniques for a faithful interior illumination, while the user freely moves in a given cultural heritage site, carrying a mobile unit. Regarding the focus of this paper, we intend to report the current state of MixAR mobile unit prototype, which allows visualizing virtual buildings – properly aligned with real-world structures – based on user's location, during outdoor navigation. In order to evaluate the prototype performance, a set of tests were made using virtual models with different complexities.

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This study presents the results of preliminary test on the interaction between fingertip and touch screen. The objective of this study is to identify the fingertip posture when interacting with touch screen devices. Ten participants, 7 males and 3 females, participated in this study. The participants were asked to touch targets on the mobile devices screen by tapping them sequentially and connecting them. The participants performed the tasks in a sitting posture. A tablet with 10 inches screen and a mobile phone with 4 inches screen were used in the study. The results showed that all participants dominantly used their thumb to interact with the mobile phone in single and two hands postures. The common thumb posture adopted by the participants is the combination of the 60° pitch and 0° roll angles. While for interaction with tablet in various postures observed in the study, the participants commonly used their index fingers in the combination of 60° pitch and 0° roll angles. This study also observed the participant with long finger nails touched targets on the mobile devices screen by using her index or middle fingers very low pitch.

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An increasing number of m-Health applications are being developed benefiting health service delivery. In this paper, a new methodology based on the principle of calm computing applied to diagnostic and therapeutic procedure reporting is proposed. A mobile application was designed for the physicians of one of the Portuguese major hospitals, which takes advantage of a multi-agent interoperability platform, the Agency for the Integration, Diffusion and Archive (AIDA). This application allows the visualization of inpatients and outpatients medical reports in a quicker and safer manner, in addition to offer a remote access to information. This project shows the advantages in the use of mobile software in a medical environment but the first step is always to build or use an interoperability platform, flexible, adaptable and pervasive. The platform offers a comprehensive set of services that restricts the development of mobile software almost exclusively to the mobile user interface design. The technology was tested and assessed in a real context by intensivists.

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Yarrowia lipolytica, a yeast strain with a huge biotechnological potential, capable to produce metabolites such as γ-decalactone, citric acid, intracellular lipids and enzymes, possesses the ability to change its morphology in response to environmental conditions. In the present study, a quantitative image analysis (QIA) procedure was developed for the identification and quantification of Y. lipolytica W29 and MTLY40-2P strains dimorphic growth, cultivated in batch cultures on hydrophilic (glucose and N-acetylglucosamine (GlcNAc) and hydrophobic (olive oil and castor oil) media. The morphological characterization of yeast cells by QIA techniques revealed that hydrophobic carbon sources, namely castor oil, should be preferred for both strains growth in the yeast single cell morphotype. On the other hand, hydrophilic sugars, namely glucose and GlcNAc caused a dimorphic transition growth towards the hyphae morphotype. Experiments for γ-decalactone production with MTLY40-2P strain in two distinct morphotypes (yeast single cells and hyphae cells) were also performed. The obtained results showed the adequacy of the proposed morphology monitoring tool in relation to each morphotype on the aroma production ability. The present work allowed establishing that QIA techniques can be a valuable tool for the identification of the best culture conditions for industrial processes implementation.

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[Excerto] Este livro de atas reúne um conjunto de comunicações apresentadas no 1º Congresso de Literacia, Média, Cidadania, realizado na Universidade do Minho, em 2011.

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Open Display Networks have the potential to allow many content creators to publish their media to an open-ended set of screen displays. However, this raises the issue of how to match that content to the right displays. In this study, we aim to understand how the perceived utility of particular media sharing scenarios is affected by three independent variables, more specifically: (a) the locativeness of the content being shared; (b) how personal that content is and (c) the scope in which it is being shared. To assess these effects, we composed a set of 24 media sharing scenarios embedded with different treatments of our three independent variables. We then asked 100 participants to express their perception of the relevance of those scenarios. The results suggest a clear preference for scenarios where content is both local and directly related to the person that is publishing it. This is in stark contrast to the types of content that are commonly found in public displays, and confirms the opportunity that open displays networks may represent a new media for self-expression. This novel understanding may inform the design of new publication paradigms that will enable people to share media across the display networks.

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(Excerto) É pelos media que temos acesso a informação relevante sobre o mundo. O problema da crise dos refugiados, que parece novo porque nos bateu em cheio à nossa porta, não foge à regra. Nesse sentido, os media são e serão imprescindíveis. Temos hoje acesso a uma evidente quantidade e aparente diversidade de informações. A Internet e as redes sociais possibilitam o acesso a um grande número de fontes, ainda que de valia variável. Mas é inquestionável que a informação que nos chega procede esmagadoramente de agências e de meios que vêem o mundo a partir de determinados ângulos: do seu lugar geográfico, que condiciona, como sabemos, a relevância das matérias escolhidas; das fontes a que os media têm mais facilmente acesso ou daquelas que se organizam para fazer valer determinados pontos de vista e interpretações sobre a realidade junto dos media; e, naturalmente, das estratégias e interesses dos grandes grupos mediáticos que detêm e controlam os media. Por exemplo, constata-se que as televisões, rádios e jornais focam muito mais o problema humanitário dos refugiados e os impactos que eles provocam em diferentes regiões da Europa do que a complexa e dramática situação da gigantesca ‘máquina que produz refugiados’ que, em certos aspectos, a própria Europa alimenta. Apesar de tudo, os media não são todos iguais. Em muitos deles, há profissionais que procuram fazer um trabalho de qualidade. E através das redes sociais temos, com alguma frequência, acesso a dados que repercutem os grandes órgãos de informação ou dão visibilidade a vozes e visões alternativas. Porém, tudo somado, não podemos estar seguros de ter, à partida, acesso a informação relevante, rigorosa e completa sobre uma matéria tão complexa e delicada como a que está por detrás da crise dos refugidos. Isso exige procura em fontes diversas, trabalho comparativo, análise crítica, acompanhamento atento, debate. O Seminário Permanente de Educação para os Media, que tem funcionado no quadro do Centro de Estudos de Comunicação e Sociedade da Universidade do Minho procura, com esta Agenda de Atividades, proporcionar algumas pistas e ferramentas para esse posicionamento crítico e esclarecido. Para isso, contou com contributos de diversos quadrantes, que corresponderam ao desafio que lhes foi lançado.

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Dissertação de mestrado em Engenharia de Telecomunicações e Informática

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Sabedores da realidade tecnológica que envolve as crianças, sentimos necessidade de conhecer aprofundadamente como é que as crianças aprendem, ou seja, como estruturam e desenvolvem o seu pensamento, nesta relação com as tecnologias e através da programação. A presente investigação revela-se inovadora, quer no contexto em que vai ser implementado, quer nos objetivos da própria investigação. Pretendemos consolidar conhecimento sobre as teorias de aprendizagem, através da introdução da programação de forma lúdica e criativa nas atividades no jardim de infância. Compreender como as crianças reagem na utilização das tecnologias e da programação revela-se importante para conhecer o seu comportamento, o seu estilo de aprendizagem e permitir aos profissionais de educação antecipar ou não esta integração, nos seus contextos educativos. Conhecer como todo este processo de aprendizagem é vivenciado pelas crianças irá permitir avaliar quais os benefícios e riscos da utilização das tecnologias e da aprendizagem da programação em idade pré-escolar.