5 resultados para digital knowledge maps

em Biblioteca Digital da Produção Intelectual da Universidade de São Paulo


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This paper describes the integration of information between Digital Library of Historical Cartography and Bibliographical Database (DEDALUS), both of the University of São Paulo (USP), to guarantee open, public access by Internet to the maps in the collection and make them available to users everywhere. This digital library was designed by Historical Cartography Studies Laboratory team (LECH/USP), and provides maps images on the Web, of high resolution, as well as such information on these maps as technical-scientific data (projection, scale, coordinates), printing techniques and material support that have made their circulation and cultural consumption possible. The Digital Library of Historical Cartography is accessible not only to the historical cartography researchers, but also to students and the general public. Beyond being a source of information about maps, the Digital Library of Historical Cartography seeks to be interactive, exchanging information and seeking dialogue with different branches of knowledge

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Among the ongoing attempts to enhance cognitive performance, an emergent and yet underrepresented venue is brought by hemoencefalographic neurofeedback (HEG). This paper presents three related advances in HEG neurofeedback for cognitive enhancement: a) a new HEG protocol for cognitive enhancement, as well as b) the results of independent measures of biological efficacy (EEG brain maps) extracted in three phases, during a one year follow up case study; c) the results of the first controlled clinical trial of HEG, designed to assess the efficacy of the technique for cognitive enhancement of an adult and neurologically intact population. The new protocol was developed in the environment of a software that organizes digital signal algorithms in a flowchart format. Brain maps were produced through 10 brain recordings. The clinical trial used a working memory test as its independent measure of achievement. The main conclusion of this study is that the technique appears to be clinically promising. Approaches to cognitive performance from a metabolic viewpoint should be explored further. However, it is particularly important to note that, to our knowledge, this is the world's first controlled clinical study on the matter and it is still early for an ultimate evaluation of the technique.

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Abstract Background Educational computer games are examples of computer-assisted learning objects, representing an educational strategy of growing interest. Given the changes in the digital world over the last decades, students of the current generation expect technology to be used in advancing their learning requiring a need to change traditional passive learning methodologies to an active multisensory experimental learning methodology. The objective of this study was to compare a computer game-based learning method with a traditional learning method, regarding learning gains and knowledge retention, as means of teaching head and neck Anatomy and Physiology to Speech-Language and Hearing pathology undergraduate students. Methods Students were randomized to participate to one of the learning methods and the data analyst was blinded to which method of learning the students had received. Students’ prior knowledge (i.e. before undergoing the learning method), short-term knowledge retention and long-term knowledge retention (i.e. six months after undergoing the learning method) were assessed with a multiple choice questionnaire. Students’ performance was compared considering the three moments of assessment for both for the mean total score and for separated mean scores for Anatomy questions and for Physiology questions. Results Students that received the game-based method performed better in the pos-test assessment only when considering the Anatomy questions section. Students that received the traditional lecture performed better in both post-test and long-term post-test when considering the Anatomy and Physiology questions. Conclusions The game-based learning method is comparable to the traditional learning method in general and in short-term gains, while the traditional lecture still seems to be more effective to improve students’ short and long-term knowledge retention.

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O projeto „Por uma Biblioteca Brasiliana Digital‟ é parte integrante do projeto BRASILIANA USP, uma iniciativa da Reitoria da Universidade de São Paulo (USP), que tem por objetivo facultar para a pesquisa a maior Brasiliana custodiada por uma universidade, tornando-a disponível na internet. O trabalho que ora apresentamos é resultado da implantação de um modelo de biblioteca digital que atende aos padrões de interoperabilidade e compartilhamento de informações. Especificamente, apresentaremos os procedimentos e processos de descrição de conteúdos das diversas tipologias documentais (livros, periódicos, mapas, gravuras etc.) e formatos digitais (pdf, mp3, jpeg entre outros), bem como a consolidação de um esquema de metadados gerenciais e administrativos que contemplam as informações e dados produzidos pelo Projeto da Brasiliana Digital.

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USP INFORMATION MANDATE – Resolution 6444 – Oct. 22th, 2012 Make public and accessible the knowledge generated by research developed at USP, encouraging the sharing, the use and generation of new content; •Preserve institutional memory by storing the full text of Intellectual Production (scientific, academic, artistic and technical); •Increase the impact of the knowledge generated in the university within the scientific community and the general public; •It is suggested to all members of the USP community to publish the results of their research, preferably, in open-access publication outlets and/or repositories and to include the permission to deposit their production in the BDPI system in their publication agreements. •Institutional Repository for Intellectual Production; •Official Source USP Statistical Yearbook.