48 resultados para Online Media
em Instituto Politécnico do Porto, Portugal
Resumo:
Following targeted advertising and product placement, TV and online media needs more personalised methods of engaging viewers by integrating advertising and informational messages into playout content, whether real-time broadcast or on-demand. Future advertising solutions need adaptivity to individuals or on-line groups to respond to the commercial requirements of clients and agencies.
Resumo:
Dissertação de Mestrado apresentada ao Instituto Superior de Contabilidade e Administração do Porto para a obtenção do grau de Mestre em Marketing Digital, sob orientação do Mestre Paulo Gonçalves
Resumo:
Recruitment is based on a conglomerate of techniques and procedures put in place to attract qualified. The recruitment process has suffered changes, becoming even more sophisticated, involving a whole organisation and a whole community. A new source of recruitment has emerged with the use of online social networks using facilitators in its development and usage, allowing the search for candidates to be fast, cheap and "global". In Portugal, the information available and studies conducted into this phenomenon are still irrelevant, with little reported on the importance of online social recruitment. The purpose of this article is to contribute to what is understood by the professional process of recruitment through online social media by recruitment companies in the Northern Region of Portugal, analysing the use of online media by recruitment professionals, facilitator support tools and the associated best practices.
Resumo:
Distance learning - where students take courses (attend classes, get activities and other sort of learning materials) while being physically separated from their instructors, for larger part of the course duration - is far from being a “new event”. Since the middle of the nineteenth century, this has been done through Radio, Mail and TV, taking advantage of the full educational potential that these media resources had to offer at the time. However, in recent times we have, at our complete disposal, the “magic wonder” of communication and globalization - the Internet. Taking advantage of a whole new set of educational opportunities, with a more or less unselfish “look” to economic interests, focusing its concern on a larger and collective “welfare”, contributing to the development of a more “equitable” world, with regard to educational opportunities, the Massive Open Online Courses (MOOCs) were born and have become an important feature of the higher education in recent years. Many people have been talking about MOOCs as a potential educational revolution, which has arrived from North America, still growing and spreading, referring to its benefits and/or disadvantages. The Polytechnic Institute of Porto, also known as IPP, is a Higher Education Portuguese institution providing undergraduate and graduate studies, which has a solid history of online education and innovation through the use of technology, and it has been particularly interested and focused on MOOC developments, based on an open educational policy in order to try to implement some differentiated learning strategies to its actual students and as a way to attract future ones. Therefore, in July 2014, IPP launched the first Math MOOC on its own platform. This paper describes the requirements, the resulting design and implementation of a mathematics MOOC, which was essentially addressed to three target populations: - pre-college students or individuals wishing to update their Math skills or that need to prepare for the National Exam of Mathematics; - Higher Education students who have not attended in High School, this subject, and who feel the need to acquire basic knowledge about some of the topics covered; - High School Teachers who may use these resources with their students allowing them to develop teaching methodologies like "Flipped Classroom” (available at http://www.opened.ipp.pt/). The MOOC was developed in partnership with several professors from several schools from IPP, gathering different math competences and backgrounds to create and put to work different activities such video lectures and quizzes. We will also try to briefly discuss the advertising strategy being developed to promote this MOOC, since it is not offered through a main MOOC portal, such as Coursera or Udacity.
Resumo:
Objectives : The purpose of this article is to find out differences between surveys using paper and online questionnaires. The author has deep knowledge in the case of questions concerning opinions in the development of survey based research, e.g. the limits of postal and online questionnaires. Methods : In the physician studies carried out in 1995 (doctors graduated in 1982-1991), 2000 (doctors graduated in 1982-1996), 2005 (doctors graduated in 1982-2001), 2011 (doctors graduated in 1977-2006) and 457 family doctors in 2000, were used paper and online questionnaires. The response rates were 64%, 68%, 64%, 49% and 73%, respectively. Results : The results of the physician studies showed that there were differences between methods. These differences were connected with using paper-based questionnaire and online questionnaire and response rate. The online-based survey gave a lower response rate than the postal survey. The major advantages of online survey were short response time; very low financial resource needs and data were directly loaded in the data analysis software, thus saved time and resources associated with the data entry process. Conclusions : The current article helps researchers with planning the study design and choosing of the right data collection method.
Resumo:
Dissertação de Mestrado apresentada ao Instituto Superior de Contabilidade e Administração do Porto para a obtenção do grau de Mestre em Marketing Digital, sob orientação de Mestre António da Silva Vieira
Resumo:
No decorrer do projeto SELEAG foi desenvolvido um jogo de aventura gráfica educativo com o propósito de ensinar história, cultura e relações sociais aos alunos. Este jogo foi avaliado em contexto de sala de aula em diversos países, obtendo resultados positivos. No entanto, por motivos técnicos, alguns dos objetivos propostos pelo projeto não puderam ser devidamente explorados, como permitir que o jogo fosse extensível por outros educadores ou suportar a colaboração online entre os jogadores. Nomeadamente, as ferramentas utilizadas para desenvolver o jogo eram demasiado complicadas para serem utilizadas fora da equipa de desenvolvimento, o que limitou a extensibilidade do projeto, e tornou impossível que educadores sem conhecimentos de programação fossem também capazes de traduzir os seus conteúdos educativos para este formato. Além disso, apesar do jogo possuir algumas funcionalidades de colaboração online, toda a interação era efetuada externamente ao jogo, através de um fórum de mensagens, o que demonstrou ser pouco motivante para os jogadores, pois muitos deles nem se aperceberam que havia uma componente de colaboração no jogo. O objetivo desta tese incide sobre estes dois problemas, e consistiu em desenvolver um editor e motor de jogo com uma interface simples de utilizar, que não necessita de conhecimentos prévios de programação, e que permite criar jogos de aventura gráfica com uma componente de colaboração online verdadeiramente embebida na jogabilidade. A aplicação desenvolvida foi testada por um conjunto de utilizadores de diversas áreas, tendo-se obtido resultados que demonstram a acessibilidade e simplicidade da mesma, independentemente do nível de experiência prévio de programação do utilizador. A componente de colaboração online foi também muito bem recebida pelos utilizadores, os quais demonstraram bastante interesse em ver jogos de aventura gráfica com componente de colaboração online serem desenvolvidos no futuro.
Resumo:
A Realidade Aumentada veio alterar a percepção que o ser humano tem do mundo real. A expansão da nossa realidade à Realidade Virtual possibilita a criação de novas experiencias, cuja aplicabilidade é já tida como natural em diversas situações. No entanto, potenciar este tipo de interacção pode ser um processo complexo, quer por limitações tecnológicas, quer pela gestão dos recursos envolvidos. O desenvolvimento de projectos com realidade aumentada para fins comerciais passa assim muitas vezes pela optimização dos recursos utilizados tendo em consideração as limitações das tecnologias envolventes (sistemas de detecção de movimento e voz, detecção de padrões, GPS, análise de imagens, sensores biométricos, etc.). Com a vulgarização e aceitação das técnicas de Realidade Aumentada em muitas áreas (medicina, educação, lazer, etc.), torna-se também necessário que estas técnicas sejam transversais aos dispositivos que utilizamos diariamente (computadores, tablets, telemóveis etc.). Um dominador comum entre estes dispositivos é a internet uma vez que as aplicações online conseguem abarcar um maior número de pessoas. O objectivo deste projecto era o de criar uma aplicação web com técnicas de Realidade Aumentada e cujos conteúdos fossem geridos pelos utilizadores. O processo de investigação e desenvolvimento deste trabalho passou assim por uma fase fundamental de prototipagem para seleccionar as tecnologias que melhor se enquadravam no tipo de arquitectura pretendida para a aplicação e nas ferramentas de desenvolvimento utilizadas pela empresa onde o projecto foi desenvolvido. A aplicação final é composta por um FrontOffice, responsável por mostrar e interpretar as aplicações criadas e possibilitar a integração com outras aplicações, e um BackOffice que possibilita aos utilizadores, sem conhecimentos de programação, criar novas aplicações de realidade aumentada e gerir os conteúdos multimédia utilizados. A aplicação desenvolvida pode servir de base para outras aplicações e ser reutilizável noutros âmbitos, sempre com o objectivo de reduzir custos de desenvolvimento e de gestão de conteúdos, proporcionando assim a implementação de uma Framework que permite a gestão de conteúdos em diferentes áreas (medicina, educação, lazer, etc.), onde os utilizadores podem criar as suas próprias aplicações, jogos e ferramentas de trabalho. No decorrer do projecto, a aplicação foi validada por especialistas garantindo o cumprimento dos objectivos propostos.
Resumo:
Numa sociedade cada vez mais e mais virada para a Internet e para a procura de informação e soluções para todo e qualquer tipo de problema de forma instantânea, imediata ou mesmo urgente, a resolução de conflitos na sua forma mais comum, ou seja, no recurso judicial aos tribunais, parece começar a ser demasiado demorada e ineficaz. Neste sentido, as pessoas procuram, de uma maneira cada vez mais recorrente, alternativas para solucionar estes conflitos, de forma mais célere, sem que no entanto a avaliação da solução encontrada perca qualidade. Surgem, então, sistemas de resolução alternativa de conflitos (Alternative Dispute Resolution – ADR), ou ainda no ambiente Web (Online Dispute Resolution – ODR). As técnicas de ADR com maior destaque são a negociação, a arbitragem e a mediação. Em qualquer dos casos, facilmente podemos associar a sua eficiência e eficácia à utilização da argumentação no processo, satisfazendo as exigências dos implicados no conflito, já que é dada voz às suas perspectivas sobre o mesmo. Argumentar permite expor factos e justificações de suporte ou oposição relativamente ao conflito, enriquecendo a solução e tornando mais claro o entendimento da mesma. Neste trabalho será abordado o tema dos ADR, fazendo uma breve explicação da sua forma de utilização, suas principais técnicas (a negociação, a arbitragem e a mediação), será ainda abordada a argumentação, bem como a sua integração com os sistemas de resolução alternativa de conflitos. O modelo de argumentação de Toulmin foi objecto de análise e aplicação para a resolução do problema definido nesta dissertação, através da sua aplicação aos processos de argumentação. Será proposto um modelo suporte à resolução alternativa de conflitos, e desenvolvido um protótipo que permita a sua validação no contexto estudado.
Resumo:
Broadcast networks that are characterised by having different physical layers (PhL) demand some kind of traffic adaptation between segments, in order to avoid traffic congestion in linking devices. In many LANs, this problem is solved by the actual linking devices, which use some kind of flow control mechanism that either tell transmitting stations to pause (the transmission) or just discard frames. In this paper, we address the case of token-passing fieldbus networks operating in a broadcast fashion and involving message transactions over heterogeneous (wired or wireless) physical layers. For the addressed case, real-time and reliability requirements demand a different solution to the traffic adaptation problem. Our approach relies on the insertion of an appropriate idle time before a station issuing a request frame. In this way, we guarantee that the linking devices’ queues do not increase in a way that the timeliness properties of the overall system turn out to be unsuitable for the targeted applications.
Resumo:
This paper describes how MPEG-4 object based video (obv) can be used to allow selected objects to be inserted into the play-out stream to a specific user based on a profile derived for that user. The application scenario described here is for personalized product placement, and considers the value of this application in the current and evolving commercial media distribution market given the huge emphasis media distributors are currently placing on targeted advertising. This level of application of video content requires a sophisticated content description and metadata system (e.g., MPEG-7). The scenario considers the requirement for global libraries to provide the objects to be inserted into the streams. The paper then considers the commercial trading of objects between the libraries, video service providers, advertising agencies and other parties involved in the service. Consequently a brokerage of video objects is proposed based on negotiation and trading using intelligent agents representing the various parties. The proposed Media Brokerage Platform is a multi-agent system structured in two layers. In the top layer, there is a collection of coarse grain agents representing the real world players – the providers and deliverers of media contents and the market regulator profiler – and, in the bottom layer, there is a set of finer grain agents constituting the marketplace – the delegate agents and the market agent. For knowledge representation (domain, strategic and negotiation protocols) we propose a Semantic Web approach based on ontologies. The media components contents should be represented in MPEG-7 and the metadata describing the objects to be traded should follow a specific ontology. The top layer content providers and deliverers are modelled by intelligent autonomous agents that express their will to transact – buy or sell – media components by registering at a service registry. The market regulator profiler creates, according to the selected profile, a market agent, which, in turn, checks the service registry for potential trading partners for a given component and invites them for the marketplace. The subsequent negotiation and actual transaction is performed by delegate agents in accordance with their profiles and the predefined rules of the market.
Resumo:
This paper proposes a novel business model to support media content personalisation: an agent-based business-to-business (B2B) brokerage platform for media content producer and distributor businesses. Distributors aim to provide viewers with a personalised content experience and producers wish to en-sure that their media objects are watched by as many targeted viewers as possible. In this scenario viewers and media objects (main programmes and candidate objects for insertion) have profiles and, in the case of main programme objects, are annotated with placeholders representing personalisation opportunities, i.e., locations for insertion of personalised media objects. The MultiMedia Brokerage (MMB) platform is a multiagent multilayered brokerage composed by agents that act as sellers and buyers of viewer stream timeslots and/or media objects on behalf of the registered businesses. These agents engage in negotiations to select the media objects that best match the current programme and viewer profiles.
Resumo:
A large part of power dissipation in a system is generated by I/O devices. Increasingly these devices provide power saving mechanisms, inter alia to enhance battery life. While I/O device scheduling has been studied in the past for realtime systems, the use of energy resources by these scheduling algorithms may be improved. These approaches are crafted considering a very large overhead of device transitions. Technology enhancements have allowed the hardware vendors to reduce the device transition overhead and energy consumption. We propose an intra-task device scheduling algorithm for real time systems that allows to shut-down devices while ensuring system schedulability. Our results show an energy gain of up to 90% when compared to the techniques proposed in the state-of-the-art.
Resumo:
In distributed soft real-time systems, maximizing the aggregate quality-of-service (QoS) is a typical system-wide goal, and addressing the problem through distributed optimization is challenging. Subtasks are subject to unpredictable failures in many practical environments, and this makes the problem much harder. In this paper, we present a robust optimization framework for maximizing the aggregate QoS in the presence of random failures. We introduce the notion of K-failure to bound the effect of random failures on schedulability. Using this notion we define the concept of K-robustness that quantifies the degree of robustness on QoS guarantee in a probabilistic sense. The parameter K helps to tradeoff achievable QoS versus robustness. The proposed robust framework produces optimal solutions through distributed computations on the basis of Lagrangian duality, and we present some implementation techniques. Our simulation results show that the proposed framework can probabilistically guarantee sub-optimal QoS which remains feasible even in the presence of random failures.
Resumo:
A significant number of process control and factory automation systems use PROFIBUS as the underlying fieldbus communication network. The process of properly setting up a PROFIBUS network is not a straightforward task. In fact, a number of network parameters must be set for guaranteeing the required levels of timeliness and dependability. Engineering PROFIBUS networks is even more subtle when the network includes various physical segments exhibiting heterogeneous specifications, such as bus speed or frame formats, just to mention a few. In this paper we provide underlying theory and a methodology to guarantee the proper operation of such type of heterogeneous PROFIBUS networks. We additionally show how the methodology can be applied to the practical case of PROFIBUS networks containing simultaneously DP (Decentralised Periphery) and PA (Process Automation) segments, two of the most used commercial-off-the-shelf (COTS) PROFIBUS solutions. The importance of the findings is however not limited to this case. The proposed methodology can be generalised to cover other heterogeneous infrastructures. Hybrid wired/wireless solutions are just an example for which an enormous eagerness exists.