347 resultados para Virtual Promotional Tools
Resumo:
El concepto web 2.0 se utiliza para denominar a un conjunto de aplicaciones que están siempre en evolución de acuerdo a los requerimientos que los usuarios van realizando. En la red podemos encontrar muchas herramientas desarrolladas en la línea de la web 2.0: blogs, wikis, herramientas para compartir marcadores, para compartir archivos, etc. Consideramos que el sistema educativo no puede estar al margen de esta evolución tecnológica y necesita adaptarse a todos los niveles. Las universidades también se encuentran en la necesidad de adecuarse a estos nuevos tiempos, y cada vez encontramos más experiencias formativas de trabajo colaborativo en red para favorecer el aprendizaje de los estudiantes. El trabajo que presentamos es un análisis de herramientas web 2.0 y de una recopilación de buenas prácticas docentes universitarias de desarrollo de metodologías colaborativas utilizando las TIC. Además, ofrecemos recomendaciones del uso de estas herramientas en los procesos de enseñanza y aprendizaje universitario.
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Objetivos. Valorar la utilidad de un fórum virtual sobre la discusión de un caso clínico por grupos para la presentación de un trabajo individual. Material y métodos. En uno de los seminarios de la asignatura Enfermedades del Aparato Respiratorio y ORL del grado de Medicina, se creó un fórum virtual para discutir un caso clínico por grupos, antes de presentar un trabajo individual. Se realizaron cuatro grupos (A, B, C y D) y se abrieron cuatro temas. Cada grupo sólo podía participar en uno, pero tenían que observar la evolución de los otros foros. El trabajo individual consistía en contestar a varias preguntas planteadas por el profesor relacionadas con el desarrollo del caso clínico virtual. Para analizar los resultados de la experiencia se valoró: el número de participaciones en el foro, el número de participaciones por grupo, la nota del trabajo individual y la opinión del profesor Resultados. Se realizaron 129 participaciones al foro. El grupo A fue el que más participó (27%). El 78% de los alumnos obtuvo una nota comprendida entre el 7 y el 9. Del análisis cualitativo del trabajo individual se observó que los alumnos contestaban correctamente las preguntas, pero no se basaban en lo que sus compañeros habían desarrollado en el foro. Conclusiones. Los foros virtuales basados en la discusión de casos clínicos pueden facilitar el aprendizaje colaborativo en alumnos del grado de Medicina.
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Pregunta de revisión: ¿El tratamiento de doble tarea con la incorporación del sistema de realidad virtual BioTrack favorece el equilibrio en los pacientes que han sufrido un traumatismo craneoencefálico? Objetivo: Determinar si el trabajo de doble tarea cognitivo-motor con la incorporación de realidad virtual favorece el equilibrio de los pacientes con traumatismo craneoencefálico. Metodología: se realizará un diseño de tipo experimental, aleatorio controlado y prospectivo. Se planteará un proyecto de 36 sesiones dividido en seis meses basado en trabajo de doble tarea cognitivo-motor con realidad virtual. Consta de un tratamiento combinado de ejercicios para el equilibrio con el soporte de realidad virtual BioTrack. Al mismo tiempo se trabajará la memoria y la atención para el trabajo cognitivo. Se compara con el grupo control que solo realiza ejercicios con BioTrack. La medida principal es el equilibrio medido con la berg balance scale y la influencia del trabajo cognitivo.
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Presentació del projecte de disseny i desenvolupament del nou web de la Biblioteca Virtual, a la Jornada Tècnica de UOC.
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We present a case study of the redesign of the organizational presentation and content of the Virtual Library website at the Universitat Oberta de Catalunya (Open University of Catalonia, UOC), based on a user-centered design strategy. The aim of the redesign was to provide users with more intuitive, usable and understandable content (textual content, resources and services) by implementing criteria of customization, transparency and proximity. The study also presents a selection of best practices for applying these criteria to the design of other library websites.
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This abstract presents how we redesigned, with user-centred design methods, the way we organize and present the content on the UOC Virtual Library website. The content is now offered in a way that is more intuitive, usable and easy to understand, based on criteria of customization, transparency and proximity.The techniques used to achieve these objectives included benchmarking, interviews and focus groups during the user requirement capture phase and user tests to assess the process and results.
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A sign of presence in virtual environments is that people respond to situations and events as if they were real, where response may be considered at many different levels, ranging from unconscious physiological responses through to overt behavior,emotions, and thoughts. In this paper we consider two responses that gave different indications of the onset of presence in a gradually forming environment. Two aspects of the response of people to an immersive virtual environment were recorded: their eye scanpath, and their skin conductance response (SCR). The scenario was formed over a period of 2 min, by introducing an increasing number of its polygons in random order in a head-tracked head-mounted display. For one group of experimental participants (n 8) the environment formed into one in which they found themselves standing on top of a 3 m high column. For a second group of participants (n 6) the environment was otherwise the same except that the column was only 1 cm high, so that they would be standing at normal ground level. For a third group of participants (n 14) the polygons never formed into a meaningful environment. The participants who stood on top of the tall column exhibited a significant decrease in entropy of the eye scanpath and an increase in the number of SCR by 99 s into the scenario, at a time when only 65% of the polygons had been displayed. The ground level participants exhibited a similar decrease in scanpath entropy, but not the increase in SCR. The random scenario grouping did not exhibit this decrease in eye scanpath entropy. A drop in scanpath entropy indicates that the environment had cohered into a meaningful perception. An increase in the rate of SCR indicates the perception of an aversive stimulus. These results suggest that on these two dimensions (scanpath entropy and rate of SCR) participants were responding realistically to the scenario shown in the virtual environment. In addition, the response occurred well before the entire scenario had been displayed, suggesting that once a set of minimal cues exists within a scenario,it is enough to form a meaningful perception. Moreover, at the level of the sympathetic nervous system, the participants who were standing on top of the column exhibited arousal as if their experience might be real. This is an important practical aspect of the concept of presence.
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Informe de l'anàlisi realitzat sobre el nou web de la Biblioteca Virtual de la UOC, mitjançant el mètode de test amb usuaris, per tal d'avaluar el grau d'usabilitat de la nova eina. L'anàlisi s'emmarca en el procés de disseny centrat en l'usuari que s'ha utilitzat per al seu disseny.
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Informe de l'anàlisi realitzat sobre el nou web de la Biblioteca Virtual de la UOC, per tal d'avaluar el grau d'usabilitat de la nova eina. És el segon test amb usuaris que es realitza del nou web i s'han analitzat els següents aspectes: l'accés a la col·lecció digital, les cinc funcionalitats més utilitzades del web i les cinc funcionalitats menys visibles del web.
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This paper presents the quantitative and qualitative findings from an experiment designed to evaluate a developing model of affective postures for full-body virtual characters in immersive virtual environments (IVEs). Forty-nine participants were each requested to explore a virtual environment by asking two virtual characters for instructions. The participants used a CAVE-like system to explore the environment. Participant responses and their impression of the virtual characters were evaluated through a wide variety of both quantitative and qualitative methods. Combining a controlled experimental approach with various data-collection methods provided a number of advantages such as providing a reason to the quantitative results. The quantitative results indicate that posture plays an important role in the communication of affect by virtual characters. The qualitative findings indicated that participants attribute a variety of psychological states to the behavioral cues displayed by virtual characters. In addition, participants tended to interpret the social context portrayed by the virtual characters in a holistic manner. This suggests that one aspect of the virtual scene colors the perception of the whole social context portrayed by the virtual characters. We conclude by discussing the importance of designing holistically congruent virtual characters especially in immersive settings.
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Transketolase is an enzyme involved in a critical step of the non-oxidative branch of the pentose phosphate pathway whose inhibition could lead to new anticancer drugs. Here, we report new human transketolase inhibitors, based on the phenyl urea scaffold, found by applying structure-based virtual screening. These inhibitors are designed to cover a hot spot in the dimerization interface of the homodimer of the enzyme, providing for the first time compounds with a suggested novel binding mode not based on mimicking the thiamine pyrophosphate cofactor.
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L'aplicació 8Ruedas és una botiga virtual desenvolupada amb llenguatge Java en la tecnologia J2EE. El projecte està estructurat dins el framework Struts2, que segueix un patró MVC (Model-Vista-Controlador) amb metodologia orientada a objectes.
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Our body schema gives the subjective impression of being highly stable. However, a number of easily-evoked illusions illustrate its remarkable malleability. In the rubber-hand illusion, illusory ownership of a rubber-hand is evoked by synchronous visual and tactile stimulation on a visible rubber arm and on the hidden real arm. Ownership is concurrent with a proprioceptive illusion of displacement of the arm position towards the fake arm. We have previously shown that this illusion of ownership plus the proprioceptive displacement also occurs towards a virtual 3D projection of an arm when the appropriate synchronous visuotactile stimulation is provided. Our objective here was to explore whether these illusions (ownership and proprioceptive displacement) can be induced by only synchronous visuomotor stimulation, in the absence of tactile stimulation.
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It has been shown that it is possible to generate perceptual illusions of ownership in immersive virtual reality (IVR) over a virtual body seen from first person perspective, in other words over a body that visually substitutes the person's real body. This can occur even when the virtual body is quite different in appearance from the person's real body. However, investigation of the psychological, behavioral and attitudinal consequences of such body transformations remains an interesting problem with much to be discovered. Thirty six Caucasian people participated in a between-groups experiment where they played a West-African Djembe hand drum while immersed in IVR and with a virtual body that substituted their own. The virtual hand drum was registered with a physical drum. They were alongside a virtual character that played a drum in a supporting, accompanying role. In a baseline condition participants were represented only by plainly shaded white hands, so that they were able merely to play. In the experimental condition they were represented either by a casually dressed dark-skinned virtual body (Casual Dark-Skinned - CD) or by a formal suited light-skinned body (Formal Light-Skinned - FL). Although participants of both groups experienced a strong body ownership illusion towards the virtual body, only those with the CD representation showed significant increases in their movement patterns for drumming compared to the baseline condition and compared with those embodied in the FL body. Moreover, the stronger the illusion of body ownership in the CD condition, the greater this behavioral change. A path analysis showed that the observed behavioral changes were a function of the strength of the illusion of body ownership towards the virtual body and its perceived appropriateness for the drumming task. These results demonstrate that full body ownership illusions can lead to substantial behavioral and possibly cognitive changes depending on the appearance of the virtual body. This could be important for many applications such as learning, education, training, psychotherapy and rehabilitation using IVR.
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Background: The repertoire of statistical methods dealing with the descriptive analysis of the burden of a disease has been expanded and implemented in statistical software packages during the last years. The purpose of this paper is to present a web-based tool, REGSTATTOOLS http://regstattools.net intended to provide analysis for the burden of cancer, or other group of disease registry data. Three software applications are included in REGSTATTOOLS: SART (analysis of disease"s rates and its time trends), RiskDiff (analysis of percent changes in the rates due to demographic factors and risk of developing or dying from a disease) and WAERS (relative survival analysis). Results: We show a real-data application through the assessment of the burden of tobacco-related cancer incidence in two Spanish regions in the period 1995-2004. Making use of SART we show that lung cancer is the most common cancer among those cancers, with rising trends in incidence among women. We compared 2000-2004 data with that of 1995-1999 to assess percent changes in the number of cases as well as relative survival using RiskDiff and WAERS, respectively. We show that the net change increase in lung cancer cases among women was mainly attributable to an increased risk of developing lung cancer, whereas in men it is attributable to the increase in population size. Among men, lung cancer relative survival was higher in 2000-2004 than in 1995-1999, whereas it was similar among women when these time periods were compared. Conclusions: Unlike other similar applications, REGSTATTOOLS does not require local software installation and it is simple to use, fast and easy to interpret. It is a set of web-based statistical tools intended for automated calculation of population indicators that any professional in health or social sciences may require.