87 resultados para interactive courseware
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Background: Interventions designed to increase workplace physical activity may not automatically reduce high volumes of sitting, a behaviour independently linked to chronic diseases such as obesity and type II diabetes. This study compared the impact two different walking strategies had on step counts and reported sitting times. Methods: Participants were white-collar university employees (n = 179; age 41.3 ± 10.1 years; 141 women), who volunteered and undertook a standardised ten-week intervention at three sites. Preintervention step counts (Yamax SW-200) and self-reported sitting times were measured over five consecutive workdays. Using pre-intervention step counts, employees at each site were randomly allocated to a control group (n = 60; maintain normal behaviour), a route-based walking group (n = 60; at least 10 minutes sustained walking each workday) or an incidental walking group (n = 59; walking in workday tasks). Workday step counts and reported sitting times were re-assessed at the beginning, mid- and endpoint of intervention and group mean± SD steps/day and reported sitting times for pre-intervention and intervention measurement points compared using a mixed factorial ANOVA; paired sample-t-tests were used for follow-up, simple effect analyses. Results: A significant interactive effect (F = 3.5; p < 0.003) was found between group and step counts. Daily steps for controls decreased over the intervention period (-391 steps/day) and increased for route (968 steps/day; t = 3.9, p < 0.000) and incidental (699 steps/day; t = 2.5, p < 0.014) groups. There were no significant changes for reported sitting times, but average values did decrease relative to the control (routes group = 7 minutes/day; incidental group = 15 minutes/day). Reductions were most evident for the incidental group in the first week of intervention, where reported sitting decreased by an average of 21 minutes/day (t = 1.9; p < 0.057). Conclusion: Compared to controls, both route and incidental walking increased physical activity in white-collar employees. Our data suggests that workplace walking, particularly through incidental movement, also has the potential to decrease employee sitting times, but there is a need for on-going research using concurrent and objective measures of sitting, standing and walking.
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El artículo presenta una parte de los resultados de una investigación realizada en 2008 donde se describen y analizan actores, contenidos y tendencias del marketing móvil en Cataluña. El marketing móvil está transformando las formas de comunicación publicitaria, ya que, al tratarse de un medio de comunicación unipersonal, directo e interactivo y gozar de una alta implantación en el mercado, hace que sea un instrumento especialmente atractivo para realizar muchos tipos de acciones de marketing. La investigación traza un primer mapa de la situación, propone una serie de categorías de análisis y futuras tendencias y sienta las bases para futuros estudios más específicos sobre marketing móvil.
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This paper presents a customizable system used to develop a collaborative multi-user problem solving game. It addresses the increasing demand for appealing informal learning experiences in museum-like settings. The system facilitates remote collaboration by allowing groups of learners tocommunicate through a videoconferencing system and by allowing them to simultaneously interact through a shared multi-touch interactive surface. A user study with 20 user groups indicates that the game facilitates collaboration between local and remote groups of learners. The videoconference and multitouch surface acted as communication channels, attracted students’ interest, facilitated engagement, and promoted inter- and intra-group collaboration—favoring intra-group collaboration. Our findings suggest that augmentingvideoconferencing systems with a shared multitouch space offers newpossibilities and scenarios for remote collaborative environments and collaborative learning.
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Este artículo analiza las obras de algunos artistas digitales que utilizan los recursos propios del medio digital como mensaje central. Nuestra intención será exponer las múltiples formas de utilizar, desarrollar y manipular el metalenguaje. Primeramente, con la intención de comprender estas obras, se elabora un contexto en que se plantearán unos precedentes, para ver, en una segunda parte, cómo el metalenguaje en nuestra actualidad artística y digital vuelve a ser muy utilizado, de manera que llega a convertirse en una metodología característica del arte contemporáneo y de los medios digitales. Palabras clave aleatoriedad, simulación, glitch, net art, interfaz, reactividad, interactividad
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Estudiar la comunicación publicitaria del siglo XXI nos permite entender la importancia del desarrollo actual de este tipo de comunicación. Sin duda un desarrollo que afecta enormemente en el modo en que las marcas llevan a cabo sus estrategias de publicidad con su público. Pero sin duda el formato audiovisual sigue siendo el formato más utilizado por anunciantes y agencias para contactar con su público. El siglo XX estuvo definido por el desarrollo del medio televisión, el siglo XXI por el desarrollo del medio internet, pero la pregunta que realmente nos plantea este cambio mediático es conocer si estamos hablando de un cambio de medio o de un cambio en las estrategias y formatos publicitarios audiovisuales utilizados para llegar al receptor. Los mensajes publicitarios actuales resaltan por una mayor interactividad con el espectador, un contacto voluntario de éste, en muchos casos, con nuestra campaña e incluso una participación activa de nuestro consumidor en la distribución de la campaña. Los formatos evolucionan, también la relación del consumidor con el mensaje publicitario audiovisual y el producto
Resumo:
Este artículo analiza las obras de algunos artistas digitales que utilizan los recursos propios del medio digital como mensaje central. Nuestra intención será exponer las múltiples formas de utilizar, desarrollar y manipular el metalenguaje. Primeramente, con la intención de comprender estas obras, se elabora un contexto en que se plantearán unos precedentes, para ver, en una segunda parte, cómo el metalenguaje en nuestra actualidad artística y digital vuelve a ser muy utilizado, de manera que llega a convertirse en una metodología característica del arte contemporáneo y de los medios digitales. Palabras clave aleatoriedad, simulación, glitch, net art, interfaz, reactividad, interactividad
Resumo:
L'objectiu principal és oferir uns recursos educatius multimèdia (en format HTML i JAVA) utilitzables en línea (Internet) o en suport autònom (CD-ROM) per a l'autoformació i l'autoevaluació ...
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The eruption of Web 2.0 has transformed the uses and strategies of political communication. The campaign developed by Obama's team is a good example of the electoral efficiency of these new tools whose results we are now analysing and evaluating. While our present leaders could be classified as the "fax generation", the North American experience opens the doors to a new way of relating with the electoral masses. With these new instruments of interactive communication, voters have the space to be able to make their voices heard and to be able to affect the electoral programme, something which undoubtedly benefits an election campaign's degree of democratic quality
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La hibridació de les noves tecnologies amb la posada en escena, en obres i espais de representació, està obrint noves formes d'aproximació al fet dramatúrgic. Així s'ha esdevingut en la història del teatre sobre l'escriptura, l'escenografia o l'acció actoral. El que aquí volem tractar és com les tecnologies interactives poden representar un altre d'aquests moments d'inflexió. Aquest article parteix de l'experiència obtinguda en la direcció, juntament amb Montse Figueras, de la instal·lació Prometzeus presentada a la sala Muncunill de Terrassa el 2004. Una aproximació amateur en l’experimentació de noves dramatúrgies que feia ús de tecnologies audiovisuals interactives. Volem presentar una primera reflexió sobre la qüestió i exposar set d'aquestes possibles reformulacions. Set punts on les tecnologies interactives reformulen el llenguatge teatral.
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Digital art interfaces presents cognitiveparadigms that deals with the recognition of the symbols and representations through interaction.What is presented in this paper is anapproximation of the bodily experience in that particular scenario and a new proposal which has the aim to contribute more ideas and criteria in the analysis of the learning process of aparticipant discovering an interactive space or interface. For that I propose a first new approach where metaphorically I tried to extrapolate the stages of the psychology of development stated byJean Piaget in the interface design domain.
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A crucial step for understanding how lexical knowledge is represented is to describe the relative similarity of lexical items, and how it influences language processing. Previous studies of the effects of form similarity on word production have reported conflicting results, notably within and across languages. The aim of the present study was to clarify this empirical issue to provide specific constraints for theoretical models of language production. We investigated the role of phonological neighborhood density in a large-scale picture naming experiment using fine-grained statistical models. The results showed that increasing phonological neighborhood density has a detrimental effect on naming latencies, and re-analyses of independently obtained data sets provide supplementary evidence for this effect. Finally, we reviewed a large body of evidence concerning phonological neighborhood density effects in word production, and discussed the occurrence of facilitatory and inhibitory effects in accuracy measures. The overall pattern shows that phonological neighborhood generates two opposite forces, one facilitatory and one inhibitory. In cases where speech production is disrupted (e.g. certain aphasic symptoms), the facilitatory component may emerge, but inhibitory processes dominate in efficient naming by healthy speakers. These findings are difficult to accommodate in terms of monitoring processes, but can be explained within interactive activation accounts combining phonological facilitation and lexical competition.
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Learning objects have been the promise of providing people with high quality learning resources. Initiatives such as MIT Open-CourseWare, MERLOT and others have shown the real possibilities of creating and sharing knowledge through Internet. Thousands of educational resources are available through learning object repositories. We indeed live in an age of content abundance, and content can be considered as infrastructure for building adaptive and personalized learning paths, promoting both formal and informal learning. Nevertheless, although most educational institutions are adopting a more open approach, publishing huge amounts of educational resources, the reality is that these resources are barely used in other educational contexts. This paradox can be partly explained by the dificulties in adapting such resources with respect to language, e-learning standards and specifications and, finally, granularity. Furthermore, if we want our learners to use and take advantage of learning object repositories, we need to provide them with additional services than just browsing and searching for resources. Social networks can be a first step towards creating an open social community of learning around a topic or a subject. In this paper we discuss and analyze the process of using a learning object repository and building a social network on the top of it, with respect to the information architecture needed to capture and store the interaction between learners and resources in form of learning object metadata.