4 resultados para Appearance-reality Distinction
em Repositório Digital da UNIVERSIDADE DA MADEIRA - Portugal
Resumo:
Os computadores e os jogos de consola, são um vocabulário bem comum dos jovens e das crianças de hoje. No entanto, na maior parte das escolas, o processo de ensino-aprendizagem continua a ser feito da forma tradicional através do recurso aos quadros pretos e aos cadernos. Este projecto pretende mostrar que, se as aulas forem dadas de uma forma mais interactiva, as crianças estarão mais motivadas e consequentemente a taxa de aprendizagem terá tendência a aumentar. Pretende-se então, utilizar a tecnologia – a Realidade Aumentada, acreditando que será uma mais valia para o ensino, pois permite estabelecer novas relações com o saber, ultrapassando os limites dos materiais tradicionais e contribuindo para a diminuição da distância entre os alunos e o conhecimento.
Resumo:
As crianças do jardim de infância/pré-escola são um grupo de utilizadores muito especiais, uma vez que se encontram numa fase inicial das suas vidas onde têm de aprender a viver em sociedade, isto é, aprender a ouvir e respeitar as opiniões dos outros, partilhar os mesmos objectos e também a ajudar-se mutuamente. Este estudo mostra que através da utilização da tecnologia Realidade Aumentada, estas crianças são capazes de colaborar de uma forma espontânea suportada pela motivação, envolvimento e curiosidade. Descreve-se o design e a avaliação de um jogo de Realidade Aumentada, que consiste num sistema educativo para o ensino de crianças do pré-escolar. Este jogo permite que as crianças explorem conceitos tais como os animais e os meios onde vivem através de marcadores de Realidade Aumentada e de um tabuleiro de madeira. Estes marcadores consistem nas peças do jogo e através deles, as crianças podem manipular objectos virtuais em 3D. Foram realizados testes com diversas turmas de crianças em diferentes ambientes de aprendizagem, nomeadamente em escolas e num museu. Os resultados sugerem que o jogo é eficaz para obter níveis altos de concentração, motivação e colaboração entre as crianças, particularmente quando o feedback do jogo é fornecido de forma imediata. Os resultados mostram também que o jogo tem um impacto positivo sobre a experiência de aprendizagem das crianças.
Resumo:
“A Narratological Analysis of D. M. Thomas’s The White Hotel (1981)” originated within a seminar on British Postmodernist Literature during the first Master’s Degree in “British and North-American Culture and Literature” (2001-04) at the Universidade da Madeira set up by the Department of English and German Studies. This dissertation seeks to present a narratological analysis of Thomas’s novel. The White Hotel stands as a paradigmatic example of the kind of literature that has dominated the British literary scene in the past three decades, commonly referred to as postmodernist fiction, owing to its formal craftsmanship (multiplicity of narrative voices and perspectives, mixing of differing genres and text types, inclusion of embedded narratives) alongside the handling of what are deemed as postmodernist topoi (the distinction between truth and lies, history and fantasy, fact and fiction, the questioning of the nature of aesthetic representation, the role the author and the reader hold in the narrative process, the instability of the linguistic sign, the notion of originality and the moral responsibility the author has towards his/her work), The narratological approach carried out in this research reveals that Thomas’s text constitutes an aesthetic endeavour to challenge the teleological drive that is inherent in any narrative, i. e., the inevitable progression towards a reassuring end. Hence, the subversion of narrative telling, which is a recurrent feature in Thomas’s remaining literary output, mirrors the contemporary distrust in totalising, hierarchised and allencompassing narratives. In its handling of historical events, namely of the Holocaust, The White Hotel invites us to reassess the most profound beliefs we were taught to take for granted: progress, reality and truth. In their place the novel proposes a more flexible conception of both the world and art, especially of literary fiction. In other terms, the world appears as a brutal chaotic place the subject is forced to adjust to. Accordingly, the literary work is deemed hybrid, fragmented and open. So as to put forth the above-mentioned issues, this research work is structured in three main chapters. The initial chapter – “What is Postmodernism?” – advances a scrutiny not only of the seminal but also of more recent studies on postmodernist literary criticism. Following this, in Chapter II – “Postmodernist British Fiction” – a brief overview of postmodernist British fiction is carried out, focusing on the fictional works that, in my opinion, are fundamental for the periodising of British postmodernism. In addition, I felt the need to include a section – “D. M. Thomas as a Postmodernist Novelist” – in which the author’s remaining literary output is briefly examined. Finally, Chapter III – “A Narratological Analysis of The White Hotel” – proposes a narratological analysis of the novel according to the particular Genettian analytical model. To conclude, my dissertation constitutes an approach to D. M. Thomas’s The White Hotel as a text whose very existence is substantiated in the foregrounding of the contingency of all discourses, meeting the postmodernist precepts of openness and subversion of any narrative that claims to be true, globalising and all-inclusive.
Resumo:
This thesis reports on research done for the integration of eye tracking technology into virtual reality environments, with the goal of using it in rehabilitation of patients who suffered from stroke. For the last few years, eye tracking has been a focus on medical research, used as an assistive tool to help people with disabilities interact with new technologies and as an assessment tool to track the eye gaze during computer interactions. However, tracking more complex gaze behaviors and relating them to motor deficits in people with disabilities is an area that has not been fully explored, therefore it became the focal point of this research. During the research, two exploratory studies were performed in which eye tracking technology was integrated in the context of a newly created virtual reality task to assess the impact of stroke. Using an eye tracking device and a custom virtual task, the system developed is able to monitor the eye gaze pattern changes over time in patients with stroke, as well as allowing their eye gaze to function as an input for the task. Based on neuroscientific hypotheses of upper limb motor control, the studies aimed at verifying the differences in gaze patterns during the observation and execution of the virtual goal-oriented task in stroke patients (N=10), and also to assess normal gaze behavior in healthy participants (N=20). Results were found consistent and supported the hypotheses formulated, showing that eye gaze could be used as a valid assessment tool on these patients. However, the findings of this first exploratory approach are limited in order to fully understand the effect of stroke on eye gaze behavior. Therefore, a novel model-driven paradigm is proposed to further understand the relation between the neuronal mechanisms underlying goal-oriented actions and eye gaze behavior.