4 resultados para Reality Check
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:
Alasdair Gray is now an established figure in the Scottish literary scene and has numerous claims to be considered an important voice writing in English. First Lanark: A Life in Four Books (1981) and then 1982 Janine (1984) contributed to the recognition of Gray as one of the founding fathers of the new Scottish writing and as a figure of importance in international contemporary fiction due to his innovative, experimental and postmodernist novels. As the title of this dissertation - “Alasdair Gray’s 1982 Janine (1984): A Postmodernist Scottish Novel” - suggests, it aims at analysing the author’s second novel, 1982 Janine (1984), in a thematic and formal perspective, in order to justify the choice of the terms - Postmodernist and Scottish - to classify this novel. 1982 Janine projects a world through Jock McLeish’s mind and is a powerful stream-of-consciousness narrative. Jock is an alcoholic who lives a personal crisis and, therefore, tries to escape from his depressing reality through sexual fantasies and political diatribes. During a single night in a Scottish hotel room, he drinks and dreams, and spends the whole night alone with his fantasies and fears, his memories and hopes. In Chapter 11, the most daring experimental section of the novel, Jock attempts to commit suicide by taking an overdose of tablets with alcohol but fails. Following this, he decides to review his life and make for a new beginning; the novel thus closing with an optimistic note. Also, the narrative is based on a constant interweaving of sex fantasy with political satire, that is, it is through his protagonist that Gray manages to convey the state of Scotland as well as the concerns and aspirations of the Scottish people and then, proceed to a political and social critique. This dissertation appears structured in three chapters. In Chapter I - “Alasdair Gray: A Postmodernist Scottish Writer” - I present Gray as a powerful postmodernist writer who also sees himself as a Scottish author, and more particularly as a Glaswegian, who concentrates on Scottish subject matter in his literary work. In a first section, I offer a brief survey of the Scottish literary scene from the fourteenth to the twentieth century, in order to understand Gray’s choice of setting and themes and to check his influence or indebtedness to previous Scottish authors. As 1982 Janine is also a good example of selfconscious experimental writing, in a second section, I present various seminal fictional works that introduced and developed experimentalism in British fiction, in order to evaluate the influence of modernist developments in form and technique on recent experimental writing. The third section consists of an introduction to Gray’s work for he is not only a novelist, but also an artist, a playwright, a poet, an activist and a scholar. Chapter II - “Postmodernist Features in 1982 Janine” - aims at listing and examining the postmodernist devices that the novel includes, in what content and form are concerned. On the one hand, the use of a developed type of the modernist stream of consciousness, the presence of a protagonist who feels entrapped in a specific system, the quest for freedom, the incoherence and fragmentation of time, the nonchronological order of the narrative, the blending of fantasy and “reality”, as well as the importance of the Scottish material are definitely current aspects within postmodernist literature that can be found in Gray’s novel. On the other hand, the handling of literary self-conscious devices, such as typographical experimentation, presence of metafiction and intertextuality, and inclusion of an Epilogue, are likewise among recurrent postmodernist features. As the title - “A Narratological Analysis of 1982 Janine” - evidences, Chapter III offers a description of the mechanics of the narrative and its functioning in order to better understand the narrative technique of postmodernist fiction. This study is based primarily on Gérard Genette’s theoretical framework and terminology, presented in Narrative Discourse: An Essay in Method, an analytical tool that allows me to provide a more objective and scientific analysis. Hence, I follow the Genettian division of narrative discourse in Time, Mood and Voice while examining the novel. Finally, I proceed to a description of the intertextual relationships 1982 Janine establishes with other texts.
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.