20 resultados para Interação Homem-Televisão Digital


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The consumption has become a major pillar of modern capitalism and at the same time, one of the factors that relate to social inequality. Karl Marx developed the theory of historical materialism which maintains a history of society determined by class struggle and the! exploitation of man by man. Considered to be overtaken by those who believe that Marxism is synonymous with real socialism, the Marxist ideals seem more present than in the Western world which each individual takes the individualization (loss of sense of public and collective) and the alienation by the work. Weassumed we could work on these issues in student education, even in elementary school, through questioning of the consumer society, with the criticism of television and the media, the main promoter of the current sense of consumption, as an initial step that could lead to future autonomy of theindividual. The theory of ideology and ideas of Paulo Freire's liberating education theory permeated the experience that happened as a participant observation of groups in the discipline of sociology in the unit 2 of the Colégio Pedro II in Rio de Janeiro, the state capital, an institution under the direct administration Ministry of Education. Wehave found fertile ground in which the students were able to understand and question the meaning of advertising media

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Stroke is nowadays one of the main causes of death in Brazil and worldwide. During the rehabilitation process, patients undergo physioterapic exercises based on repetition, which may cause them to feel little progress is being made. Focusing on themes from the areas of Human-Computer Interaction and Motor Imagery, the present work describes the development of a digital game concept aimed at motor rehabilitation to the neural rehabilitation of patients who have suffered a stroke in a playful and engaging way. The research hypothesizes that an interactive digital game based on Motor Imagery contributes to patients' raised commitment in the stroke sequel rehabilitation process. The research process entailed the investigation of 10 subjects who live with sequels caused by stroke - it was further established that subjects were over 60 years old. Using as foundation an initial survey regarding target-users' specificities, where an investigation on subjectrelated aspects was carried out through Focus Group (n=9) and Contextual Analysis (n=3), having as subjects elderly individuals, a list with the necessary requirements for the conceptualization of a digital game was fleshed out. The initial survey also enabled the establishment of preliminary interactions for the formulation of game prototypes. At first, low-resolution prototypes were used, with two distinct interaction models for the game - one with a direct approach to the Motor Imagery concept, and another using a narrative with characters and scene settings. The goal was to verify participants' receptivity regarding the addition of playful activities into game dynamics. Prototypes were analyzed while being used by five patients, through the Cooperative Evaluation technique. The tests indicated a preference for option with elements in a playful narrative. Based on these results high fidelity prototypes were created, where concepts close to the game's final version were elaborated. The High Fidelity prototype was also evaluated with four patients through the Cooperative Evaluation technique. It was concluded that elderly individuals and patients were receptive to the idea of a digital game for the rehabilitation from sequels caused by stroke; that, for the success of devices aimed at these cohorts, their contexts, needs and expectations must be respected above all; and that user-centered design is an essential approach in that regard.

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Using the digital whiteboard and its resources , classes become much more motivating and interesting than those that only require the chalk or whiteboard. In the face of still images , or moving, this technology has caused a broader interaction between the student, the content taught and the teacher bringing positive and significant changes to education. In this work, we discuss the technological evolution of education, new educational technologies, the digital blackboard and your pedagogical applications inmath classes and howthe teacher can mount it using resources available at the school and other relatively low cost. Finally, we will address the concept of homography and how it is applied in its operation.

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Using the digital whiteboard and its resources , classes become much more motivating and interesting than those that only require the chalk or whiteboard. In the face of still images , or moving, this technology has caused a broader interaction between the student, the content taught and the teacher bringing positive and significant changes to education. In this work, we discuss the technological evolution of education, new educational technologies, the digital blackboard and your pedagogical applications inmath classes and howthe teacher can mount it using resources available at the school and other relatively low cost. Finally, we will address the concept of homography and how it is applied in its operation.

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BEZERRA, Gesiane Ferreira; CÂMARA, Rafael Silva da; SANTOS, Valdete Honorato dos et al. As bibliotecas escolares digitais contituídas através de uma rede de conhecimento digital. In: SEMINÁRIO DE PESQUISA DO CENTRO DE CIENCIAS SOCIAIS APLICADAS, 16, 2010. Natal. Anais eletrônicos... Natal: SEMINÁRIO CCSA, 2010. Trabalho oral. Disponível em:. Acesso em: 25 nov. 2011.