10 resultados para Museu, internet, museu virtual, wiki.
em Universidade Federal do Rio Grande do Norte(UFRN)
Resumo:
Os museus como centros de ciências, enquanto espaços de educação não formal podem, por meio da participação ativa do público, promover a compreensão da ciência ao aguçar a curiosidade do indivíduo e estimular o prazer pela descoberta. Ação desenvolvida como intervenção acadêmica, social e cultural associada ao PIBID/UFRN/Biologia, tem como objetivo avaliar o uso de espaço de ensino não formal, na aprendizagem de conceitos, promovendo a alfabetização científica através de uma exposição em um museu de ciências e morfológicas. A visitação foi realizada no Museu de Ciências Morfológicas da UFRN, com alunos do 1º ano do ensino médio da escola Estadual Lourdes Guilherme, sendo aplicados questionários de pré e pós-visita sobre a Evolução dos Vertebrados, com intuito de analisar a contribuição do museu na aprendizagem destes conteúdos. A porcentagem de acertos no questionário pré-visita variou entre 8 e 68% em relação ao conhecimento geral dos alunos quanto à evolução dos vertebrados, enquanto no pós-visita essa variação foi de 16 a 90%. Com base nesses primeiros resultados verificamos o quanto os museus interativos de ciência se apresentam como um espaço educativo complementar à educação formal, possibilitando a ampliação e a melhoria do conhecimento científico de estudantes. Isso demonstra que o uso de espaços não formais contribui para a aprendizagem significativa, além de promover a alfabetização científica destes alunos ao gerar a compreensão da ciência e aguçar a curiosidade dos mesmos para o prazer da descoberta.
Resumo:
This work was developed from the research field in the Museu Câmara Cascudo (MCC) and the theoretical research in Museum Studies, enlarging the idea of museum while ambience of culture. We believe that the MCC, located in the city of Natal RN, is a relevant sociocultural institution because it is a university museum, because it was created two years after the foundation of the Universidade Federal do Rio Grande do Norte, and because it develops researches and studies about man on his physical and cultural aspects. Thus, this work is made up by a reflection on the transient and mobile aspect of culture living culture to understand the role of the museum in contemporary society. The MCC analysis, including its history, its functioning, its main activities, and its expositions, illustrates one part of our investigation. The other part is composed by theoretical consideration made from the reading of authors such as Bauman, Lévi-Strauss, Morin, Kristeva, Foucault, Le Goff, among others
Resumo:
Se todas as categorias de arte passam por variados processos de legitimação, existe uma, em particular, onde a questão da legitimidade é fundamental, por ser determinante de sua própria existência: a arte popular, que só existe realmente, como categoria artística, a partir do momento em que é reconhecida pelas instâncias oficiais. O presente trabalho analisa o processo de legitimação artística da gravura popular, produção que se desenvolve às margens do sistema oficial, como ilustração dos folhetos de cordel vendidos em mercados públicos, antes de se tornar uma categoria privilegiada da “arte popular”, colecionada e exposta em museus nacionais e internacionais
Resumo:
Os museus como centros de ciências, enquanto espaços de educação não formal podem, por meio da participação ativa do público, promover a compreensão da ciência ao aguçar a curiosidade do indivíduo e estimular o prazer pela descoberta. Ação desenvolvida como intervenção acadêmica, social e cultural associada ao PIBID/UFRN/Biologia, tem como objetivo avaliar o uso de espaço de ensino não formal, na aprendizagem de conceitos, promovendo a alfabetização científica através de uma exposição em um museu de ciências e morfológicas. A visitação foi realizada no Museu de Ciências Morfológicas da UFRN, com alunos do 1º ano do ensino médio da escola Estadual Lourdes Guilherme, sendo aplicados questionários de pré e pós-visita sobre a Evolução dos Vertebrados, com intuito de analisar a contribuição do museu na aprendizagem destes conteúdos. A porcentagem de acertos no questionário pré-visita variou entre 8 e 68% em relação ao conhecimento geral dos alunos quanto à evolução dos vertebrados, enquanto no pós-visita essa variação foi de 16 a 90%. Com base nesses primeiros resultados verificamos o quanto os museus interativos de ciência se apresentam como um espaço educativo complementar à educação formal, possibilitando a ampliação e a melhoria do conhecimento científico de estudantes. Isso demonstra que o uso de espaços não formais contribui para a aprendizagem significativa, além de promover a alfabetização científica destes alunos ao gerar a compreensão da ciência e aguçar a curiosidade dos mesmos para o prazer da descoberta.
Resumo:
In The paradoxical happiness , Gilles Lipovetsky elects five major paradigmatic models that command the pleasure and happiness in our societies. Starting with the paradigmatic models of penia (where it is emphasized the existential dissatisfaction supplied by the consumption and where advertising has a special place, bombarding consumers and creating consumer needs, in addition to selling a lifestyle rather than the products themselves), and narcissus (model constructed on the basis of self-exaltation and abdication of the social and political) intends to examine the relationship between the consumption exercised by young people and the advertising displayed on social networking sites, focusing on the social media Facebook, observing the virtual fan pages of the following brands: Coca-Cola; Pepsi; BlackBerry, Nokia, Riachuelo and C&A and their relationships with their consumers
Resumo:
This research aims to acknowledge the virtual dating phenomenon. The research deals with this phenomenon in Orkut, a social networking website. Thus, it considers debates and forums that were present in a Brazilian Orkut online community called Conheci meu amor pela internet (I met my love through the Internet). As a staring point the research dealt with issues such as: what are the debates about? How can we deal with practices that question their own dating process? According to the initial hypothesis, these debates reveal different contemporary social aspects: 1) they emerge as a response to demands on behalf of a society that is rather reflexive. This reflexive element is fundamental for the constitution of the self 2) these debates work as support elements in social relations that are built upon this sphere. In this context, individuals write about themselves and constitute themselves as real individuals that acquire a sense as subjects; and 3) people discuss online dating as form reconstructing former experiences. Empirical analysis demonstrates that these forums and polls present themselves as a social phenomenon that allows a particular form of self presentation on the internet. In order for these subjects to present themselves they built their own self narratives. What is possible to acknowledge considering these narratives is that there is a predominance of the element of intrigue that is further solved and demonstrate a satisfactory result. These narrators then choose online dating situation that present happy endings and happiness that are associated to romantic ideals that are worthwhile being shown. The contents present in these narratives are dealt with by the research. Thus, this work defends the thesis that the online dating narratives are a mixture of facts and fiction once all experiences deal with romantic imaginary as well as personal dating experience. Thus, the research is an attempt to understand what goes on the forums and debates that deal with the fictionalized and dramatized daily experiences in the performances that are similar to games. This is possible due to the fact that there is use of romantic fables and concrete experiences realized by online dating
Resumo:
A presente pesquisa objetivou estudar as relações entre os fatores intervenientes para a satisfação no processo de compras baseadas na Internet e sua influência na fidelidade online (e-loyalty), na visão dos consumidores de varejo virtual. Para tanto, foi utilizado como instrumento de coleta de dados um questionário baseado em fatores de qualidade e fidelidade oriundos dos serviços convencionais, que foi adaptado para a realidade dos serviços digitais. A pesquisa caracteriza-se como exploratória, de natureza quantiqualitativa. A análise quantitativa descreveu e testou a relação de variáveis de qualidade do site e de preço dos produtos do site com as variáveis de satisfação. Neste caso, foram utilizadas técnicas estatísticas como distribuição de freqüência, médias e desvio-padrão e correlação de postos de Spearman. Já na abordagem qualitativa, foi empregada a análise de conteúdo para uma questão aberta relacionada com a identificação dos fatores que levam a fidelidade digital. A pesquisa de campo foi feita com uma amostra de 44 alunos de pós-graduação em nível de Especialização da Universidade Federal do Rio Grande do Norte. Os resultados da análise quantitativa evidenciaram que a qualidade está ligada à satisfação dos clientes em vários fatores, mas o preço não influencia muito na satisfação. Na análise qualitativa, a segurança do website e os preços oferecidos são fatores que potencialmente fidelizam os clientes digitais, segundo a perspectiva dos entrevistados. O fator segurança e confiança no website foi considerado o mais crítico para a fidelidade dos clientes que compram pela Internet
Resumo:
The use of graphical objects three-dimensional (3D) multimedia applications is gaining more space in the media. Networks with high transmission rates, computers with large processing and graphics boost and popularize such three-dimensional applications. The areas of 3D applications ranging from military applications, entertainment applications geared up for education. Within the applications related to education, we highlight the applications that create virtual copies of cultural spaces such as museums. Through this copy, you can virtually visit a museum, see other users, communicate, exchange information on works, etc. Thereby allowing the visit museums physically distant remote users. A major problem of such virtual environments is its update. By dealing with various media (text, images, sounds, and 3D models), its subsequent handling and update on a virtual environment requires staff with specialized knowledge. Speaking of museums, they hardly have people on your team with this profile. Inside the GT-MV (Grupo de Trabalho de Museus Virtuais), funded by RNP (Rede Nacional de Ensino e Pesquisa) propose a portal for registration, amendment and seen collaborative virtual museums of Brazil. The update, be it related to work or physical space, a system with a national scale like this, would be impossible if done only by the project team. Within this scenario, we propose the modeling and implementation of a tool that allows editing of virtual spaces in an easy and intuitive as compared with available tools. Within the context of GT-MV, we apply the SAMVC (Sistema de Autoria de Museus Virtuais Colaborativos) to museums where curators build the museum from a 3D floor plan (2D). The system, from these twodimensional information, recreates the equivalent in three dimensions. With this, through little or no training, team members from each museum may be responsible for updating the system
Resumo:
This thesis will discuss the topic architectural atmospheres, based on Peter Zumthor's works and narrative. The subject "architectural atmospheres" is defined in the study as the "complex and general condition, realized by the user during the experience of a place". Atmospheres are composed of the overlap of all physical qualities that compound a space and its perception, conditioned by individual issues of the user. The atmosphere is realized through all human body receivers, in a multi-sensorial process, and affects qualitatively the spacial experience of the places created by architecture. The study has three chapters. The first chapter is a reflection on the issues that architectural atmospheres present. It passes through the concept and definition of the subject and includes a compilation of design principles that act on the architectural atmosphere composition in a variety of projects by a range of professionals. In the second chapter, the procedures adopted by Peter Zumthor in his design process that focus on atmosphere composition are studied. In the third and last chapter, Brother Claus Chapel (Wachendorf, German) and Kolumba Museum (Colon, German) projects, both by Peter Zumthor, are analyzed, in order to comprehend the complex role of elements that constitute the architectural atmosphere of each of these places. The methodology used throughout the thesis consists of bibliography and documental analysis, based on books, plans and material searched on Internet. Furthermore, the project analysis counted with the personal experience of the author of this thesis upon visiting the studied buildings. Finally, in conclusion, it is realized that when architecture is made in order to touch the user, expressed by its built objects, it can be provide a vast conceptual and theoretical basis that valorizes and enriches the experience of its use. It (the architectural atmosphere) is related to an approach that uses the same elements of any other construction, but distinguishes itself by the connections that it implies with humans and its environment. In the face of new patterns unveiled for contemporary architecture, this study contribution is based around the opportunity to understand this particular relationship between user and architectural object, identified as a phenomenological approach of architecture, as well as to update the subject bibliography, still scarce among Brazilian universities.
Resumo:
The localization of mobile robots in indoor environments finds lots of problems such as accumulated errors and the constant changes that occur at these places. A technique called global vision intends to localize robots using images acquired by cameras placed in such a way that covers the place where the robots movement takes place. Localization is obtained by marks put on top of the robot. Algorithms applied to the images search for the mark on top of the robot and by finding the mark they are able to get the position and orientation of the robot. Such techniques used to face some difficulties related with the hardware capacity, fact that limited their execution in real time. However, the technological advances of the last years changed that situation and enabling the development and execution of such algorithms in plain capacity. The proposal specified here intends to develop a mobile robot localization system at indoor environments using a technique called global vision to track the robot and acquire the images, all in real time, intending to improve the robot localization process inside the environment. Being a localization method that takes just actual information in its calculations, the robot localization using images fit into the needs of this kind of place. Besides, it enables more accurate results and in real time, what is exactly the museum application needs.