36 resultados para ambientes virtuais de aprendizagem
em Universidade Federal do Rio Grande do Norte(UFRN)
Resumo:
The technological evolution has been making the Distance Education accessible for a greater number of citizens anytime and anywhere. The potential increase of the supply for mobile devices integrated to mobile learning environments allows that the information comes out of the physical environment, creating opportunities for students and teachers to create geographically distributed learning scenarios. However, many applications developed for these environments remain isolated from each other and do not become integrated sufficiently into the virtual learning environments (AVA). This dissertation presents an interoperability model between mobile devices and distinct AVA based on webservices. For the conception of this model, requirements engineering and software architecture techniques were used. With the goal of showing the model viability, a mobile application focused on surveys has been developed, and additionally, the main functionalities related to the interoperability were tested
Resumo:
Este trabalho tem dois objetivos: avaliar a usabilidade de três interfaces de ambientes virtuais de educação à distância através de duas técnicas avaliativas e identificar os fatores influenciadores da percepção de usabilidade dos ambientes avaliados. Os sistemas de educação à distância escolhidos foram o AulaNet, o E-Proinfo e o Teleduc, por serem desenvolvidos no Brasil e terem distribuição gratuita. A avaliação da usabilidade foi realizada através de duas técnicas documentadas na literatura. A primeira técnica de avaliação, do tipo preditiva ou diagnóstica, foi realizada pelo autor e um concluinte do curso de Sistemas de Informação do Centro Federal de Educação Tecnológica do estado do Piauí (CEFET-PI), mediante a observação de um checklist denominado Ergolist. A segunda avaliação, do tipo prospectivo, foi efetivada com o usuário sendo o próprio avaliador das interfaces, através de um questionário. A amostra foi composta de 15 professores e 15 alunos do CEFET-PI. Os resultados colhidos foram analisados a partir da estatística descritiva e testes de chi-quadrado. Os resultados mostraram que os ambientes apresentarem problemas de adaptabilidade, pois não possuem flexibilidade e nem levam em consideração a experiência do usuário. Na análise inferencial, foi constatado que o tempo de uso da Internet não afetou significativamente sua avaliação da usabilidade dos três ambientes, assim como na maior parte das variáveis de usabilidade não foram influenciadas pelo tipo de usuário , sexo e escolaridade . Por outro lado, em vários dos critérios ergonômicos avaliados, as variáveis de sistema tipo de ambiente e experiência com computador e a variável demográfica faixa etária afetaram a percepção de usabilidade dos ambientes virtuais de educação à distância
Resumo:
Furthered mainly by new technologies, the expansion of distance education has created a demand for tools and methodologies to enhance teaching techniques based on proven pedagogical theories. Such methodologies must also be applied in the so-called Virtual Learning Environments. The aim of this work is to present a planning methodology based on known pedagogical theories which contributes to the incorporation of assessment in the process of teaching and learning. With this in mind, the pertinent literature was reviewed in order to identify the key pedagogical concepts needed to the definition of this methodology and a descriptive approach was used to establish current relations between this conceptual framework and distance education. As a result of this procedure, the Contents Map and the Dependence Map were specified and implemented, two teaching tools that promote the planning of a course by taking into account assessment still in this early stage. Inserted on Moodle, the developed tools were tested in a course of distance learning for practical observation of the involved concepts. It could be verified that the methodology proposed by the above-mentioned tools is in fact helpful in course planning and in strengthening educational assessment, placing the student as central element in the process of teaching and learning
Resumo:
In this work, we propose the Interperception paradigm, a new approach that includes a set of rules and a software architecture for merge users from different interfaces in the same virtual environment. The system detects the user resources and provide transformations on the data in order to allow its visualization in 3D, 2D and textual (1D) interfaces. This allows any user to connect, access information, and exchange information with other users in a feasible way, without needs of changing hardware or software. As results are presented two virtual environments builded acording this paradigm
Resumo:
A progressiva diminuição de carga horária destinada às disciplinas baseadas em microscopia, os altos custos dos laboratórios e a necessidade de materiais multimídia que integrem a teoria com a prática e incentivem os alunos a estudar têm propiciado o desenvolvimento de atlas interativos e ambientes virtuais de aprendizagem, que são, em geral, pouco adotados por professores e alunos. O presente trabalho descreve o desenvolvimento de um ambiente virtual de aprendizagem de Histologia, baseado na metodologia de design participativo e em princípios da ergopedagogia, no qual alunos e professores conduziram sua construção. Com base na avaliação do protótipo, concluiu-se que, embora os ambientes virtuais devam adequar-se às necessidades de aprendizagem, características dos alunos e ao contexto de uso, é preciso que os professores integrem estes recursos em suas práticas de ensino, para seu uso efetivo
Resumo:
Panoramic rendering is the visualization of three-dimensional objects in a virtual environment through a wide viewing angle. This work investigated if the use of panoramas is able to promote faster searches in a virtual environment. Panoramas allow the presentation of space through less need to change the orientation of the camera, especially for the case of projections spanning 360º surrounding the user, which can benefit searching. However, the larger the angle, more distorted is the visualization of the environment, causing confusion in navigation. The distortion is even bigger when the user changes the pitch of the camera, by looking up or down. In this work we developed a technique to eliminate specifically the distortions caused by changes in pitch, which was called hemispheric projection. Experiments were done to evaluate the performance of search navigation through perspective, cylindrical and hemispherical projections. The results indicate that navigating with perspective projection is superior than navigating with panoramic projections, possibly due to factors such as (i) lack of experience of the participants in understanding the scenes displayed as panoramas, (ii) the inherent presence of distortion in panoramic projections and (iii) a lower display resolution because the objects are presented in smaller sizes in panoramic projections, making the perception of details more difficult. However, the hemispherical projection was better than the cylindrical, indicating that the developed technique provides benefits for navigation compared to current techniques of panoramic projection. The hemispheric projection also provided the least amount of changes of camera orientation, which is an indication that the hemispheric projections may be particularly useful in situations where there are restrictions on the ease to change the orientation. Future research will investigate the performance of cameras interactions on slower devices, such as using only keyboard, or brain-machine interfaces
Resumo:
The correct distance perception is important for executing various interactive tasks such as navigation, selection and manipulation. It is known, however, that, in general, there is a significant distance perception compression in virtual environments, mainly when using Head-Mounted Displays - HMDs. This perceived distance compression may bring various problems to the applications and even affect in a negative way the utility of those applications that depends on the correct judgment of distances. The scientific community, so far, have not been able to determine the causes of the distance perception compression in virtual environments. For this reason, it was the objective of this work to investigate, through experiments with users, the influence of both the field-of-view - FoV - and the distance estimation methods on this perceived compression. For that, an experimental comparison between the my3D device and a HMD, using 32 participants, seeking to find information on the causes of the compressed perception, was executed. The results showed that the my3D has inferior capabilities when compared to the HMD, resulting in worst estimations, on average, in both the tested estimation methods. The causes of that are believed to be the incorrect stimulus of the peripheral vision of the user, the smaller FoV and the smaller immersion sense, as described by the participants of the experiment.
Resumo:
This study aims to analyze the communication graphics of layouts of hypermedia interfaces oriented to Distance Education via the Internet. This proposal is justified by widening the offer of courses that modality and the consequent application of items of hypermedia for teaching-learning. The method of analysis involved the search nethnographic, addressed to the cycle student intermediary of the Training Program Continuing Medias in Education, and the evaluation heuristic of the interfaces of Virtual Learning Environment "E-Proinfo" and of the modules of the Cycle. This evaluation we observed the implementation of the attributes of usability and the degree of interactivity of each interface. The results revealed an inefficient implementation of the attributes of usability, which meant a consequent reduction of the levels of interactivity. As proposing the present Design Virtual Learning, a model of hypermedia layout, designed to generate usability for Virtual learning environments and extend the acquisition of literancy for students and tutors. This proposal design not hypermedia aims the demarcation of models pre-conceived, but the proposal of layout in which each element of hypermedia is applied with a view to generate a seaworthiness intuitive, more agile and efficient, in these ambients
Resumo:
Educational Data Mining is an application domain in artificial intelligence area that has been extensively explored nowadays. Technological advances and in particular, the increasing use of virtual learning environments have allowed the generation of considerable amounts of data to be investigated. Among the activities to be treated in this context exists the prediction of school performance of the students, which can be accomplished through the use of machine learning techniques. Such techniques may be used for student’s classification in predefined labels. One of the strategies to apply these techniques consists in their combination to design multi-classifier systems, which efficiency can be proven by results achieved in other studies conducted in several areas, such as medicine, commerce and biometrics. The data used in the experiments were obtained from the interactions between students in one of the most used virtual learning environments called Moodle. In this context, this paper presents the results of several experiments that include the use of specific multi-classifier systems systems, called ensembles, aiming to reach better results in school performance prediction that is, searching for highest accuracy percentage in the student’s classification. Therefore, this paper presents a significant exploration of educational data and it shows analyzes of relevant results about these experiments.
Resumo:
Discutem-se as mudanças constatadas no ensino da Histologia, como a tecnologia tem sido empregada nos contextos de aprendizagem, os aspectos pedagógicos inerentes à utilização de recursos, tais como atlas digitais e microscópios virtuais, e apresenta-se pesquisa sobre o desenvolvimento de um ambiente virtual de ensino-aprendizagem de Histologia, que contou com a participação de alunos e professores em sua construção. Verificou-se que os ambientes virtuais e outros recursos didáticos baseados nas Tecnologias da Informação e da Comunicação (TICs) procuram atender à atual tendência de complementar a educação presencial com ferramentas de educação a distância, que podem ser utilizadas facultativamente no estudo extraclasse continuado. Concluiu-se que, embora as novas tecnologias possam contribuir para o ensino de Histologia, os materiais didáticos baseados em TICs devem se adequar às expectativas docentes e discentes e aos aspectos pedagógicos e ergonômicos, e precisam ser adotados pelos professores não como ferramentas isoladas, mas integrados às estratégias de ensino- -aprendizagem
Resumo:
Stroke is the leading cause of long-term disability among adults and motor relearning is essential in motor sequelae recovery. Therefore, various techniques have been proposed to achieve this end, among them Virtual Reality. The aim of the study was to evaluate electroencephalographic activity of stroke patients in motor learning of a virtual reality-based game. The study included 10 patients with chronic stroke, right-hande; 5 with left brain injury (LP), mean age 48.8 years (± 4.76) and 5 with injury to the right (RP), mean age 52 years (± 10.93). Participants were evaluated for electroencephalographic (EEG) activity and performance while performing 15 repetitions of darts game in XBOX Kinect and also through the NIHSS, MMSE, Fugl-Meyer and the modified Ashworth scale. Patients underwent a trainning with 45 repetitions of virtual darts game, 12 sessions in four weeks. After training, patients underwent reassessment of EEG activity and performance in virtual game of darts (retention). Data were analyzed using ANOVA for repeated measures. According to the results, there were differences between the groups (PD and PE) in frequencies Low Alpha (p = 0.0001), High Alpha (p = 0.0001) and Beta (p = 0.0001). There was an increase in alpha activation powers and a decrease in beta in the phase retention of RP group. In LP group was observed increased alpha activation potency, but without decrease in beta activation. Considering the asymmetry score, RP group increased brain activation in the left hemisphere with the practice in the frontal areas, however, LP group had increased activation of the right hemisphere in fronto-central areas, temporal and parietal. As for performance, it was observed a decrease in absolute error in the game for RP group between assessment and retention (p = 0.015), but this difference was not observed for LP group (p = 0.135). It follows then that the right brain injury patients benefited more from darts game training in the virtual environment with respect to the motor learning process, reducing neural effort in ipsilesionais areas and errors with the practice of the task. In contrast, patients with lesions in left hemisphere decrease neural effort in contralesionais areas important for motor learning and showed no performance improvements with practice of 12 sessions of virtual dart game. Thus, the RV can be used in rehabilitation of stroke patients upper limb, but the laterality of the injury should be considered in programming the motor learning protocol.
Resumo:
CARVALHO, Luciana Moreira.;CARVALHO, Monica Marques. O registro da memória através dos
diários virtuais:o caso dos blogs.Em Questão, Porto Alegre, v. 11, n. 1, p. 53-66, jan./jun. 2005.ISSN 1808-5245. Disponivel em:
Resumo:
In this work, we propose a solution to solve the scalability problem found in collaborative, virtual and mixed reality environments of large scale, that use the hierarchical client-server model. Basically, we use a hierarchy of servers. When the capacity of a server is reached, a new server is created as a sun of the first one, and the system load is distributed between them (father and sun). We propose efficient tools and techniques for solving problems inherent to client-server model, as the definition of clusters of users, distribution and redistribution of users through the servers, and some mixing and filtering operations, that are necessary to reduce flow between servers. The new model was tested, in simulation, emulation and in interactive applications that were implemented. The results of these experimentations show enhancements in the traditional, previous models indicating the usability of the proposed in problems of all-to-all communications. This is the case of interactive games and other applications devoted to Internet (including multi-user environments) and interactive applications of the Brazilian Digital Television System, to be developed by the research group. Keywords: large scale virtual environments, interactive digital tv, distributed
Resumo:
The advent of the Internet stimulated the appearance of several services. An example is the communication ones present in the users day-by-day. Services as chat and e-mail reach an increasing number of users. This fact is turning the Net a powerful communication medium. The following work explores the use of communication conventional services into the Net infrastructure. We introduce the concept of communication social protocols applied to a shared virtual environment. We argue that communication tools have to be adapted to the Internet potentialities. To do that, we approach some theories of the Communication area and its applicability in a virtual environment context. We define multi-agent architecture to support the offer of these services, as well as, a software and hardware platform to support the accomplishment of experiments using Mixed Reality. Finally, we present the obtained results, experiments and products
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