12 resultados para interatividade

em Universidade Federal do Rio Grande do Norte(UFRN)


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A colaboração na pesquisa é uma das tarefas centrais da área acadêmica. Atualmente, muitos pesquisadores estão utilizando meios modernos de troca de arquivos digitais através de ferramentas assíncronas e também com o uso de ferramentas mais sofisticadas, do tipo síncronas. Juntamente com o fato da crescente quantidade de artigos sendo gerados, mais complexos, diversificados e aumentando de forma desorganizada, o que trás ao pesquisador uma tarefa difícil para organizá-los de forma a se extrair o melhor conteúdo destes, isto ocorre porque uma subárea da Engenharia de Software (ES) ainda é bastante mal aproveitada, a Engenharia de Software Experimental (ESE). Utilizando-se de um dos tipos de experimentos que a ESE oferece, as revisões sistemáticas entram como uma solução bastante robusta, na qual o pesquisador pode identificar o conhecimento existente em uma área e planejar devidamente sua pesquisa, evitando a repetição de erros em pesquisas já efetivadas por outros pesquisadores no passado. Contudo, estas duas abordagens, a colaboração virtual de pesquisadores e a utilização de revisões sistemáticas, contem problemas: na primeira, sistemas colaborativos são geralmente difíceis de configurar e usar; na segunda, apesar da robustez da metodologia de revisões sistemáticas, ainda se torna necessário uma rigorosa revisão na literatura para se conseguir um resultado satisfatório. Assim, com o foco de unir estas duas abordagens, este trabalho propõe uma maneira de produzir revisões sistemáticas de forma organizada e com a possibilidade de interação entre usuários, com o desenvolvimento de um sistema interativo, no qual as revisões sistemáticas possam ser geradas por usuários em colaboração com outros e também ser avaliadas seguindo a orientação de um profissional da área, tornando o seu conteúdo mais consistente e de melhor qualidade. O sistema não possui níveis de acesso, ou seja, qualquer pessoa pode se cadastrar e usufruir de seus recursos, seja na área acadêmica ou mesmo na área profissional

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VALENTIM, R. A. M.; NOGUEIRA, I. A.;ROCHA NETO, A. F. Utilizando a porta paralela para controle remoto de um dispositivo. Revista da FARN, Natal, v. 2, p. 103-114, 2002.

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Education and technology have always walked side by side. The Information and Communication Technologies are inserted in education as a profile of people from the new era. This research has the objective of understanding the insertion of the use of the Technologies of Information and Communication within the educational context, from the analysis of the process of interactivity among students and teachers of the Portuguese distance course of the Tiradentes University (Unit). For such, the empiric investigation was based on the analysis of academic documents, such as: the Course Pedagogical Project and Class Planning of regular classes, in regular classrooms, as well as interviews, focal groups, and pictures with people who live the history of the course. Direct observations were also conducted. The methodology applied was bibliographic and qualitative research of the exploratory type, using the information that was collected through the interviews. The results of this research demonstrated that the interaction promoted by the ICT represents a process of social change, and therefore, of development for education. It was concluded that the Distance Education has to overcome some fragilities, aiming at contributing to the educational field and to the promotion of interactions among students

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The internet is a transbordering and potentializing environment for the information, since it makes possible the sheering, distribution and interaction of the contents available in it. However, this information system may generate an opposing move when it produces an avalanche of superficial information which difficult the absorption criticism by the user. This modern-liquid society, which is characterized by short living fashionisms, creates a fluid subject on which its habits do not become concrete, since they are so temporary that they don t shape up. The information also reproduces the same scenario, since the user is inserted into a logic based on supplying information and so it is conditioned to consume, not absorb or transform them into knowledge, since the flow of content production does not allow it. It is in his context that the publishing of cultural expressions come to be questioned, since they follow a liquid society trend. This discussion will take on topics that approach diverse cultural expressions in Sergipe, such as cinema, theater, craftsmanship, events, memory spaces(museums, art galleries, memorials, files, libraries, history institutes, science academies), amongst others and will analyze the content production of the Infonet Portal, from the reports published during April, May and June of 2008, period considered to be of cultural turbulence in the state, due to the June Festivals (Saint john, Saint Joseph and Saint Peter). To do so, Zigmunt Bauman s, Pierre Levy s, Edgar Morin s and Dominique Wolton s ideas were discussed. Besides, were analyzed the characteristics of the internet and its applicability within the portal hereby discussed in order to perceive the way the information is produced in the cyber culture, a movement that allows memorization, potentialization, interaction , besides other criteria inherent to the cyberspace

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The thesis, entitled, Pedagogical/comunication knowledge, research/formation: Reflections on the formative experiences of teachers online , developed dialogues on the pedagogical/communication knowledge, research-formation and the formative experiences of teachers online, for the purpose of understanding how pedagogical/communication knowledge is establishing/established from the formative experience of teachers online. For this reason we began with the following question: how does pedagogical/communication knowledge become estabilishing/established beginning with the formative experience of teachers online? The methodological approach for the selected research was research/formation, based on Ethnoresearch of critical formation. This became a rich route for reflections on pedagogical/communication knowledge and formative experiences, making a contribution for formation and autoformation of the teacher/researcher and the teachers online. This provided moments of formation, of reflection-in-action and on the action, potentialized/structured the process of comprehending, analyzing, interpreting, reflecting on the formative experiences and contributing for reflections on pedagogical/communication knowledge of the teacher online. The theoretical referential dialogue was based on concepts such as: education online, interactivity Silva (2002), Santos (2005), Moran (2003), teaching, Veiga (2005), Pimenta (2002), Freire (2005), Tardif (2002), teaching online Sacramento (2006), teaching knowledge Tardif (2002), Charlot (2000), Porlán (1997), García (1992), Freire (2005), Ethnoresearch-formation Macedo (2000), formation Macedo (2010), Josso (2010). The discoveries revealed that the pedagogical/communication knowledged becomes establishing/established beginning with formative experience of the teachers online, from the emergency of a collective communicative dialogue, structuring and potentialized by the experiences of the context online, from the didactic pedagogical/communicational organization online, of the research, of the relation created by the expertise and the presents itself along the itinerary of the family , the school, academic and professional. From this we can conclude that of knowledge and plural experiences, which became broken down because they are parts that relate themselves with other parts, which become united in one whole, the singular/plural, the local/global, the text and the context, agregating principles a pedagogical- communication perspective that orients :the dialogue, the interactivity, the hypertextuality, themultivocallity, formative dispositions, formative experiences all of wich makes for the possibilities for researdh and the training of professors and teachers who accept their point of departure and enddind points as pedagogy and experience

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The use of Geographic Information Systems (GIS) has becoming very important in fields where detailed and precise study of earth surface features is required. Applications in environmental protection are such an example that requires the use of GIS tools for analysis and decision by managers and enrolled community of protected areas. In this specific field, a challenge that remains is to build a GIS that can be dynamically fed with data, allowing researchers and other agents to recover actual and up to date information. In some cases, data is acquired in several ways and come from different sources. To solve this problem, some tools were implemented that includes a model for spatial data treatment on the Web. The research issues involved start with the feeding and processing of environmental control data collected in-loco as biotic and geological variables and finishes with the presentation of all information on theWeb. For this dynamic processing, it was developed some tools that make MapServer more flexible and dynamic, allowing data uploading by the proper users. Furthermore, it was also developed a module that uses interpolation to aiming spatial data analysis. A complex application that has validated this research is to feed the system with data coming from coral reef regions located in northeast of Brazil. The system was implemented using the best interactivity concept provided by the AJAX model and resulted in a substantial contribution for efficiently accessing information, being an essential mechanism for controlling events in the environmental monitoring

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In this work, we propose a new approach to Interactive Digital Television (IDTV), aimed to explore the concepts of immersivity. Several architectures have been proposed to IDTV, but they did not explore coherently questions related to immersion. The goal of this thesis consists in defining formally what is immersion and interactivity for digital TV and how they may be used to improve user experience in this new televisive model. The approach raises questions such as the appropriate choice of equipment to assist in the sense of immersion, which forms of interaction between users can be exploited in the interaction-immersion context, if the environment where an immersive and interactive application is used can influence the user experience, and which new forms of interactivity between users, and interactivity among users and interactive applications can be explored with the use of immersion. As one of the goals of this proposal, we point out new solutions to these issues that require further studies. We intend to formalize the concepts that embrace interactivity in the brazilian system of digital TV. In an initial study, this definition is organized into categories or levels of interactivity. From this point are made analisis and specifications to achieve immersion using DTV. We pretend to make some case studies of immersive interactive applications for digital television in order to validate the proposed architecture. We also approach the use of remote devices anda proposal of middleware architecture that allows its use in conjunction with immersive interactive applications

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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

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The development of digital technologies has opened up a new niche for artistic production. It began to emerge artworks that could only happen in the digital context. In this study, we investigated the syntax of defining digital poetry, recognized internationally as one of the possibilities of this new artistic practice, and how happens the meaning during the reading process. As research corpus, we chose the poem "Birds Still Warm From Flying", by american poet Jason Nelson. And we structure our analysis looking through three perspectives: the digital poem as a game; as the evolution of experimental trends of twentieth-century poetry; and as a representation of Rubik`s Cube, a famous three-dimensional puzzle from the 1970`s. Initially, we made some considerations about the construction of digital poetry as a hypermedia artwork, looking through convergence and hybridization of artistic and media languages. Then, we saw some similarities between Nelson`s poem and electronic games, based on our critical observations about the concept of interactivity. Subsequently, we wrote a historical overview about the poetic experimentation in the twentieth century, bringing examples of sound poetry and visual poetry as evidence that the birth of digital poetry is also the result of the evolution of these experiments. Finally, we use the Charles Sanders Peirce`s semiotics to analyze the signs that give references able to make us recognize the Rubik`s Cube in "Birds Still Warm From Flying"

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Education is one of the oldest activities practiced by man, but today it is still performed often without creating dialogues and discussions among all those involved, and students are passives agents without interactivity with teachers and the content approached. This work presents a tool used for providing interactivity in educational environments using cell phones, in this way, teachers can use technology to assist in process of education and have a better evaluation of students. The tool developed architecture is shown, exposing features of wireless communication technologies used and how is the connection management using Bluetooth technology, which has a limited number of simultaneous connections. The details of multiple Bluetooth connections and how the system should behave by numerous users are displayed, showing a comparison between different methods of managing connections. Finally, the results obtained with the use of the tool are presented, followed by the analysis of them and a conclusion on the work

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This is a qualitative and reflexive research with focus on digital literacy. Among the digital media that could support the teaching of argumentation in the Science & Technology and Information Technology undergraduate courses of the Federal University of Rio Grande do Norte, we chose a serious game as object of research. Given the object of study in the discipline of reading and writing II – argumentation and genre from the order of argumentative writing -, common to the undergraduate courses mentioned, we invest on the development of a serious game, named ArgumentACTION, because we believe that it may, in fact, become a promising didactic instrument. Therefore we intend to understand whether and how this game can help students develop their reading and writing skills more independently, specifically towards an argumentative order genre: the opinion piece. With this research, we intend to contribute to the teaching of the Portuguese language on three bases: extending theoretical scope, in order to generate greater intelligibility on the teaching-learning process of argumenting; proposing a new methodological possibility, with the incorporation of a serious games to teaching; perfecting the game with which we are working, in order to build – and make available – a more refined digital tool to subsidize the teaching and learning of reading and writing of opinion pieces. To do so, we use the following as theoretical-methodological: Studies of Literacy (KLEIMAN, 2012b; TINOCO, 2008; OLIVEIRA, 2010; GEE, 2009; 2010; ROJO, 2012), The Applied Linguistics (KLEIMAN, 1998; BUSH-LEE, 2009), The Philosophy of Language (BAKHTIN, VOLOSHINOV, 2012) and Critical Pedagogy (DEWEY, 2010). A group of students from the upper mentioned undergraduate courses collaborated with this research by playing and analyzing the game. They were also interviewed about their experience in this matter. From the data generated, we established the categories of analysis: decollection, interest, multimodality/multisemiosis and interactivity, agent of literacy, learning principles. The conclusions we obtained show that the investment in applications, especially games, can bring real benefits to the teaching/learning of the Portuguese language; moreover they reveal that the work on argumenting has much to gain with the incorporation of serious games; however the possible advantages depend on a focused teaching practice and constant improvements and updates of this type of interactive tool, as well as the pedagogical practice from those who use and develop the games.

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VALENTIM, R. A. M.; NOGUEIRA, I. A.;ROCHA NETO, A. F. Utilizando a porta paralela para controle remoto de um dispositivo. Revista da FARN, Natal, v. 2, p. 103-114, 2002.