87 resultados para Digital Virtual Space


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Pós-graduação em Medicina Veterinária - FMVZ

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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The aim of this paper was to discuss aspects of applying a methodology to evaluate usability in digital libraries. A methodology that deals with the systematization of a usability assessment tool for digital libraries was used. The aim was to investigate the level of usability of the Virtual Health Library, applying a method that measures effectiveness, efficiency and users' satisfaction when using the digital library. Methodologically, it is characterized as a formal test of usability. This test consisted of a list of ten tasks to be performed while using the website of the Virtual Health Library and the Likert scale was used to assess users' satisfaction. A quantitative approach based on descriptive statistics was adopted to analyze the results. The test was applied between December 5 and December 21, 2011, at the computer lab of the Health Sciences Center of the Universidade Federal da Paraíba. The results of the usability test enabled us to measure the level of usability of the Virtual Health Library, which is considered to provide a high level of usability.

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Pós-graduação em Ciência da Computação - IBILCE

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Pós-graduação em Ciência da Informação - FFC

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UNATI (Open University of the Third Age), UNESP, Marília campus, has offered subsidies for the development of this work aimed at researching the existing relationships between information mediation processes and technological devices, especially computers, assuming that reading practices and textual construction in online environments could help the “third age” population to have access to these devices, thus promoting digital inclusion in this group. Mediation was presented as an interventionist action that, by introducing an intermediate element in the learning process, causes a rupture in the ways of living and personal digital inclusion processes hitherto experienced. In the context of a workshop, we found out that there is a physical relationship between subjects and technological supports and such a contact proved to be necessary, considering that handling a computer required knowledge of procedures, thus furthering a logic of use. It turned out to be necessary to develop actions that would enable the handling of a computer so as to bring about acceptance of these supports. Accordingly, activities were developed so as to articulate reminiscent processes, memories of older adults, the writing down of such memories and the creation of a blog to bring enhanced visibility to the content produced by older people. Such actions have shown that remembering, writing down and posting can reshape not only social relations but somehow significantly promote digital inclusion among older adults.

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The emergence of the digital order renewed the Victorian civilizing ideal and strengthened a world order of techno-economic dependence. The new grand narrative is the urgency of digital transformation of societies; a dream pursued without reflection by the populations of the periphery that ended into in a collision between McLuhan's two informational orders: cold and hot societies. Latin America as part of the periphery did not participate in the development of the informatic technologies and its historical legacy made the appropriation of these technologies more difficult. This paper examines the historical circumstances of this process: the development of a discourse around the digital networks, the consequences of this social construction in the region, the fragile efforts of Brazil to create technology, and the entrance of IT networks in the region. The results showed that the status of this kind of research in the region is weak so we alert about its consequences. We concluded that to create an informational order that may serve as a space of self-affirmation, freedom and heterogeneity, it is necessary to have a deep knowledge of the social and historical context that created its basic technologies, but Latin America is indifferent in such regard. Information Science has a central role in the region within this process but it has not developed it yet.

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That work to separate in three stages. The digital journalistic text and your characteristics, conceit definition to the cibersocial fan fiction phenomenal and to the end, search a journalistic production hybridization using the fictional fans contend

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This project analyses in theory the transformations that have occurred in the information society in the range of the organizational communication, developing the internet historical trajectory as a technology of transformation. We highlight the cyber culture study as a cultural expression that emerges with the current society needs, observed by an optic that focuses on digital communication, emphasizing the digital environment as a space for information trade, in the interior premise of communication: the relationship. The organizations will be approached in the project through a channel for communication, in the digital range, besides the traditional forms. In regards to the enterprises we will study in depth the consumer of this society of consumerism, with a special look at the generation Y, deeply inserted in this virtual context, describing the current type of consumption, mainly the relations of consumption with the social medias. After this transforming process in which individuals are inserted in the digital environment we intend to focus in the corporate digital communication, analyzing the organizational digital communication in the contemporary society. We emphasize the theories of Public Relations, one of the main activities, able to do planning, to put together and execute the strategies that will be used in the social medias as a form of corporate digital communication. We explicit Twitter as a tool of the corporate digital communication, because it reaffirms the theories described throughout the research as one of the most essential social media to turn loyal the relationship between the consumer and the organization in real time, as an example is the organization “camisetaria” that became a success case in the social medias; we detail the participation of the company on Twitter and the reach of this network through it’s strategies in the corporate digital communication

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Pós-graduação em Educação - FCT

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We know that studies on reading and writing take place within the Linguistic for several decades and, with de computer, the language entered the network and this is opening a learning space for writing classes, no more reduced to a classroom but expanded to a universe that has no geographical boundaries, namely de Internet. Our research fits into this context and is part of the project The discourse on writing practices in contemporary Brazilian media: the art making, the pedagogical practice, and the production of meaning to develop discourse analysis on the practice of writing on sites dedicated to teaching and learning of this practice. The main objective of this research is to investigate the relationship between school attendance of redaction - made here as discourse gender, as you know Bakhtin - and the discourse of the sites that constitute our corpus. We set out the hypothesis that the sites are intended for the teaching/learning of writing seeking to create virtually teaching imaginarily conditions similar to those that exist in school attendance of the Portuguese language. We are interested in, therefore, observe, discursively, as the image is created of the interlocutors to which they are intended considering that the enunciators are not in front of those who occupy the place of real students, because they are virtual students. We, too, to know as the gender class manifested itself in those sites, as these sites dialogue with the face-to-face class in relation to ideology, the function of the teacher, the conception of language and writing. The constitution of the corpus was from search tools on the internet. The sites that we analyzed were: alunosonline.com.br, brasilescola.com.br, coladaweb.com.br, guiadoestudante.com.br, infoescola.com.br, mundoeducação.com.br, mundovestibular.com.br, português.com.br, professorjuscelino.com.br and redaçãodissertativa.com.br. The selection was qualitative, considering the...

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With the development of Digital TV, the equipments are becoming more and more modernized in order to popular- ize the information that soon might reach all Brazilian families. That way, we open a space for discussion about the many directions that the usability applied on ISDB-Tb interactivity (Brazilian System of Digital Television) can take. This paper approaches the questions connected to the concept of usability and also the subjects related to the life cycle of some technologies (existence time, obsolescence) Also talks with the definition of interactivityon Digital Television since it is responsible for the emergence of a new contingent of interacting people which goes from the computer and portable equipments users to the passive TV viewers. It’s possible to conclude that the Human-Digital TV Interaction (HDTVI) comprehends the synergy between three actants on Digital TV: the col- lective (or not) TV viewer; the interface and the issuer who can be represented by an Artificial Intelligence (AI) service.

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This work had as objective the development of a prototype of educational content, as an experimental process, making use of resources from Interactive Digital TV. The characteristics of interactive digital terrestrial television are presented, in the form of a media mode capable of performing as a complementary source to education. The methodology used is composed of four phases: deduction, analysis, induction and synthesis. Its conception takes as issue the expressed need stated by UNESCO to use ICT (Information and Communications Technology) towards education, as well as the possibility of applying digital television in an educational process. The content is structured in the form of a quiz, a type of question-answer game as an informal way of education for high school students. The prototype developed in this work is presented as a structural script and map, taking into account the necessary activities and routines to put it into operation in the tested environments, eclipse, virtual set-top-box and Developer Box. The practice of prototyping was carried out in NCLua, based on middleware Ginga. As a result, we concluded that Ginga offers enough support to carry out the task, providing characteristics of interaction to publish the proposed content, at the moment of the actual practice.