72 resultados para Gestor de conteúdos
Resumo:
This paper proposes a model of educative content structuring for interactive digital television programs. Its intent was to provide references for collaborative production processes and content organization in learning networks associated with university and educative television broadcasting services. The model defines terms, actors, events, environments, as well as content categories, classes and attributes, indicating criteria for their synchronic or asynchronic association in a dynamic television schedule. The model is presented in both descriptive and visual formats, with the use of conceptual maps. The results indicate that interactive use of digital television in education requires systematic content models covering communitarian participation in both media production and distribution processes, in order to enhance learning instruments beyond vertical, hierarchical and centralized communication sustained by traditional broadcast channels.
Resumo:
Este artigo trata de uma pesquisa exploratória, de cunho bibliográfico, com o objetivo de estabelecer relações entre os conceitos de Telejornalismo Regional em TV Digital (TVD) com o gênero do Infotretenimento, definido como o modelo de programa que adota a fórmula de uma produção híbrida, seguindo uma linha que se situa entre informação e entretenimento. Considerando-se que, do ponto de vista do produtor de conteúdos comunicacionais, a “Era da Digitalização” requer um aperfeiçoamento e uma devida utilização dos recursos disponibilizados pela TVD, o artigo torna-se relevante, pois abre o caminho para se pensar numa programação para a TVD, antes mesmo de sua efetiva possibilidade de produção e programação. Pretende-se com este artigo pesquisar as ferramentas necessárias que justifiquem a possibilidade de um telejornal regional interativo atrair o seu público-alvo para as informações noticiadas por esse veículo.
Resumo:
The Creative Economy is an experimental laboratory for the creation , innovation , invention and reinvention of the universe of media - analog and digital . The scenery in the media and converging technologies favors the process of “ creative destruction and destructive creation “ of this field . The mapping of basins and technological corridors distributed through the territory of concentrated areas creates an infrastructural chassis for the production of content , information and entertainment . As locus and logos of immaterial production , digital ecology that gives speed to the flow of production - planning, fundraising , publishing , distribution and enjoyment - and allows the dispossession of their local clusters , the fragmentation and dilution of their creative chains . The collective cultural production and creation appropriating these capilarizados articles and produce content against political, economic and social status quo . The land is fertile and favorable to the emergence of radical media and rebels that recreate the public sphere , and edit poor public spheres , alternative , radical and efficient , the tactical point of view . This article aims to contribute to studies and research that scour the ecosystem of the media for understanding the management of their creative processes, actors and critics of tangible and intangible resources that support their communication actions .
Resumo:
A utilização da Web como plataforma para a educação a distância (e-learning), tem sido uma das grandes alternativas para a educação em sala de aula tradicional. Embora esses sistemas sejam amplamente utilizados, existem limitações quanto à dificuldade de busca, integração e reuso dos materiais existentes. Neste contexto, neste trabalho é apresentada uma arquitetura multiagente para o desenvolvimento de sistemas Web semânticos para a gestão de conteúdos educacionais – SWSGC, onde de acordo com os requisitos do usuário são propostos os conteúdos educacionais (OAs) do curso. Tais conteúdos são recuperados de repositórios heterogêneos de OAs, anotados mediante padrões de metadados educacionais e ontologias de domínio. Esta arquitetura proposta visa automatizar atividades relacionadas à gestão de OAs tais como: a autoria de OAs, a autoria de curso, e a busca e a anotação semântica de OAs.
Resumo:
“Virtual Studio” is a system developed for the creation of virtual sets, as well as any threedimensional virtual objects that can be digitally integrated to the scenes captured on a real television studio. Through techniques such as chroma-key, computer graphics , augmented reality and virtual reality is possible flexibility in producing content for digital TV, reduce cost and meet 12.485/2011 law, the Brazilian “Law of Pay TV”, which has among its objectives “to increase the production and circulation of diverse and quality Brazilian audiovisual content, generating jobs, income, royalties, professionalism and strengthening of national culture” (ANCINE , Brazilian Nacional Cinema Agency ). Based on this background, an overview of the benefits of using the technologies mentioned for the production of content for digital television is presented. This work involves the development of a system of Interactive Virtual Studio called ARSTUDIO per team of researchers from the Posgraduate Program in Digital Television: Information and Knowledge at UNESP, São Paulo State University in Bauru, State of São Paulo, Brazil.
Resumo:
Virtual Studio is a system developed for the creation of virtual sets , as well as any three-dimensional virtual objects that can be digitally integrated to the scenes captured on a real television studio . Through techniques such as chroma-key , computer graphics , augmented reality and virtual reality is possible flexibility in producing content for digital TV , reduce cost and meet 12.485/2011 law , the Brazilian Law of Pay TV , which has among its objectives to increase the production and circulation of diverse and quality Brazilian audiovisual content, generating jobs, income , royalties, professionalism and strengthening of national culture (ANCINE , Brazilian Nacional Cinema Agency ). Based on this background , an overview of the benefits of using the technologies mentioned for the production of content for digital television is presented . This work involves the development of a system of Interactive Virtual Studio called ARSTUDIO per team of researchers from the Posgraduate Program in Digital Television: Information and Knowledge at UNESP , São Paulo State University in Bauru , State of São Paulo, Brazil .
Resumo:
With the deployment of Digital TV in Brazil, there is a need to foment the development and production of interactive audiovisual quality content, especially for programs that present educational messages from the entertainment concept - defined as Edutertainment. The objective of this study is to propose application of the gamification as a link of communication to encourage and modify user behavior, through a narrative that encourages intrinsic motivation for learning and entertainment in this media. This paper points out that there are few models of screenplays for applications production, particularly educational, with simultaneous interactive applications for television flow or complementary programming content offered. For this reason, a special attention is given to the screenplay, by virtue of inserting in its construction, the elements that make up the mechanics and dynamics of games. As a result, is shown the entry "Gamification-iDTV", which defines these two scenarios, as well as the development of a modeling methodology of a content and process, supported by conceptual maps, wireframes and roadmaps, substantiating the conception and elaboration of screenplay's prototype with elements of gamification for educational programs and its interaction applications.
Resumo:
The construction methods of information lean on in variable models in the contemporary, especially by the diversity of languages and platforms offered. Among the innovations we find a growth of the gamification effect in the representation or reinforcement of the news, seizing the moment entertainment to increase user engagement. This research presents, from a case study published by The New York Times on the information complement referring to the World Cup Brazil 2014, studies of the importance of the interface in the broadcasting of informative contents, especially in a society where the tactile sensation is growing.
Resumo:
Pós-graduação em Educação - FFC
Resumo:
O presente trabalho se refere à análise dos Parâmetros Curriculares Nacionais na área de Matemática no ensino fundamental e sua inserção na disciplina de Conteúdos, Metodologia e Prática do Ensino de Matemática no curso de Licenciatura Plena em Pedagogia da Universidade Estadual Paulista, em Rio Claro/SP. Os Parâmetros Curriculares Nacionais a serem utilizados na pesquisa foram produzidos em 1997, enquanto que o programa de ensino de disciplina teve sua elaboração em 2006, sendo ainda vigentes. A pesquisa tem como objetivo evidenciar e detalhar a proposta de cada um destes documentos para verificar sua compatibilidade de modo a entender em que se fundamenta a formação de pedagogos acerca da área de Matemática e a atual necessidade para o ensino fundamental. A pesquisa foi complementada através da pesquisa bibliográfica, com abordagem qualitativa em autores que cerceiam o tema, além de legislações que contribuem, de modo que o debate literário colabore com a Educação uma vez que analisa o conteúdo estudado na graduação e sua compatibilidade com os parâmetros utilizados na faixa etária em que irá atuar