87 resultados para Digital Virtual Space


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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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This study based on moral culture research and the theoretical Piagetian perspective aims to investigate the relation between virtue and rules in the procedures of participants in the Internet game Colheita Feliz (Happy Harvest) – an Orkut application. By means of descriptive qualitative analysis, the behavior of 60 participants in the game was observed during two months. The participants’ performance ranking was analyzed according to the procedures they used. The results showed predominance of the crop stealing procedure in comparison with the crop cultivation procedure and allowed to consider that the action of stealing of the participants was not guided by the universal principles of virtue, honesty or lack of it (moral domain) but by the playing convention for the game (social domain) favoring the stealing procedure, and also by personal domain (choices) and mutual agreement among the subjects participating in the game. The data did not indicate connections between the participants’ actions inside and outside virtual and real fields with regard to stealing, and reinforced the idea that rules are conventionalized in the domain of a group and depend on social interactions by which mutual respect among peers must prevail. The data also shows that morality is not the regulatory actions in the game. The results also showed the importance of carrying out research on procedures used by computer game players since such procedures can demonstrate cognitive, moral, affective and social aspects perceived during playful interaction situations.

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In this letter, a semiautomatic method for road extraction in object space is proposed that combines a stereoscopic pair of low-resolution aerial images with a digital terrain model (DTM) structured as a triangulated irregular network (TIN). First, we formulate an objective function in the object space to allow the modeling of roads in 3-D. In this model, the TIN-based DTM allows the search for the optimal polyline to be restricted along a narrow band that is overlaid upon it. Finally, the optimal polyline for each road is obtained by optimizing the objective function using the dynamic programming optimization algorithm. A few seed points need to be supplied by an operator. To evaluate the performance of the proposed method, a set of experiments was designed using two stereoscopic pairs of low-resolution aerial images and a TIN-based DTM with an average resolution of 1 m. The experimental results showed that the proposed method worked properly, even when faced with anomalies along roads, such as obstructions caused by shadows and trees.

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This paper ditach the portability and mobility of digital television as opportunities for promotion to the social hospitality. The digital technologies add news concepts to hospitality, converging to the redemption of the social being, integrating and strengthening social ties in the technological space. With the digital television, we may have new forms of sociability, because may be required and assisted in any place, as a result of their actions for portability and mobility, which allows the construction of social ties or an ample concept the hospitality social in public spaces.

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This article presents considerations concerning the interaction between communication and digital platforms and applications developed to perform computerized climate monitoring and issue alerts about natural disasters. From work in the Center for Integrated Natural Disaster Alert (CIADEN), which processes meteorological data provided by Platform Monitoring, Analysis and Warning TerraMA2 designed by the National Institute for Space Research (INPE) to conduct monitoring and fi ring warning about climate risk environment, we propose the expansion of interactivity with the various possibilities of digital communication available today for signifi cant portion of society. On another front, the CIADEN has articulated teaching and research on climate monitoring and warning of natural disasters, weather, and geoprocessing environment, involving teachers and students both in school and in higher and technical.

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The ideal proposed by Decree No. 4901 of 26 November 2003 establishing the Brazilian System of Digital Television (SBTVD) still seems more remote from reality as possible in 2003, where it was believed more in digital inclusion (and social) through access Digital TV via internet than to the development of specifi c products for this media. The reality still shows up differently and it is possible to believe that there was an innocent vision and too optimistic a project that did not meet even the demands of society: SBTVD. The problem to be solved is to get Digital TV adds value to the needs of today’s consumers of content, space has been occupied quickly by computers and devices connected to the internet and even the informal trade of DVDs and video games.

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The deployment of Digital TV in Brazil opens up space for the development of educative content based on the concepts of t-learning and edutertainment. The study proposes the application of the gamification as a link of communication to encourage and modify the users’ behavior. However, bumps into itself on the conceptual problem, once the literature brings several definitions that vary according to the application context. The objective this study, exploratory, is to propose a conceptual approach, in order to build a delimited concept that substantiates the gamification system in Interactive Digital TV.

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The teaching/learning activities of the daylighting built environment require from the Architecture and Urbanism undergraduate student the ability to abstract the effects of daylight distributed in three-dimensional space that is being designed. Several tools and techniques can be used to facilitate the understanding of the involved phenomena, among which the computational simulation. This paper reports the digital inclusion of the daylighting teaching in the Architecture and Urbanism undergraduate course at the School of Architecture, Arts and Social Communication of Bauru (FAAC) of UNESP – Sao Paulo State University, that began in 2010. The inclusion process involved free software use, specifically the programs DIALux and SketchUp+Radiance, both with graphical output for the illuminated scenes visualization and for result analysis. The graphic model is converted from SketchUp to Radiance by a plugin and a user-friendly interface for Windows was developed to simulate the lighting. The process of digital inclusion is consolidated, with wide acceptance by students, for which computational simulation facilitates understanding of relation between daylight and built environment and helps the design process of elements for daylighting control.

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The incipient but quickly expansion action on the Information and Communications Technologies (ICT) in Africa it is now just having different impact on these societies. One of these relates bear on how users are identified with these tools. Just like that we find individuals identify as bloggers, twitter followers or cyber activist. This contribution analyzes the Senegal’s fact where a successful use of social nets and web 2.0 tools experience (at least in repercussion) as social and political involvement while presidential elections in 2012 is tied to come back an identity: Cyber activist. Senegalese circumstance shows us how this identity has a personal and assertiveness dimension as well collective aspects of belonging to a community. One as much as the other, show us personal traits in contrast to previous beliefs, basically because it fuse and confuse virtual and reality. Due to dynamics from expanding technology, this identity is youthful and urban, but not only. This situation creates new dynamics at least in this affected group. For this reason, besides knowing emergence and evolution of this fact, it raises some of the involvement in social and political involvement from groups traditionally “invisible”. Beyond the new social behavior there are new changes in the rules of the game in order to start new social revolution.

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In modern society technologies have played an important space exerting influences in different spheres. Today's young people are born immersed in the digital and virtual reality, which has changed the ways of learning, as well as to relate to the world. All this context has intensified the debate on the potential of ICT in education and training means. In this study, we sought to investigate the teachers' vision of ICT in the school environment, how they are being incorporated into the school and the limits and possibilities of the use of ICT in the learning process. Questionnaires were administered to 150 teachers who teach in high school in the state network of São Paulo teaching, but specifically in Piracicaba. Continuing, semi-structured interviews with a group of 8 directors were carried out so that there was a deepening on the issues raised by teachers in the questionnaire. The research brought to light important issues for discussion and referral measures striving to support public policies of integration of ICT in schools. Teachers spoke about the advantages and disadvantages of their use and the process of integration. It was observed that, despite efforts to implementation, there are still problems with infrastructure of schools, teacher training and working conditions

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Pós-graduação em Letras - FCLAR