110 resultados para Comunicação em ambiente mediado por computadores


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The rapid development of Information and Communication Technologies - TIC, coupled with the advancement of the global Internet computer network have framed new concepts and definitions such as virtual reality, immersive environments, webmuseums, digital museums, electronic art, cyber art, among other terminologies that are becoming more and more common and are present in everyday Web users. To better understand the terminologies used to describe museum in the virtual environment, we present a summarized table of terms such as webmuseum, virtual museum, digital museum and their derivatives in order to define the elements that differentiate or resemble them. We used the bibliographic descriptive method for identifying the concepts presented by some expert authors in the field. In conclusion, we recommend the use of the term webmuseum for museums in cyberspace as the most appropriate and we define the concept, comprehending its meaning and characteristics.

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In search for better competitiveness, the automotive industry has discussed and applied several concepts related to people and processes. However, in many organizations, the adopted concepts are implemented and kept unarticulated. In this context, authors recognize the role of the knowledge as competitive advantage, but it is still dealt in an implicit way with the traditional models of Production Management. Exploring opportunities in this scenario, this Thesis aims to analyse worker knowledge sharing using factors of Knowledge Management, Work Organization and Production Organization. For the realization of the present Thesis, the scope of the research was restricted to be the labour environment of the glass plants shop floor. The choice of the glass sector is justified due to high dependency on the tacit knowledge of blue-collars. The research uses a qualitative-quantitative approach and employs interviews with workers and managers to identify factors. To assess the importance of these factors in the management judgments, is employed the technique Incomplete Pairwise Comparisons based on Analytic Hierarchy Process Saaty (2001). The result indicates integration among factors and highlights the importance of systematic and technical conversation among operators to share better your knowledge. Also, worker knowledge sharing is improved using communication, training and work instruction. This research extends the conceptual frameworks encountered in literature from the factors integration of Knowledge Management with the Organization of Work and the Production and makes explicit use of the theme of knowledge. This contributes to promote of a favourable context for the creation and sharing of knowledge, among the people in the labour environment, and to support incremental innovation

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Pós-graduação em Docência para a Educação Básica - FC

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Pós-graduação em Direito - FCHS

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Pós-graduação em Engenharia Elétrica - FEIS

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Pós-graduação em Matemática em Rede Nacional - IBILCE

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Pós-graduação em Engenharia Mecânica - FEG

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O desenvolvimento de um modelo de aplicação interativa para Televisão Digital sobre a plataforma do middleware Ginga, do SBTVD, ainda em processo, é o tema deste artigo. A referida aplicação se traduz em um Ambiente Virtual de Aprendizagem, para Educação a Distância, aplicativo destinado a acesso on demand, fora da grade de programação síncrona da emissora, em TV Digital dotada de set top box, ou conversor digital, embarcado com Ginga NCL. A metodologia utilizada na construção deste produto da pesquisa de Mestrado (que também abrange uma monografia na área de Comunicação) integra três metodologias: um modelo de Design Instrucional (ou Educacional) adequado aos recursos da TV Digital; técnicas de Usabilidade e Arquitetura da Informação para a construção de um protótipo interativo; e um modelo de Desenvolvimento de Software de ciclo de vida ágil baseado em Prototipagem Evolutiva, a fim de se gerar um modelo de aplicação interativa para criação de conteúdos instrucionais focados em EaD através da mídia TV Digital.

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Produce radio advertisements to convey social UNESP FM Radio. This is the purpose of “Agência PropagAção”, extension project of the Faculty of Arts, Architecture and Communication Unesp, Bauru, SP, composed of 15 students of Communication and Design, coordinated by the teacher responsible. This extension project, however, over the four years of operation, has evolved from a manufacturing space of advertisements for a creative environment where teaching and learning are associated with teaching, research and extension. In this group, converge knowledge from different areas of social communication, resulting in scientific research initiation, completion of course work and professional practice with the provision of community services. Organized as an advertising agency, teachers and students experience education tutorial, extracurricular, adding, as a collective, integrated and interdisciplinary knowledge for the training of professionals with technical expertise, scientific, technological and academic.

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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 article discusses the changes in the relations between communi- cation and forms of consumption of the video formats guided by new interactive content and enabled by the digital technologies of contemporary medias. In light of sociosemiotics by Eric Landowski, regimes of meaning and interaction in the fruition process present in the music video The Time/Dirty Bit, of Black Eyed Peas, and the respective application for mobile devices BEP 360 are discussed.

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The advancement in the deployment of social networks by governments can generate public communication initiatives, which may contribute to the strengthening of citizenship, understood as the exercise of the right to information about public management. This article describes results of research which assessed, through content analysis, the breadth and depth of information offered by the state government of São Paulo in news stories accessed through the social networks Twitter, YouTube, Facebook and Orkut which publicize purposes, lines of action and limits of public policies of immediate impact for citizenship, in the areas of welfare, health, education and environment. Results indicate that the analyzed sample contains, on average, from 28% to 40% of all information deemed necessary for the comprehensive and plural characterization of a public policy, according to the theoretical-methodological context of the research.

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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.