111 resultados para Interactivity hypermedia


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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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Technological innovations associated with the media made changes in the production, transmission and reception of mediatic messages. Among them, we highlight the convergence of media, and the consequent multimediality and the emergence of new possibilities of interactivity, allowing the audience to become increasingly active. But for that to happen properly, it is necessary to promote actions aimed to critical and creative use of media. Thus, this paper aims to refl ect on the need for literacy initiatives for the formation of publics, aiming what is considered a productive interactivity.

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This study aims at comprehending the dialogic potential of language radiophonic, in context of educational radio stations. This work based on a multidisciplinary approach. The study employed concepts of discourse analysis, mainly media related, dialogism and oral language. One of the conclusions is that language radiophonic has an educational potential, to allow interactivity with the listener. After all, audience participation can happen, even in a limited way, in a direct interaction (phone, email) or on the radio statement, aspect of the construction of language, of particular interest to this work.

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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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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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The proposed paper aims to understand and analyze how the sporting television journalism has changed in Brazil, affecting the coverage of major events like the World Cup. The impact of these changes are reflected in the use of interactivity, entertainment and presentation of news, in pictures and on television news programs inserted in Brazilian TV News. The study proposes to analyze, through theories of journalism and content analysis, as two seemingly opposing concepts (journalism and entertainment) were put into perspective by the Central Cup television program, aired during the year 2010 by Globo television, on the occasion of the World Cup in South Africa.

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The paper presents three steps of a study about the Internet use in health communication. The first refers to the potentials and limitations of the web for health initiatives in general. The second provides an assessment of health sites in Brazil dedicated to people who want to quit smoking, performed using a standardized form, indicating strengths and weaknesses of existing sites. The last part of the text, based on these data, concerns the application of a model in stages on the internet, to support smokers who want to quit smoking.

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This paper presents proposals for the use of interactivity in the telejournalism in an open television broadcaster and the consequences of this use. The issues raised here go beyond technical issues and also addresses issues of theoretical field. The fundamental purpose of this paper is to present interactive possibilities in television journalism as a way of providing this television format tools to keep up with technological changes in the field of production and sharing news. However, by using these tools, the television news is enabling reversal of two important hypotheses that describe the analog television journalism: Scheduling Hypothesis and the Spiral of Silence. To reach your main goal we used a theoretical framework relevant to the issues addressed here and a survey of some interactive applications for digital television developed specifically for TV newscast. From this instrument, we selected two sets of interactive features that can be employed, in general, newscasts, and how these features relate to the hypotheses of Scheduling and Spiral of Silence.

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The purpose of this article is to think the online collaborative journalism from the perspective of semiosis in Charles Sanders Peirce. It seeks to define the formal elements of language hypermedia web, beyond the concepts of semiosis, sign, object and interpretant. Thus, paths are indicated for understanding how different aspects of the news can emerge and coexist in mediating the journalistic own website, marked by the decentralization of the production and dissemination of media content, as opposed to mediation system based on broadcast journalism. There is also a small survey of the evolution of Brazilian collaborative journalism on the web, showing that there is still a tendency to keep the logic of journalism massive unidirectional.

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The study investigated the use of an artistic work as mediator to trigger and sustain discursive participation of high school students in the classroom. Since the discursive dimension is an essential factor in constructivist teaching orientation, the general idea behind the work seeks to make use of the aesthetic function of signs to enhance the participation of learners discourse. With this goal in mind, the artistic sign painting Water Fall of the artist Maurits Cornelis Escher is employed for teaching physics concept of conservation of mechanical energy. The study compares two methods of a teacher who tries to promote students interactivity discursive. One methodology is guided only by formulating questions and other uses also an artistic sign along with the questions. The work shows that the teacher gets more successfully discursive participation of their students using the second methodology.

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Technological resources and the media are contributing to socioeconomic development, including the education sector. Application of Digital Learning Objects support learning, serving as a tool for distance learning arrangements and classroom. The quality of design in instructional materials is one factor that implies the motivation of students and support their learning, within this context, the creation of educational interactive multimedia applications should excel the content and good usability, while facilitating user interaction. The aim of this paper was to establish parameters for the creation and management of Digital Learning Objects.

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How are teachers Cartoons observation Architecture Schools in several decades, the idea was to try and explain firsthand the look and fundamental elements of drawings to the Architect. We start looking through the design of: 1 A projective gaze: the invisible is made visible by interactivity and space and time are perceived by the distance that look place between them; 2nd In bidirectional contamination: the object fills the subject, double-hand, bringing the tactile qualities of architecture in continuous resonance, 3rd Strangeness by slow look: draw as perceptual expansion strategy; 4 Articulation of the structural elements of the design while similar language to architecture and city through the selection of appropriate signs and codes, exclusive and singular.

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The goal of this article is to describe the production of “Interactive Reality” program, prototype for interactive Digital TV newscast based on the concept of infotainment, defined as a genre hybrid television show between information and entertainment. Therefore, it is proposed a script with interactive content, a prototype of the newscast, its results and implications for future researches.

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Interactive whiteboards (IWB) consist of a set of technological equipment organized in order to fulfill a specific task, enabling the development of didactic activities. Because they are associated to computers’ potentiality, interactive whiteboards can provide bigger interactivity between: teacher and students, students and content, and among students. This work’s main objective is to present some of the results yielded from a research related to the way students perceive interactive whiteboards in the classroom. In order to analyze the IWB usage dynamics, some educational applications in the field of mathematics were applied in the 3rd grade of elementary school. Aside from observation, video recordings were made and students were interviewed about the interactive whiteboard, in order to understand how these students observe and engage with the technological tool. IWB do not transform classroom’s reality by themselves, however, their physical presence and usage amount to external reinforcement can change student’s behavior positively.