88 resultados para Virtual environment testing
em Repositório Institucional UNESP - Universidade Estadual Paulista "Julio de Mesquita Filho"
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This paper describes the experiences of long-distance courses, it focused on the continuing education of basic education teachers in all Brazilian territory. Such courses were offered by CECEMCA (Center for Continuing Education in Mathematics Education, Science and Environment), linked to the Universidade Estadual Paulista Julio de Mesquita Filho - Campus de Rio Claro during 15/01/2009 to 30/11/2009. The subjects report to the theme of Education, Geography and Environment, it was organized in four courses: "Introduction to Cartography," Environment and climate change - thinking a new paradigm of sustainable green planet "," Remote Sensing in environmental studies Environment "and" Methodological Alternatives for Inclusive Classroom: Experimenting with visual and hearing impairments". So, we show here, the feasibility and importance of distance learning tools for education, specifically teacher training, based on the results obtained in these courses.
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This article presents the implementation of a distributed system of virtual reality, through the integration of services offered by the CORBA platform (Common Object Request Broker Architecture) and by the environment of development of 3D graphic applications in real time, the WorldToolkit, of Sense8. The developed application for the validation of this integration is that of a virtual city, with an emphasis on its traffic ways, vehicles (movable objects) and buildings (immovable objects). In this virtual world, several users can interact, each one controlling his/her own car. Since the modelling of the application took into consideration the criteria and principles of the Transport Engineering, the aim is to use it in the planning, project and construction of traffic ways for vehicles. The system was structured according to the approach client/server utilizing multicast communication among the participating nodes. The chosen implementation for the CORBA was the Iona's ORBIX software. The performance results obtained are presented and discussed in the end.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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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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This article describes a technique for Large Scale Virtual Environments (LSVEs) partitioning in hexagon cells and using portal in the cell interfaces to reduce the number of messages on the network and the complexity of the virtual world. These environments usually demand a high volume of data that must be sent only to those users who needs the information [Greenhalgh, Benford 1997].
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Most of architectures proposed for developing Distributed Virtual Environment (DVE) allow limited number of users. To support the development of applications using the internet infrastructure, with hundred or, perhaps, thousands users logged simultaneously on DVE, several techniques for managing resources, such as bandwidth and capability of processing, must be implemented. The strategy presented in this paper combines methods to attain the scalability required, In special the multicast protocol at application level.
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This paper focuses on Virtual Reality (VR) as a very powerful technology that can be applied to the libraries, aiming at contributing to the activities of accessing, disseminating, and sharing information. The paper presents the VR concept and describes some libraries in virtual reality under utilization in different countries. In the final considerations, it is pointed out the use of virtual reality to develop libraries as collaborative virtual environments.
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This paper presents the virtual environment implementation for project simulation and conception of supervision and control systems for mobile robots, that are capable to operate and adapting in different environments and conditions. This virtual system has as purpose to facilitate the development of embedded architecture systems, emphasizing the implementation of tools that allow the simulation of the kinematic conditions, dynamic and control, with real time monitoring of all important system points. For this, an open control architecture is proposal, integrating the two main techniques of robotic control implementation in the hardware level: systems microprocessors and reconfigurable hardware devices. The implemented simulator system is composed of a trajectory generating module, a kinematic and dynamic simulator module and of a analysis module of results and errors. All the kinematic and dynamic results shown during the simulation can be evaluated and visualized in graphs and tables formats, in the results analysis module, allowing an improvement in the system, minimizing the errors with the necessary adjustments optimization. For controller implementation in the embedded system, it uses the rapid prototyping, that is the technology that allows, in set with the virtual simulation environment, the development of a controller project for mobile robots. The validation and tests had been accomplish with nonholonomics mobile robots models with diferencial transmission. © 2008 IEEE.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
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Pós-graduação em Educação - FCT
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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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Este artigo descreve, sob a Perspectiva Textual-Interativa, tal como definida por Jubran (2006a), a parentetização (JUBRAN, 1996, 2006b) em uma conversação síncrona mediada por computador, voltada para a esfera educacional, escrita em espanhol por participantes brasileiros - o chat educacional. Observamos que a parentetização constitui-se como uma das regularidades dos processos de elaboração textual. Trata-se, portanto, de uma estratégia de construção textual do chat educacional bastante produtiva.
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Reflete sobre as Comunidades de Prática (CoPs), na perspectiva do conceito de Inteligência Coletiva de Pierre Lèvy. Descreve o ponto de vista de Lèvy, procurando estabelecer um diálogo como conceito de CoPs, criado por Etienne Wenger. Aponta os elementos encontrados nos fóruns virtuais e presenciais realizados pelo do Grupo Bibliocontas, (grupo formado por profissionais da informação que atuam nos Tribunais de Contas brasileiros), que podem contribuir para constituição de uma comunidade de prática. Verifica que os eventos/fóruns são canais integradores para efetivação de uma comunidade de prática, cujo resultado propicia a transformação das pessoas, a formação de identidades e a negociação de significados do fazer profissional. Observa que a construção coletiva de conhecimentos tem sido materializada na forma de diretrizes e ações, que foram ou estão para serem concretizadas pelas instituições dos participantes do grupo em questão, além do resultado da análise dos dados quantitativos, que indica um crescimento constante de troca de mensagens em ambiente virtual e aumento do número de participantes no grupo.
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This paper presents some findings regarding the interaction between different computer interfaces and different types of collective work. We want to claim that design in online learning environments has a paramount role in the type of collaboration that happens among participants. In this paper, we report on data that illustrate how teachers can collaborate online in order to learn how to use geometry software in teaching activities. A virtual environment which allows that construction to be carried out collectively, even if the participants are not sharing a classroom, is the setting for the research presented in this paper.