885 resultados para Computer- and videogames
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PURPOSE: The Internet expands the range and flexibility of teaching options and enhances the ability to process the ever-increasing volume of medical knowledge. The aim of this study is to describe and discuss our experience with transforming a traditional medical training course into an Internet-based course. METHOD: Sixty-nine students were enrolled for a one-month course. They answered pre- and post-course questionnaires and took a multiple-choice test to evaluate the acquired knowledge. RESULTS: Students reported that the primary value for them of this Internet-based course was that they could choose the time of their class attendance (67%). The vast majority (94%) had a private computer and were used to visiting the Internet (75%) before the course. During the course, visits were mainly during the weekends (35%) and on the last week before the test (29%). Thirty-one percent reported that they could learn by reading only from the computer screen, without the necessity of printed material. Students were satisfied with this teaching method as evidenced by the 89% who reported enjoying the experience and the 88% who said they would enroll for another course via the Internet. The most positive aspect was freedom of scheduling, and the most negative was the lack of personal contact with the teacher. From the 80 multiple-choice questions, the mean of correct answers was 45.5, and of incorrect, 34.5. CONCLUSIONS: This study demonstrates that students can successfully learn with distance learning. It provides useful information for developing other Internet-based courses. The importance of this new tool for education in a large country like Brazil seems clear.
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This work presents an improved model to solve the non-emergency patients transport (NEPT) service issues given the new rules recently established in Portugal. The model follows the same principle of the Team Orienteering Problem by selecting the patients to be included in the routes attending the maximum reduction in costs when compared with individual transportation. This model establishes the best sets of patients to be transported together. The model was implemented in AMPL and a compact formulation was solved using NEOS Server. A heuristic procedure based on iteratively solving Orienteering Problems is presented, and this heuristic provides good results in terms of accuracy and computation time. Euclidean instances as well as asymmetric real data gathered from Google maps were used, and the model has a promising performance mainly with asymmetric cost matrices.
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Tese de Doutoramento em Ciências da Educação (Especialidade em Literacias e Ensino do Português)
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Relatório de estágio de mestrado em Média Interativos
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Projecto de mestrado em Mediação Cultural e Literária
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Informe de investigación realizado a partir de una estancia en el Department of Computer and Information Science de la Norwegian University of Science and Technology (NTNU), Noruega, entre setiembre i diciembre de 2006. El uso de componentes de software llamados Commercial-Off-The-Shelf (COTS) en el desarrollo de sistemas basados en componentes implica varios retos. Uno de ellos es la falta de información disponible y adecuada para dar soporte al proceso de selección de componentes a ser integrados. Para lidiar con estos problemas, se esta desarrollando un trabajo de tesis que propone un método llamado GOThIC (Goal-Oriented Taxonomy and reuse Infrastructure Construction). El método está orientado a construir una infrastructura de reuse para facilitar la búsqueda y reuse de componentes COTS. La estancia en la NTNU, reportada en este documento, tuvo como objetivo primordial las mejora del método y la obtención de datos empíricos para darle soporte. Algunos de los principales resultados fueron la obtención de datos empíricos fundamentando la utilización del método en ámbitos industriales de selección de componentes COTS, así como una nueva estrategia para conseguir de forma factible e incremental, la federación y reuso de los diferentes esfuerzos existentes para encontrar, seleccionar y mantener componentes COTS y Open Source (OSS) -comúnmente llamados componentes Off-The-Shelf (OTS) - en forma estructurada.
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Fault tolerance has become a major issue for computer and software engineers because the occurrence of faults increases the cost of using a parallel computer. RADIC is the fault tolerance architecture for message passing systems which is transparent, decentralized, flexible and scalable. This master thesis presents the methodology used to implement the RADIC architecture over Open MPI, a well-know large-used message passing library. This implementation kept the RADIC architecture characteristics. In order to validate the implementation we have executed a synthetic ping program, besides, to evaluate the implementation performance we have used the NAS Parallel Benchmarks. The results prove that the RADIC architecture performance depends on the communication pattern of the parallel application which is running. Furthermore, our implementation proves that the RADIC architecture could be implemented over an existent message passing library.
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The Public Health Agency and safefood today (Wednesday 22 June) officially launched Eat, Taste and Grow, a new interactive curriculum based education resource to help increase awareness among primary school children of the origins of their food, local produce and the role this plays in healthy eating. As research in 2006 showed, 18% of children aged 2-15 years in Northern Ireland were reported to be obese; and provisional data in 2008-2009 showed that 22.5% of children entering Year 1 were already overweight (17%) or obese (5%).* The launch of Eat, Taste and Grow is an innovative collaboration between the PHA and safefood that will provide children with lifelong lessons about the food they eat, healthy eating options and the benefits of an active lifestyle.The free teacher-led CD-ROM resource will be sent to every primary school across Northern Ireland by September 2011 and will help increase awareness among primary school children of the origins of their food and local produce, and the role this plays in healthy eating.Speaking at the event, Health Minister Edwin Poots said: "Being obese as a child can store up problems for the future, leading to a reduction in life expectancy and potentially causing other health problems such as increased risk of coronary heart disease, cancer and Type 2 Diabetes."Currently around one in four girls and one in six boys in Primary One (Year 1) are overweight or obese."Many of our children are not as physically active as they should be, nor do they have a healthy, balanced diet."This new resource will help teachers in our primary schools educate children on how to choose what foods are healthier for them which hopefully they will carry with them into adulthood."Dr Eddie Rooney, Chief Executive, PHA said: "The Public Health Agency recognises the need to give every child a healthy start in life. Schools play a vital role in contributing to the development of knowledge and skills necessary to make healthier food choices and laying the foundation for good eating habits which can then be carried through into adulthood. Eat, Taste and Grow is an excellent resource that will help equip teachers to carry out this role and in turn enable children to make healthier choices."Mr Martin Higgins, CEO safefood said: "We know and understand the challenges faced by parents to encourage children to eat healthy foods. As obesity among children continues to rise, this interactive resource will educate children in a fun and engaging way while providing them with the information to make informed, responsible choices throughout their lives."The Eat, Taste and Grow resource is an interactive CD-ROM for use on a whiteboard or computer and is divided into: Foundation, Key Stage 1 and Key Stage 2. Topics include 'Where does our food come from?', 'Who produces our food?', 'How food grows' and 'How food is produced and preserved'. Each topic has accompanying teacher's notes and includes ideas for classroom discussions, role play, games and quiz suggestions.
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El projecte consisteix en una aplicació per a la recollida i gestió d'incidències informàtiques i manteniment d'una base de dades en la qual puguem guardar les dades de cada equip i les seves respectives avaries.
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Disseny d'un model informàtic i de comunicacions basat en programari lliure que permeti l'estandardització de la instal·lació i posterior manteniment de les TIC aplicables a les delegacions territorials d'una entitat bancària.
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Neste artigo pretendemos relatar uma experiência de apoio à supervisão de estágio e de dinamização de duas disciplinas na licenciatura de Ciências da Educação – Percurso de Desenvolvimento Pessoal e Social na Universidade de Cabo Verde (Uni-CV), com recurso à Moodle. Esta experiência, em curso, enquadra-se num projeto de Investigação-Ação (IA) a decorrer e com o qual se pretende melhorar a prática de orientação/supervisão de estágios pedagógicos no contexto da Uni-CV. Este texto reporta-se a um dos momentos de desenvolvimento do projeto, relativo à caraterização das competências tecnológicas dos estagiários/estudantes, principais destinatários desta ação e das suas expectativas em relação ao trabalho com ambientes virtuais de aprendizagem. Os dados foram recolhidos com recurso a um inquérito por questionário e a partir da sua análise constatamos que os inquiridos têm alguma facilidade de navegação na Web, possuem também competências básicas para o trabalho em ambientes online, assim como vontade experienciar trabalhar em diferentes ambientes de aprendizagem. As principais dificuldades identificadas, prendem-se com a dificuldade de acesso a um computador e à Internet.
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Developing countries face serious problems on building and using digital libraries (DL) due to low computer and Internet penetration rates, lack of financial resources, etc. Thus, since mobile phones are much more used than computers in these countries, they might be a good alternative for accessing DL. Moreover, in the developed world there has been an exponential growth on the usage of mobile phones for data traffic, establishing a good ground for accessing DL on mobile devices. This paper presents a design proposal for making DSpace-based digital libraries accessible on mobile phones. Since DSpace is a popular free and open source DL system used around the world, making it accessible through mobile devices might contribute for improving the global accessibility of scientific and academic publications.
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Digital libraries (DL) have had a tremendous impact on improving the accessibility of scientific and academic publications. In developing countries, they seem to be the great hope, due to the serious existing problems with the traditional publishing and distribution mechanisms and to the potential they have on enabling access to a great panoply of publications. Moreover, accessing digital libraries over mobile devices has the potential of reaching a broader community of users and on helping to bridge the digital divide, since there are very reduced computer and Internet penetration rates in these countries, along with a higher mobile phone usage. For developed countries, accessing digital libraries on the go might also bring important added value. This paper features an analysis of the major issues related to making digital libraries accessible over mobile devices. A specific study on the possibility of using mobile digital libraries in a developing country context is also presented along with a proposal for making DSpace based digital libraries accessible over mobile phones.
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Digital libraries (DL) are seen as the hope for developing countries in their struggle to access scientific and academic publications. However, building such libraries in developing countries is a real challenge. These countries usually face several difficulties, such as low computer and Internet penetration rates, poor ICT infrastructure, lack of qualified human resources, lack of financial resources, etc. Thus, it is imperative finding alternative mechanisms of building DL that best fit the specificities of these countries. This paper presents the process used for building a digital library at the University Jean Piaget of Cape Verde, created in a context of scarce access to printed materials and serious difficulties in accessing ICT resources. This paper also presents the challenges, the solutions and the adopted methodological framework.
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En aquest projecte crearem un sistema per automatitzar els diferents dispositius que podem trobar en una casa. En primer lloc dissenyarem el hardware que serà el sistema nerviós des del que controlarem els dispositius a través del port USB d’un ordinador. Aquest sistema nerviós serà el punt d’interconnexió entre els dispositius de la casa i l’ordinador central que els controlarà. A nivell de hardware, a més a més del mòdul d’entrades i sortides d’interconnexió amb els dispositius que hem esmentat, ens trobem amb la necessitat d’instal•lar un ordinador central i diferents aparells repartits per la casa per poder realitzar les nostres necessitats (accions dels diferents dispositius) des de qualsevol punt de la casa. Amb aquests requeriments haurem d’estudiar les diferents possibilitats per fer el nostre sistema el màxim d’eficaç possible. Finalitzat l’estudi del hardware necessari pel nostre projecte, el següent pas és dissenyar el software. Aquest software serà l’aplicació encarregada de controlar tot el maquinari que hem dissenyat anteriorment i rebrà el nom de DOMO HOGAR. Aquest estarà format per dos programes diferents, DOMO HOGAR SERVER i DOMO HOGAR TERMINAL, cadascun d’ells amb unes funcions específiques. DOMO HOGAR SERVER serà l’aplicació que residirà a l’ordinador central i que permetrà a l’administrador gestionar totes les parts de les que forma part el nostre sistema: dispositius, tasques, pre-condicions, etc... També des d’aquesta aplicació editarem el panell tàctil que mostrarem des dels diferents terminals de l’habitatge. Per últim, aquesta aplicació també s’encarregarà de resoldre les peticions que farem, tant de l’ordinador central com dels terminals, i gestionar les diferents sortides en funció de l’acció a realitzar. Paral•lelament ens trobarem l’aplicació DOMO HOGAR TERMINAL que residirà en cada un dels terminals que hi hagi a la casa. Aquesta aplicació s’inicialitzarà llegint la configuració del panell tàctil de la base de dades de l’aplicació servidor resident a l’ordinador central i reconstruint una rèplica d’aquest panell tàctil. Finalment des d’aquesta aplicació terminal podrem donar ordres que seran emmagatzemades a la llista de tasques pendents de l’ordinador central perquè les resolgui des de l’aplicació del servidor. DOMO HOGAR ha estat creat per facilitar i confortar la vida quotidiana de les persones agilitzant el nostre dia a dia i permetent-nos invertir el nostre temps en les coses realment importants.