965 resultados para Virtual context
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Enlace a las imágenes de la Biblioteca Virtual Miguel de Cervantes
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Esta tesis doctoral busca estudiar el espacio desde la premisa de que el espacio es, fundamentalmente, lo intermedio. El entre, lo que hay entre las cosas mismas y que les da, precisamente, su definición como cosas en un constante proceso de delimitación. Este entre, lo que hay entre las cosas, no es sin embargo un resto que queda, sino bien al contrario el principio activo que hace que las cosas, desde lo que hay alrededor, se configuren en su ser sensible y puedan percibirse. El entre, lo intermedio, no es así una línea, un corte puro, sino un intervalo, un espacio en sí mismo, un ámbito en que se desarrolla un proceso. Es por tanto un espacio de formación, en el que las cosas aún no son y ya están siendo, un intervalo ambiguo pleno de virtualidades, unas desplegadas otras que permanecen en espera, siempre en movimiento. Es la hipótesis principal de esta tesis que en el llamado Movimiento Moderno en la arquitectura del siglo veinte esta condición ambigua del límite se pone de manifiesto como la raíz articuladora de los cambios espaciales y formales que definen su ser y su estética. Para desarrollar esta hipótesis, se parte de una doble premisa: por una parte, como un entre que es en sí misma, la arquitectura se encuentra delimitada por las disciplinas artísticas contemporáneas, especialmente pintura y escultura y a la vez las delimita. Por tanto, se explorarán una serie de momentos claves en las vanguardias de comienzos del siglo veinte en paralelo a una serie de arquitecturas contemporáneas para estudiar esta doble dialéctica entre límites. Por otra parte, y entendiendo que lo propio de la arquitectura es el espacio, se estudiarán en profundidad las concepciones espaciales que en la física y la estética del finales del siglo diecinueve y principios del veinte se desarrollan, para comprender cómo estas nuevas concepciones, centradas en las ideas de relatividad y de espacio-tiempo como magnitudes interlimitadas, determinan a su vez las concepciones espaciales que se desarrollan simultáneamente en las artes plásticas y en la arquitectura. La tríada espacio/tiempo/luz regirá este recorrido, en un doble camino: a través de la física y la teoría del arte, y a través de la arquitectura y las artes plásticas. Se trata por tanto de incardinar la arquitectura en su contexto artístico y científico, y comprobar cómo la comprensión del espacio como un entre, como un intervalo del límite y no como un absoluto trascendente, se generaliza en dichos ámbitos en una exploración paralela que condiciona los resultados en todos ellos y que define, por tanto, la arquitectura de la modernidad como una arquitectura del entre. El encuadre enmarca como motivo principal el Movimiento Moderno a través de la figura de Le Corbusier. Se muestra el modo en que los recursos y mecanismos empleados provocan el encuentro del espacio indecible a través de la polifonía de las artes. Desde el espaciamiento del límite, su borradura, su ambigüedad, producidos mediante el entrelazamiento de los recursos artísticos, la continuidad de lo lineal, el encabalgamiento, el maridaje, la ambivalencia, la relatividad del color y la luz, el intersticio. Ello se analiza a través de la obra de le Corbusier, destacando la dialéctica entre Le Cheminée y Nature morte aux nombreux objets; Ma maison y el pabellón del Zurichhorn; Unité y L’espace indicible. Aclaradas las premisas fundamentales y las consecuencias inmediatas para la arquitectura del Movimiento Moderno, la cuarta parte y final de la tesis, mucho más breve que las anteriores, expone una primera aproximación a las consecuencias que todo esto ha tenido en un momento liminal también: el comienzo de la postmodernidad. En realidad se trata de una apertura a lo que ha de venir, pues establecida la operatividad de la hipóteisi inicial, se trata aquí solamente de abrir el camino a una interpretación que en realidad escapa del alcance de esta tesis. Así se deja apuntado cómo, a través de la obra de tres arquitectos, teóricos y artistas trabajando en los años setenta y comienzos de los ochenta del pasado siglo, una comprensión más clara de la revolución moderna precipitada por esta nueva comprensión del espacio como límite-entre queda patente. Chamberworks de Daniel Libeskind, Wexner Center for the Visual Arts de Peter Eisenman y Manhattan Transcripts de Bernard Tschumi servirían de privilegiados ejemplo. Como queda patente que las consecuencias de todo ello aún las estamos sintiendo en nuestra contemporaneidad. ABSTRACT This thesis aims to study the space from the premise that space is mainly the in-between. The in-between, what is in-between the things themselves and gives them precisely its definition as things in a constant process of delimitation. This in-between, what is in between things, is not a remnant that remains, but on the contrary it is the active ingredient that produces things from what is around, that configures them in a sensitive to be perceived. The in-between, the intermediate, is not a line, a pure cut, but an interval, a space in itself, an area in which a process is developed. It is therefore a space in development, where things are still not and already been, delimiting an ambiguous range full of potentialities, some present and others that remain only as virtualities. It is the main hypothesis of this thesis that in the so-called Modern Movement in the architecture of the twentieth century this ambiguous boundary condition is revealed as the result of the articulatation of spatial and formal changes. To develop this hypothesis, I posit this double premise: On the one hand, as an in-between which is in itself, architecture is defined by contemporary artistic disciplines, especially painting and sculpture and simultaneously defines them. Therefore, a number of key moments in the avantgarde of the early twentieth century in parallel with a number of contemporary architecture to study this double dialectic between boundaries will be explored. On the other hand, and considering that the “essence” of the architecture is space, I will study in depth the spatial concepts in physics and aesthetics of late-nineteenth century and early twentieth century to understand how these new concepts centered on the ideas of relativity and space-time as interlimited magnitudes in turn determine the spatial conceptions that take place simultaneously in the visual arts and architecture. The space / time / light triad governs this journey in a double way: through physics and theory of art, and through architecture and the arts. The aim is to anchor architecture in its artistic and scientific context, and to see how the understanding of space as an in-between interval and not as an absolute transcendent determines the results in all of them, defining, therefore, the architecture of modernity as an architecture of the in-between. The frame of the study is centered in the modern movement through the figure of Le Corbusier and how rthe different resources and mechanisms employed provoke an unspeakable space of encounter through the polyphony of the arts. From the spacing of the limit, its erasure, its ambiguity, produced by the intertwining of artistic resources to continuity of the linear, the marriage, the ambivalence, the relativity of color and light, the gap. All this is analyzed through the work of Le Corbusier, highlighting the dialectic between Le Cheminée and Nature morte aux nombreux objets, Ma maison and Zürichhorn pavilion, Unité and L’espace indicible. Once the basic premises and immediate consequences for the architecture of the Modern Movement are set, the fourth and final part of the thesis aims to explore the impact that all this has had in another liminal time: the beginning of postmodernism. Of course, this part is shorter, in fact it is more a prospective survey and an opening of possibilities than a truly articulated body of theory, since the conceptual core of this thesis has been developed in the central part. Hence, through the work of three architects, theorists and artists working in the seventies and early eighties of last century, a clearer understanding of the modern revolution precipitated by this new understanding of space as a boundary- between is proposed. Chamberworks by Daniel Libeskind, Wexner Center for the Visual Arts by Peter Eisenman and Manhattan Transcripts by Bernard Tschumi will exemplify this approach. The consequences of all this are still haunting our contemporaneity.
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La reciente implantación de los grados en la Universidad de Alicante (UA) ha supuesto un cambio sustancial en lo que se refiere a la estructuración en el tiempo y los contenidos de las asignaturas implicadas. Es un hecho innegable que se ha producido una reducción de las horas que el alumno pasa en el laboratorio. En particular, en el grado de Óptica y Optometría, asignaturas como la Óptica Geométrica ha pasado de tener 45 horas de laboratorio a sólo 12 horas. Frente a este hecho los profesores involucrados, en un intento de optimizar el tiempo utilizado en el laboratorio, han optado por potenciar y primar lo referente a la realización de los montajes experimentales propiamente dichos, la toma de datos y el análisis del resultado final, sobre los diferentes cálculos matemáticos implicados en el proceso, en ocasiones bastante engorrosos. Para compensarlo se ha diseñado una herramienta didáctica que agrupa applets de los diferentes cálculos a realizar. Se pretende que el alumno, posteriormente en casa, incorpore los datos numéricos obtenidos y obtenga los resultados pertinentes favoreciendo su posterior discusión en las tutorías virtuales. Se combina así la docencia presencial y virtual permitiendo optimizar el tiempo empleado en el laboratorio y la autocorrección por parte del alumno.
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Aquest treball s’emmarca dins de les metodologies en el procés d’ensenyament-aprenentatge, així com de la innovació tecnològica. L’objectiu és doble. D’una banda, intentem mostrar com utilitzem l’eina de debats de la plataforma d’ensenyament-aprenentatge del Campus Virtual de la Universitat d’Alacant en el context de la formació en línia de traductors per a l’àmbit de l’economia i els negocis. D’altra banda, valorem la idoneïtat d’aquesta eina en el context esmentat, especialment pel que fa a l’ús que el professorat en pot fer, amb la intenció de proposar diferents punts de desenvolupament que eventualment podrien ajudar a optimitzar el procés d’ensenyament-aprenentatge dels agents implicats en l’ús de l’eina de debats. Aquest treball pot ser d’interès no solament per als docents, sinó també per als desenvolupadors d’aquest tipus d’eines, que, per a ajustar-ne les funcionalitats a les necessitats dels seus usuaris, necessiten el feedback d’aquests últims.
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To research graphic design in a globalized context it is primordial to consider cultural, social, historical and even anthropological studies to fully understand the aesthetics’ choices made by the designer’s. Being the “Japanese graphic design” a topic still to be better understand in the West, it is mandatory to gather information from primary sources. These data will be analyzed with support of secondary sources of information about Japanese visual communication, social and cultural studies. This paper presents comments about the result of a survey applied to 105 Japanese graphic designers. The survey was designed with 44 questions. The original survey, to better follow this report can be found in www.studiohobo.com/CONVERGENCIAS/Flavio_Hobo_Survey.pdf
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This paper reports on a current research project in which virtual reality simulators are being investigated as a means of simulating hazardous Rail work conditions in order to allow train drivers to practice decision-making under stress. When working under high stress conditions train drivers need to move beyond procedural responses into a response activated through their own problem-solving and decision-making skills. This study focuses on the use of stress inoculation training which aims to build driver’s confidence in the use of new decision-making skills by being repeatedly required to respond to hazardous driving conditions. In particular, the study makes use of a train cab driving simulator to reproduce potentially stress inducing real-world scenarios. Initial pilot research has been undertaken in which drivers have experienced the training simulation and subsequently completed surveys on the level of immersion experienced. Concurrently drivers have also participated in a velocity perception experiment designed to objectively measure the fidelity of the virtual training environment. Baseline data, against which decision-making skills post training will be measured, is being gathered via cognitive task analysis designed to identify primary decision requirements for specific rail events. While considerable efforts have been invested in improving Virtual Reality technology, little is known about how to best use this technology for training personnel to respond to workplace conditions in the Rail Industry. To enable the best use of simulators for training in the Rail context the project aims to identify those factors within virtual reality that support required learning outcomes and use this information to design training simulations that reliably and safely train staff in required workplace accident response skills.
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Location information is commonly used in context-aware applications and pervasive systems. These applications and systems may require knowledge, of the location of users, devices and services. This paper presents a location management system able to gather, process and manage location information from a variety of physical and virtual location sensors. The system scales to the complexity of context-aware applications, to a variety of types and large number of location sensors and clients, and to geographical size of the system. The proposed location management system provides conflict resolution of location information and mechanisms to ensure privacy.
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O desenvolvimento das novas tecnologias de comunicação e informação não representa apenas uma nova forma de transmitir conteúdos informacionais às pessoas. Ao se refletir nas novas possibilidades de atuação à distância, permitida pela mídia interativa on-line, percebese uma mudança significativa na postura comportamental das pessoas em suas interações nas relações sociais básicas. Há uma transformação ocorrendo no conceito de comunidade, visto que as novas e emergentes formas de comunicação, próprias do atual cenário tecnológico, passam a coabitar com as formas tradicionais de comunidade. Esta metamorfose seria produto de uma tentativa de agregação das práticas sociais realizadas nas comunidades reais dentro de um espaço virtual. Surgem assim as chamadas comunidades virtuais, que carregam consigo uma nova dinâmica de atuação a distância disjunta de contextos sociais imediatos. Através da metodologia de estudo de caso, buscou-se conhecer como as coabitações de formas tradicionais e emergent es de comunidades estão convivendo e interagindo. Além disso, procurou-se conhecer quais são os resultados obtidos das trocas informacionais e relacionais ocorridas no ciberespaço. A investigação se deu a partir do estudo de caso de um site da Igreja Adventista do Sétimo Dia, no qual foram utilizadas entrevistas, observação direta e observação participativa como fontes de evidência. Os resultados obtidos da investigação sugerem que o indivíduo corpóreo deseja viver dentro de uma nova ambiência regida pela fluidez digital, pois esta se apresenta como um meio no qual as trocas informacionais se dão de forma efetiva e responsiva, ao mesmo tempo em que relacionamentos sociais podem ser engendrados, confirmados e mantidos.(AU)
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Presentation made by Jamie Rogers and John Nemmers at the Society of Florida Archivists annual meeting in Tallahassee, Florida. Jamie Rogers presented the "Coral Gables - Virtual Historic City" project at Florida International University. John Nemmers presented the "Unearthing St. Augustine’s Colonial Heritage" project at the University of Florida
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The purpose of this thesis was to explore the boundary between human and other created by virtual worlds in contemporary science fiction novels. After a close reading of the three novels: Surface Detail, Existence, and Lady of Mazes, and the application of contemporary literary theories, the boundary presented itself and led to the discovery of where the human becomes other. The human becomes other when it becomes lost to the virtual world and no longer exists or interacts with material reality. Each of the primary texts exhibits both virtual reality and humanity in different ways, and each is explored to find where humanity falls apart. Overall, when these theories are applied to real life there is no real way to avoid the potential for fully immersive virtual worlds, but there are ways to avoid their alienating effects.
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Virtual machines (VMs) are powerful platforms for building agile datacenters and emerging cloud systems. However, resource management for a VM-based system is still a challenging task. First, the complexity of application workloads as well as the interference among competing workloads makes it difficult to understand their VMs’ resource demands for meeting their Quality of Service (QoS) targets; Second, the dynamics in the applications and system makes it also difficult to maintain the desired QoS target while the environment changes; Third, the transparency of virtualization presents a hurdle for guest-layer application and host-layer VM scheduler to cooperate and improve application QoS and system efficiency. This dissertation proposes to address the above challenges through fuzzy modeling and control theory based VM resource management. First, a fuzzy-logic-based nonlinear modeling approach is proposed to accurately capture a VM’s complex demands of multiple types of resources automatically online based on the observed workload and resource usages. Second, to enable fast adaption for resource management, the fuzzy modeling approach is integrated with a predictive-control-based controller to form a new Fuzzy Modeling Predictive Control (FMPC) approach which can quickly track the applications’ QoS targets and optimize the resource allocations under dynamic changes in the system. Finally, to address the limitations of black-box-based resource management solutions, a cross-layer optimization approach is proposed to enable cooperation between a VM’s host and guest layers and further improve the application QoS and resource usage efficiency. The above proposed approaches are prototyped and evaluated on a Xen-based virtualized system and evaluated with representative benchmarks including TPC-H, RUBiS, and TerraFly. The results demonstrate that the fuzzy-modeling-based approach improves the accuracy in resource prediction by up to 31.4% compared to conventional regression approaches. The FMPC approach substantially outperforms the traditional linear-model-based predictive control approach in meeting application QoS targets for an oversubscribed system. It is able to manage dynamic VM resource allocations and migrations for over 100 concurrent VMs across multiple hosts with good efficiency. Finally, the cross-layer optimization approach further improves the performance of a virtualized application by up to 40% when the resources are contended by dynamic workloads.
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There is a growing societal need to address the increasing prevalence of behavioral health issues, such as obesity, alcohol or drug use, and general lack of treatment adherence for a variety of health problems. The statistics, worldwide and in the USA, are daunting. Excessive alcohol use is the third leading preventable cause of death in the United States (with 79,000 deaths annually), and is responsible for a wide range of health and social problems. On the positive side though, these behavioral health issues (and associated possible diseases) can often be prevented with relatively simple lifestyle changes, such as losing weight with a diet and/or physical exercise, or learning how to reduce alcohol consumption. Medicine has therefore started to move toward finding ways of preventively promoting wellness, rather than solely treating already established illness. Evidence-based patient-centered Brief Motivational Interviewing (BMI) interven- tions have been found particularly effective in helping people find intrinsic motivation to change problem behaviors after short counseling sessions, and to maintain healthy lifestyles over the long-term. Lack of locally available personnel well-trained in BMI, however, often limits access to successful interventions for people in need. To fill this accessibility gap, Computer-Based Interventions (CBIs) have started to emerge. Success of the CBIs, however, critically relies on insuring engagement and retention of CBI users so that they remain motivated to use these systems and come back to use them over the long term as necessary. Because of their text-only interfaces, current CBIs can therefore only express limited empathy and rapport, which are the most important factors of health interventions. Fortunately, in the last decade, computer science research has progressed in the design of simulated human characters with anthropomorphic communicative abilities. Virtual characters interact using humans’ innate communication modalities, such as facial expressions, body language, speech, and natural language understanding. By advancing research in Artificial Intelligence (AI), we can improve the ability of artificial agents to help us solve CBI problems. To facilitate successful communication and social interaction between artificial agents and human partners, it is essential that aspects of human social behavior, especially empathy and rapport, be considered when designing human-computer interfaces. Hence, the goal of the present dissertation is to provide a computational model of rapport to enhance an artificial agent’s social behavior, and to provide an experimental tool for the psychological theories shaping the model. Parts of this thesis were already published in [LYL+12, AYL12, AL13, ALYR13, LAYR13, YALR13, ALY14].
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This work focuses on the study of the circular migration between America and Europe, particularly in the discussion about knowledge transfer and the way that social networks reconfigure the form of information distribution among people, that due to labor and academic issues have left their own country. The main purpose of this work is to study the impact of social media use in migration flows between Mexico and Spain, more specifically the use by Mexican migrants who have moved for multiple years principally for educational purposes and then have returned to their respective locations in Mexico seeking to integrate themselves into the labor market. Our data collection concentrated exclusively on a group created on Facebook by Mexicans who mostly reside in Barcelona, Spain or wish to travel to the city for economic, educational or tourist reasons. The results of this research show that while social networks are spaces for exchange and integration, there is a clear tendency by this group to "narrow lines" and to look back to their homeland, slowing the process of opening socially in their new context.
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At a recent conference on games in education, we made a radical decision to transform our standard presentation of PowerPoint slides and computer game demonstrations into a unified whole, inserting the PowerPoint presentation to the computer game. This opened up various questions relating to learning and teaching theories, which were debated by the conference delegates. In this paper, we reflect on these discussions, we present our initial experiment, and relate this to various theories of learning and teaching. In particular, we consider the applicability of “concept maps” to inform the construction of educational materials, especially their topological, geometrical and pedagogical significance. We supplement this “spatial” dimension with a theory of the dynamic, temporal dimension, grounded in a context of learning processes, such as Kolb’s learning cycle. Finally, we address the multi-player aspects of computer games, and relate this to the theories of social and collaborative learning. This paper attempts to explore various theoretical bases, and so support the development of a new learning and teaching virtual reality approach.
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This study aimed to examine how students perceives the factors that may influence them to attend a training course offered in the distance virtual learning environment (VLE) of the National School of Public Administration (ENAP). Thus, as theoretical basis it was used the Unified Theory of Acceptance and Use of Technology (UTAUT), the result of an integration of eight previous models which aimed to explain the same phenomenon (acceptance/use of information technology). The research approach was a quantitative and qualitative. To achieve the study objectives were made five semi-structured interviews and an online questionnaire (websurvey) in a valid sample of 101 public employees scattered throughout the country. The technique used to the analysis of quantitative data was the structural equation modeling (SEM), by the method of Partial Least Square Path Modeling (PLS-PM). To qualitative data was the thematic content analysis. Among the results, it was found that, in the context of public service, the degree whose the individual believes that the use of an AVA will help its performance at work (performance expectancy) is a factor to its intended use and also influence its use. Among the results, it was found that the belief which the public employee has in the use of a VLE as a way to improve the performance of his work (performance expectation) was determinant for its intended use that, in turn, influenced their use. It was confirmed that, under the voluntary use of technology, the general opinion of the student s social circle (social influence) has no effect on their intention to use the VLE. The effort expectancy and facilitating conditions were not directly related to the intended use and use, respectively. However, emerged from the students speeches that the opinions of their coworkers, the ease of manipulate the VLE, the flexibility of time and place of the distance learning program and the presence of a tutor are important to their intentions to do a distance learning program. With the results, it is expected that the managers of the distance learning program of ENAP turn their efforts to reduce the impact of the causes of non-use by those unwilling to adopt voluntarily the e-learning, and enhance the potentialities of distance learning for those who are already users