998 resultados para Modelos e protocolos de comunicação
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The objective of this research was to describe the use of an augmentative and alternative system for a student with cerebral palsy during intervention. A 10-year-old male student with cerebral palsy participated in this investigation. He attended special classes for people with disability in a public school in a city of the interior of Sao Paulo. The scheduled activities were carried out twice a week for two years at the Laboratory of Special Education of a public University of São Paulo. All of the tapes describing the activities that were filmed during the assessment and implementation of augmentative and alternative communication resource were watched and described using a specific protocol. Based on the information from the protocols, the sessions with intervals greater than 20 days and the ones with activities involving the communication board with the time equal or greater than 20 minutes during the first year of intervention were selected. The chosen sessions were transcribed in full and, after analyzing the text, the following categories were established, according to the stated goal: the graphic system helped the student with utterances of vertical structure (56%) associated with the oral (14%) and non-oral and non-verbal form (30%), while the use of the graphic system along with other forms collaborated to enhance statements, enabling better understanding of the child s intention. The use of augmentative and alternative communication systems provided the expansion of effective dialogical situations for the student during the activities carried out in speech therapy.
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The research aims to analyze the main changes in the concepts of the processes of production and consumption of news content information. The theoretical framework used will be the new consequent social, economic and technological paradigms of the current scenario of convergence of platforms, content and languages. The research aims to investigate the changes in the macro environment of journalistic production and, therefore, examine whether the local flow of news content meets the requirements of a new public consumption target set by the new Brazilian generations, composed of young people influenced by the cultures of computing, audiovisual communication and also by economic and cultural globalization. As expansion of the analyzes sought to verify the impact of these changes in the current models of traditional media, as well as the interference caused and trends in models of existing production. Also a case study is performed on this production flow in comparison with current market research of Jornal da Cidade (JC) of the city of Bauru (SP), the main media of the Grupo Comunicação. The intent of the approach will be to establish some preambles to assist in bringing the theory with the practical impacts on journalistic production, its agents, institutions and the workplace
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Physics governs all working patterns of the universe and could not be otherwise in a biological environment. Living things depend directly on laws and physical models to compose their body structure, allow its survival in certain environments, communication between individuals and groups and also to establish a complex sensorial system that allows interaction with the environment that surrounds them. With the advancement of science and technology, new ideas are required, and thus, many researchers began to turn their attention to those systems found in nature, as these systems often present practical solutions and with maximum efficiency. This imitation of biological systems, applied in creating innovative technological resources, is called Biomimetics. To study the biological systems based on physical concepts is essential the creation of models. These allow the distinction of the effects of the issue really essential and may be ignored side effects that do not have an effective participation in the phenomenon being analyzed. In this Work Completion of course will be studied the phenomenon of countercurrent heat exchangers, present in various situations of nature, focusing on their participation in the legs of birds, also the balance of certain birds that are supported on one leg and possible inspiration of these phenomena in the fields of engineering. Also included are videos that allow better understanding of the studied subjects
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There are considerations of that the education of Physics of the way as comes being driven us textbooks and consequently in classroom, is distant and distorted of their real purpose. We notice that the education of this science through the Physical school discipline, has I assume a character of preparation for university entrance exams exercises resolution, exceling for the memorization of formulae and by the mathematical solutions, fact that looks to cause to it is lacking of motivation and to the disinterest of the students regarding his contents. Since we are surrounded by phenomena, events, elements of the nature, new technologies, objects and so many others that can be explained and many times until applied and/or reproduced by means of physical concepts, there is no reason for treat to Physical as somewhat academic and remote of the reality. The little interest of high school students by the discipline of Physics and their poor performance in the learning of his contents has led to the search of new paths, resources and strategies that promote a more meaningful learning. Taking into account these facts, we seek in this course conclusion work, observe, analyze and apply concepts of the Physical one in multiple elements of ours routine, doing use of the interdisciplinary nature as a possible mechanism. The animals exert a fascination on most people. Much of what we see in their way of being and behaving can be explained by the laws of Physics and its models. Their physique, behavior and activities involve diverse movements, communication and sensing as physical limitations varied. Zoologists and physicists build models in an attempt to explain or understand animal behavior using well-established physical principles. The creation of physical models is going to approach a problem, identifies the fundamental information and removing all of the irrelevant details. An example... (Complete abstract click electrnic access below)
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The information society is increasingly incorporating the immense volume of content available on the net. Access by electronic devices and the resulting ease of mobility and portability feed discussions on actual capacity of appropriation of this knowledge that circulates through cyberspace. Address and discuss the possibilities of educating across the network, therefore, gains more and more importance. On models of educational quality well developed – as is the case in Finland, for example-, Brazilian education is, year after year, failing in international marathons to achieve below average indexes required. Creates a field of analysis, in which this article arises, in the quest to understand more deeply the opportunity of use of Information and communication technologies (ICT) for a quality education, plunging by cultural issues that fall in the construction of objective conditions offered to students. This is an effort in understanding the historical factors that limit efforts to offering a quality education in Brazil.
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Pós-graduação em Engenharia Elétrica - FEIS
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This research has as its main reference, the need to detect the development initiatives by public higher education, concepts, methods and teaching and pedagogical tools and to investigate the ability to transfer knowledge and practices of teaching and learning produced for other levels education. The task of providing appropriate training of teachers of basic education to university education is a vital political and administrative demands for a large country, which needs to adequately educate its people, so he can face in the right conditions, the huge and complex demands of regional and national development. The research presented here, aims to gauge the extent and adequacy of current media and information as tools for teaching and pedagogical transfer the knowledge and practices of teaching and learning as a tool for updating and also for training or non-presence blended Primary School Teacher Education. From the established goals will be carried out research, conceptual and field, to analyze and evaluate some educational practices and resulting forms of communication and also to assess the effects brought about by replacing the linear communication model and the model of unilateral to multilateral communication networks on digital models, and practices of schooling. The results obtained from both theoretical and practical will be on the selection of concepts, content production, methodologies and resources run by different "means" integrated with the cultural, economic and social development, both locally, regionally or nationally. The strategic aim will be to expand from the analysis, production and dissemination of concepts, methods and tools made by teachers of Basic Education and Higher Education, teaching and pedagogical possibilities of media and digital devices that are emerging as the derivation of network communication.
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Scientific research has shown remarkable advances in the formulation of criteria for assessing the quality of journalism practiced in the commercial media and public broadcasting, comprising aspects such as management models, business principles, parameters to the assessment of results and exercise of social responsibility. However, there are fewer investigations on the practice of journalism in digital public communication formats explored by government web portals. The contribution of this paper lies in a proposal of elements for the construction of parameters for evaluating the quality of journalism in the digital public communication. The proposal is inspired by criteria for evaluating the quality of commercial media and public broadcasting and suggests means for its application in the journalism practiced in the context of government web portals.
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The mass media have a decisive function in formation of opinion and conduct of population. Among those, the television is a vehicle with great power of spread of information. The objective this study is to analyze the influence of media on occurrences regarding the aggressiveness some participants involved in event soccer, while spectators. The subject's attitude is determined by predominant factors, among them the influences of social and cultural way in that lives, as well as, of the education and sporting influences that it affects. The problem of violence in the sport, in the case of soccer, it cannot be addressed for total responsibility of media. However, collaboration is indispensable, for aspect positive and/or negative, depending on the interest in subject. The models of behavior in television could influence the spectator's behavior for a learning process, for example, the use of the language. Therefore, it is indispensable to rethink the roads of television, their ethical conducts and to discuss the philosophical sense of the crisis. Because, to reject the mass media is to deny the reality and social transformations. The extent of the Physical education, above all in the school, is a fundamental space for the teacher to intermediate the meaning of the sport, in this case, the soccer-spectacle, in social context and their relationships with the media, enlarging the process civilization, so much inside as out of field.
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Water management has in the watershed plans an important tool to plan the territory and adjust the activities develop over it to the natural resources availability. The incorporation of uncertainty analysis associated with hydrological modelling predictions is a manner to simulate scenarios and work with chances and probabilities that certain events happens inside these plans. Using stochastic methods is possible to consider uncertainty from estimations and even model it. Stochastic methods developed considerably during the last 30 years, but its applications to real-world problems have been limited, and did not turn into routine in hydrology. This paper brings an overview from eminent hydrologists about this subject and discuss the Brazilian and Paulista situation in the scope of groundwater monitoring.
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A política para Jürgen Habermas se faz com a formação de consciências e com o investimento na linguagem, no falar cotidiano, na relação intersubjetiva. Já para Niklas Luhmann, a política se faz por si mesma, e a opinião pública não tem relação com a opinião pessoal. Não adianta investir na linguagem, porque ela é pré-social, está além dos sujeitos, nenhuma democratização pode sair daí. Mas as propostas dos dois pensadores mostram-se insuficientes para a atualidade, com suas altas tecnologias comunicacionais, pois nenhum dos modelos dá uma resposta animadora para a questão das redes, nenhuma delas visualiza um espaço mediático próprio fazendo a mediação dos sistemas, nenhuma delas dá elementos para a construção de uma teoria da comunicação tecnologicamente avançada.
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Na perspectiva de que a Comunicação que ocorre no dia a dia nas organizações assume, entre outras, três principais dimensões (humana, instrumental e estratégica), o principal objetivo desta pesquisa empírica foi verificar, junto a uma amostra representativa de empresas atuantes no território brasileiro, como essas dimensões estão presentes nas práticas cotidianas de Comunicação. Aplicou-se questionário junto a 36 empresas a partir de uma a mostra de 258. Os dados obtidos mostram que a Comunicação vem sendo praticada nessas três dimensões. As organizações evoluíram gradativamente dos modelos mecânicos da transmissão unilateral de informações para a implantação de processos comunicativos mais interativos. No entanto, ainda falta uma Comunicação que permita a abertura de canais dialógicos de fato e que possibilite maior valorização das pessoas.
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La capacidad de comunicación de los seres humanos ha crecido gracias a la evolución de dispositivos móviles cada vez más pequeños, manejables, potentes, de mayor autonomía y más asequibles. Esta tendencia muestra que en un futuro próximo cercano cada persona llevaría consigo por lo menos un dispositivo de altas prestaciones. Estos dispositivos tienen incorporados algunas formas de comunicación: red de telefonía, redes inalámbricas, bluetooth, entre otras. Lo que les permite también ser empleados para la configuración de redes móviles Ad Hoc. Las redes móviles Ad Hoc, son redes temporales y autoconfigurables, no necesitan un punto de acceso para que los nodos intercambien información entre sí. Cada nodo realiza las tareas de encaminador cuando sea requerido. Los nodos se pueden mover, cambiando de ubicación a discreción. La autonomía de estos dispositivos depende de las estrategias de como sus recursos son utilizados. De tal forma que los protocolos, algoritmos o modelos deben ser diseñados de forma eficiente para no impactar el rendimiento del dispositivo, siempre buscando un equilibrio entre sobrecarga y usabilidad. Es importante definir una gestión adecuada de estas redes especialmente cuando estén siendo utilizados en escenarios críticos como los de emergencias, desastres naturales, conflictos bélicos. La presente tesis doctoral muestra una solución eficiente para la gestión de redes móviles Ad Hoc. La solución contempla dos componentes principales: la definición de un modelo de gestión para redes móviles de alta disponibilidad y la creación de un protocolo de enrutamiento jerárquico asociado al modelo. El modelo de gestión propuesto, denominado High Availability Management Ad Hoc Network (HAMAN), es definido en una estructura de cuatro niveles, acceso, distribución, inteligencia e infraestructura. Además se describen los componentes de cada nivel: tipos de nodos, protocolos y funcionamiento. Se estudian también las interfaces de comunicación entre cada componente y la relación de estas con los niveles definidos. Como parte del modelo se diseña el protocolo de enrutamiento Ad Hoc, denominado Backup Cluster Head Protocol (BCHP), que utiliza como estrategia de encaminamiento el empleo de cluster y jerarquías. Cada cluster tiene un Jefe de Cluster que concentra la información de enrutamiento y de gestión y la envía al destino cuando esta fuera de su área de cobertura. Para mejorar la disponibilidad de la red el protocolo utiliza un Jefe de Cluster de Respaldo el que asume las funciones del nodo principal del cluster cuando este tiene un problema. El modelo HAMAN es validado a través de un proceso la simulación del protocolo BCHP. El protocolo BCHP se implementa en la herramienta Network Simulator 2 (NS2) para ser simulado, comparado y contrastado con el protocolo de enrutamiento jerárquico Cluster Based Routing Protocol (CBRP) y con el protocolo de enrutamiento Ad Hoc reactivo denominado Ad Hoc On Demand Distance Vector Routing (AODV). Abstract The communication skills of humans has grown thanks to the evolution of mobile devices become smaller, manageable, powerful, more autonomy and more affordable. This trend shows that in the near future each person will carry at least one high-performance device. These high-performance devices have some forms of communication incorporated: telephony network, wireless networks, bluetooth, among others. What can also be used for configuring mobile Ad Hoc networks. Ad Hoc mobile networks, are temporary and self-configuring networks, do not need an access point for exchange information between their nodes. Each node performs the router tasks as required. The nodes can move, change location at will. The autonomy of these devices depends on the strategies of how its resources are used. So that the protocols, algorithms or models should be designed to efficiently without impacting device performance seeking a balance between overhead and usability. It is important to define appropriate management of these networks, especially when being used in critical scenarios such as emergencies, natural disasters, wars. The present research shows an efficient solution for managing mobile ad hoc networks. The solution comprises two main components: the definition of a management model for highly available mobile networks and the creation of a hierarchical routing protocol associated with the model. The proposed management model, called High Availability Management Ad Hoc Network (HAMAN) is defined in a four-level structure: access, distribution, intelligence and infrastructure. The components of each level: types of nodes, protocols, structure of a node are shown and detailed. It also explores the communication interfaces between each component and the relationship of these with the levels defined. The Ad Hoc routing protocol proposed, called Backup Cluster Head Protocol( BCHP), use of cluster and hierarchies like strategies. Each cluster has a cluster head which concentrates the routing information and management and sent to the destination when out of cluster coverage area. To improve the availability of the network protocol uses a Backup Cluster Head who assumes the functions of the node of the cluster when it has a problem. The HAMAN model is validated accross the simulation of their BCHP routing protocol. BCHP protocol has been implemented in the simulation tool Network Simulator 2 (NS2) to be simulated, compared and contrasted with a hierarchical routing protocol Cluster Based Routing Protocol (CBRP) and a routing protocol called Reactive Ad Hoc On Demand Distance Vector Routing (AODV).
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O trabalho é um estudo exploratório sobre o processamento de mensagens de entretenimento. O objetivo do trabalho foi propor e testar um modelo de processamento de mensagens dedicado à compreensão de jogos digitais. Para realizar tal tarefa realizou-se um extenso levantamento de técnicas de observação de usuários diante de softwares e mídias, para conhecer as qualidades e limitações de cada uma dessas técnicas, bem como de sua abordagem do problema. Também foi realizado um levantamento dos modelos de processamento de mensagens nas mídias tradicionais e nas novas mídias. Com isso foi possível propor um novo modelo de análise de processamento de mensagens de entretenimento. Uma vez criado o modelo teórico, fez-se preciso testar se os elementos propostos como participantes desse processo estavam corretos e se seriam capazes de capturar adequadamente as semelhanças e diferenças entre a interação entre jogadores e as diferentes mídias. Por essa razão, estruturou-se uma ferramenta de coleta de dados, que foi validada junto a designers de jogos digitais, uma vez que esses profissionais conhecem o processo de criação de um jogo, seus elementos e objetivos. Posteriormente, foi feito um primeiro teste, junto a praticantes de jogos digitais de diversas idades em computadores pessoais e TV digital interativa, a fim e verificar como os elementos do modelo relacionavam-se entre si. O teste seguinte fez a coleta de dados de praticantes de jogos digitais em aparelhos celulares, tendo como objetivo capturar como se dá a formação de uma experiência através do processamento da mensagem de entretenimento num meio cujas limitações são inúmeras: tamanho de tela e teclas, para citar algumas delas. Como resultado, verificou-se, por meio de testes estatísticos, que jogos praticados em meios como computadores pessoais atraem mais por seus aspectos estéticos, enquanto a apreciação de um jogo em aparelhos celulares depende muito mais de sua habilidade de manter a interação que um jogo praticado em PC. Com isso conclui-se que o processamento das mensagens de entretenimento depende da capacidade dos seus criadores em entender os limites de cada meio e usar adequadamente os elementos que compõe o ambiente de um jogo, para conseguir levar à apreciação do mesmo.(AU)
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O trabalho é um estudo exploratório sobre o processamento de mensagens de entretenimento. O objetivo do trabalho foi propor e testar um modelo de processamento de mensagens dedicado à compreensão de jogos digitais. Para realizar tal tarefa realizou-se um extenso levantamento de técnicas de observação de usuários diante de softwares e mídias, para conhecer as qualidades e limitações de cada uma dessas técnicas, bem como de sua abordagem do problema. Também foi realizado um levantamento dos modelos de processamento de mensagens nas mídias tradicionais e nas novas mídias. Com isso foi possível propor um novo modelo de análise de processamento de mensagens de entretenimento. Uma vez criado o modelo teórico, fez-se preciso testar se os elementos propostos como participantes desse processo estavam corretos e se seriam capazes de capturar adequadamente as semelhanças e diferenças entre a interação entre jogadores e as diferentes mídias. Por essa razão, estruturou-se uma ferramenta de coleta de dados, que foi validada junto a designers de jogos digitais, uma vez que esses profissionais conhecem o processo de criação de um jogo, seus elementos e objetivos. Posteriormente, foi feito um primeiro teste, junto a praticantes de jogos digitais de diversas idades em computadores pessoais e TV digital interativa, a fim e verificar como os elementos do modelo relacionavam-se entre si. O teste seguinte fez a coleta de dados de praticantes de jogos digitais em aparelhos celulares, tendo como objetivo capturar como se dá a formação de uma experiência através do processamento da mensagem de entretenimento num meio cujas limitações são inúmeras: tamanho de tela e teclas, para citar algumas delas. Como resultado, verificou-se, por meio de testes estatísticos, que jogos praticados em meios como computadores pessoais atraem mais por seus aspectos estéticos, enquanto a apreciação de um jogo em aparelhos celulares depende muito mais de sua habilidade de manter a interação que um jogo praticado em PC. Com isso conclui-se que o processamento das mensagens de entretenimento depende da capacidade dos seus criadores em entender os limites de cada meio e usar adequadamente os elementos que compõe o ambiente de um jogo, para conseguir levar à apreciação do mesmo.(AU)