950 resultados para Design de Comunicação e Novos Media


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An experimental design that included both between-group and within-group designs was used to assess media influence on perceptions of sport leadership. Participants were recruited and randomly assigned to three groups, where each group completed two separate survey sessions regarding leader personality traits and behaviours. During the second survey session, experimental Groups 1 and 2 watched a video on a separate, respective sport leader prior to filling out the survey. There were a total of 104 participants (N = 104) for the first session, and 99 (N = 99) participants completed the second session. One-way ANOVA, factorial repeated measures ANOVA, and ANCOVA were used for data analysis. Results indicate a significant change in Group 2’s results after watching the video clip, thus rejecting the null hypotheses. Results and implications are discussed, highlighting their relationships to sport and media related theories and sport management practice.

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The Winchester Centre for Global Futures in Art Design and Media highlights historical, contemporary and future roles for art, design and media within globalization. Its members build sustained collaborations with international partners in public service, the creative industries and civil society. Critically concerned with art and design practices of making, thinking and representation, the Winchester Centre actively engages in education and enterprise, exploring the contribution of media, materials and technologies to the improvement of human societies globally. Led by professors Jonathan Harris, Sean Cubitt, and Ryan Bishop, the Winchester Centre will make a decisive contribution to the work of the School and the University in future years. The Centre's inaugural professors would like to invite you now to suggest future research themes and activities. In the coming weeks details regarding the programme and prospective membership of the Winchester Centre will be made available.

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This paper describes a framework architecture for the automated re-purposing and efficient delivery of multimedia content stored in CMSs. It deploys specifically designed templates as well as adaptation rules based on a hierarchy of profiles to accommodate user, device and network requirements invoked as constraints in the adaptation process. The user profile provides information in accordance with the opt-in principle, while the device and network profiles provide the operational constraints such as for example resolution and bandwidth limitations. The profiles hierarchy ensures that the adaptation privileges the users' preferences. As part of the adaptation, we took into account the support for users' special needs, and therefore adopted a template-based approach that could simplify the adaptation process integrating accessibility-by-design in the template.

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This paper outlines a case study of media use within a second year design studio at Deakin University in Victoria. Australia. The case study involves an active cohort of students working on four design projects, each staged to address specific aspects of tectonics and conceptual design. The research is based on three questionnaires, a focus group discussion and analysis of assessment and digital folios to explore the way students use digital, analogue and hybrid media within their design projects. Relationships arc drawn between media use within projects and student perceptions of the benefits of using particular media within projects of a conceptual or tectonic nature.

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Much of the current discourse of adolescence is best described as emblematic of modernity, as colonial, as gendered, and as administrative (Lesko, 2001) working to maintain “progressive” school literacy practices that ignore adolescents’ new “cyber-techno subjectivity” (Luke & Luke, 2001) and creativity in the “new media age” (Kress, 2003). School curricula often do not acknowledge the range of skills adolescents acquire outside formal education. Youths’ new multimodal social and cultural practices—as they fashion themselves creatively in multiple modes as different kinds of people in “New Times” (Luke, 1998)— oints to the liberating power of new technologies that embrace their imagination and creativity. In two middle years classes, adolescents’ creativity was recognised and validated when they were encouraged to re-represent curricular knowledge through multimodal design (New London Group, 1996). The results suggest the changed classroom habitus (Bourdieu, 1980) produced new and emergent discursive and material practices where creativity, through imaginative collaboration, emerges as capital in an economy of practice (Bourdieu, 1996). The findings suggest schools should recognize adolescents’ creativity—that often manifests itself through their cultural and social capital resources—as they integrate and adapt to the new affordances acquired through their out-of-school literacy practices.

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Social and participatory media offer opportunities to interact and share user-generated content. After some investigation and research, the authors are in their initial stages of using such media to provide a pathway for thinking about learning design in higher education. Using the concept of remixing, the authors aim to creatively blend and manipulate ideas to build a sustainable approach to course/program enhancement. Remixing is touted as one of the most important practices within the field of open educational resources, but it is not mainstream practice in educational thinking or design. This article highlights the authors’ approach and uses their pre-service teacher education program and their previous high school study as an example of remixing. The high school study involved the integration of social and participatory media into the face-to-face classroom; Author 1 was the practitioner researcher in the high school study. This article articulates the use of online social environments at the high school level to highlight concepts of sharing and remixing as a creative and social approach to designing learning in higher education. It also attempts to consider this within a course-wide approach.

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Representational media-analogue, physical, digital, or virtual-are employed by students in the conception, development and presentation. In 2013 a survey at two architectural schools was conducted to study the current representational media use in design studios. The survey examined the role digital and physical media play in students' design work and how students use the various media to generate and communicate their designs. This study presents its importance through the shift in architectural education whereby digital tools are not taught per se any longer, however expected to be mastered throughout the course. Yet students' learning experiences are strongly dependant on the successful acquisition of skills and its transfer to deep learning. Especially architectural design studios build upon the premises that re-representation leads to a better acquisition of knowledge. Architectural educators may use the study to revisit their studio and reposition the role of media as well as align learning outcomes, deliverables and communication tools with the actual workingand learning-styles of students. © 2014, The Association for Computer-Aided Architectural Design Research in Asia (CAADRIA), Hong Kong.

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Dissertação apresentada ao Programa de Mestrado em Comunicação da Universidade Municipal de São Caetano do Sul - USCS

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Dissertação apresentada ao Programa de Pós-graduação em Comunicação da Universidade Municipal de São Caetano do Sul

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Dissertação apresentada ao Programa de Pós-Graduação em Comunicação da Universidade Municipal de São Caetano do Sul

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Publicado na revista Comunicação e Sociedade