367 resultados para INTERACTIVITY


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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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Este trabalho propõe uma metodologia para o gerenciamento de energia como uma ferramenta de Gestão de Eficiência Energética na Indústria pelo lado do consumo de energia no processo produtivo de uma indústria. Uma ação importante neste processo é a criação da interatividade entre os usuários e a energia elétrica. É proposto a implementação de dispositivos de medição, controle e diagnostico, a fim de obter um melhor aproveitamento do uso da energia elétrica, e com a aquisição dos dados oriundos destes dispositivos permitirem o gerenciamento para redução do consumo de energia e fazer a gestão visando a eficiência energética. São apresentados resultados do sistema proposto nas áreas com centrais de refrigeração de uma indústria de produtos plásticos para atendimento à indústria alimentícia. No presente estudo, aplicou-se também uma metodologia chamada de medição e verificação (M&V) para avaliar o percentual efetivo de economia obtido após a implantação das ações de eficiência energética.

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This article aims to contribute to the process of inclusion of students with disabilities in regular schools by reporting the results of a survey that aimed to verify whether Learning Objects (LO) are efficient tools in constructing teaching and learning of subject content within the inclusive education context. Participant, tutor and trainer experiences of a distance learning Ministry of Education (MEC) course on Assistive Technology were analyzed. The course was offered to public schools teachers from all over the country. The course activities were recorded in a Virtual Learning Environment (VLE) called TelEduc, along with group reports of course participants. Three categories were selected for data analysis: a) interactivity and feedback from the team trainer; b) applicability of the content covered in the course, and c) new learning. The results showed that LO can promote the learning of subject content. Having been designed as educational resources to support teaching and learning, they can enhance educational inclusion of people with disabilities. As for the process of distance formation for teachers, the course contributed to consolidating sound and efficient training of participants by providing: a closer encounter with the world of technology, the possibility of integration of technology in the classroom; conducting theoretical and practical studies, appreciation of diversity and all students' potential; innovations in strategies and learning resources and reflective action.

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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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Introduction: This study is part of some activities developed in a school library in Marília - SP. Objective: To approach the voice pad use in historical narratives. Methodology: The book chosen by the storyteller for this experiment was “A Menina do Narizinho Arrebitado” written by Monteiro Lobato, the first Brazilian book to gain an interactive version for the pad device. Results: It was observe in that activity like a digital device excites children, being a new way to interaction with stories. With features enticing and easier to use, the tablets provide the reading levels of dynamism and interactivity so far unthinkable. Conclusions: With the results of this research, it is concluded that audiovisual resources allow interaction and dynamism, providing enthusiasm to the listeners; being a pleasurable and diverse action that enables the professional to use new tools to stimulate the taste to hear and share stories as well as to attend a school library.

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The uses of Information and Communication Technologies (ICT) and Web environments for creation, treatment and availability of information have supported the emergence of new social-cultural patterns represented by convergences in textual, image and audio languages. This paper describes and analyzes the National Archives Experience Digital Vaults as a digital publishing web environment and as a cultural heritage. It is a complex system - synthesizer of information design options at information setting, provides new aesthetic aspects, but specially enlarges the cognition of the subjects who interact with the environment. It also enlarges the institutional spaces that guard the collective memory beyond its role of keeping the physical patrimony collected there. Digital Vaults lies as a mix of guide and interactive catalogue to be dealt in a ludic way. The publishing design of the information held on the Archives is meant to facilitate access to knowledge. The documents are organized in a dynamic and not chronological way. They are not divided in fonds or distinct categories, but in controlled interaction of documents previously indexed and linked by the software. The software creates information design and view of documental content that can be considered a new paradigm in Information Science and are part of post-custodial regime, independent from physical spaces and institutions. Information professionals must be prepared to understand and work with the paradigmatic changes described and represented by the new hybrid digital environments; hence the importance of this paper. Cyberspace interactivity between user and the content provided by the environment design provide cooperation, collaboration and sharing knowledge actions, all features of networks, transforming culture globally.

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This artistic-scientific process aims to innovate the concept of Interactive Comics by adding them into the concept of RPG games and Single-Adventures. To make it properly done, there will be some issues about Interactivity, history of the Comic Strip and Mangas, and their techniques of use. Also, there will be other issues involving Electronic Comics and Interactive Comics, in addition to the concept of the RPG games and Single-Adventures, so that the reader of this paper could understand the practical result of every issue combined into one. The identification of these issues is made from a bibliographic and iconographic research, and it will also be displayed throughout the content. Some decisions will be thrown along this paper for the reader to decide and, therefore, understand the Interactivity process in a better way. The combined issues’ result will be presented in my interactive website, http://a3studios.com.br/iss/home (address not final) or http://amstarproductions.net (final address), where the readers will have to experience the “Play&Read” phenomenon. Furthermore, this work is inserted in the line of the research Artistic Processes and Procedures of the Department of Fine Arts from the Art Institute of UNESP, whose methodology used was the Freinet Educational Cybernetics, developed in the research group Media Arts and Videoclip leaded by the leading advisor for this Final Course Work. The result and discussion of artistic and scientific research were reported in monographs such as this that I present, with the following versions: PDF version for dissemination in the virtual repository of the Institute of Arts’ Library; hardcover version for physical collection at the Library of Institute of Arts; The Printed Version for the board of examiners; and an appropriated template version for submission to International Scientific Congress in the area of Arts.

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In recent decades the rise of the tools of information and communication technology (ICT) has been notorious. Currently ICTs are an important educational tool and is associated with the development of teaching methods courses in basic and higher education. Given the influence that these tools are currently engaged in several sectors, this project aimed to assess the frequency and manifestations of ICT that have been employed in the teaching of histology in the Schools of Dentistry of São Paulo. The virtual page of 43 Higher Education Institutions (HEI) was analyzed to search for links to sites of histology. With this assessment only 4 virtual domains were found which was present a narrow range of virtual tools such as hypertext, graphics, quizzes and lessons in electronic formats. Later, by sending a questionnaire to 46 teachers of histology of the Universities of São Paulo, were analyzed for the presence or absence of a site of discipline, mode and frequency of use of ICTs in education, and the value that teacher attaches to these tools. From the responses obtained were concluded that teachers who have websites in general have no interactivite tools and many seem to ignore the real representation of interactivity in teaching and the possibilities of applications of ICTs. However most teachers recognize the importance of education mediated by virtual tools

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The objective of this research is to understand whether the mathematics lessons teachers use ICT and how they see their use. For this, we prepared a questionnaire with four questions for the subjects of our research, which are ex - students of Bachelor in Mathematics FEG / UNESP, in exercise of the profession. The questionnaire data were analyzed following the procedures of phenomenological research. This approach enabled us to draw up three open categories. The first Recourse to boost student learning and school, leads us to interpret that for the interviewees, ICT resources are leading students to do research making them responsible for their learning and providing them with conditions respond the issues raised by the teacher, which generates greater interactivity. The second, Possibility to use software related to mathematical content shows that the subject sees ICT as resources that allow the study of mathematical content, especially geometry and functions, so that student learning is leverage. The third, Obstacles to the use of technology in the classroom shows that even if the subjects recognize the importance of ICT use, they do not use it as often as they would like because of the difficulties that are related to infrastructure and didactic and pedagogical conditions

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People store data of the most different daily events, to know yourself, detect behaviors, predict events and have an strongly knowledge to take decisions. The growth of the events, results in a large amount of data colected and this data needs to be processed to get value information. This data have a temporal component from the collect process (daily, monthly or annualy) and this need to be consider on the exploration. The exploration based on temporal component can be uni-scale or multi-scale. The data mining goes toward to extract knowledge from large databases and if combined with visualization tools, the data mining can be more effective to detect information. This visualization tools display data and allow user to manipulate and change it by interaction features toward your goal. The user can combine tools and combine the steps of visualization among the tools through messages. This monograph aim to insert interactivity on AdaptaVis architecture model, developed by Shimabukuro (2004), the InfoVis, then extends its ability of exploration and provide a consistent base for the user handle data and extract information

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The proposed paper aims to understand and analyze how the sporting television journalism has changed in Brazil, affecting the coverage of major events like the World Cup. The impact of these changes are reflected in the use of interactivity, entertainment and presentation of news, in pictures and on television news programs inserted in Brazilian TV News. Using as an object of study the Central da Copa (presented in 2010), from Globo Television Network the study aims to examine concepts of interactivity, journalistic content and infotainment through Content Analysis and under journalistic theories of optics