322 resultados para Multimidia interativa
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
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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.
Padrões de Enterramento Associados à Distribuição Larval e Predação Intraguilda em Moscas-Varejeiras
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Um dos fatores mais estudados recentemente em populações de moscasvarejeiras importantes para a Entomologia Forense é a dispersão larval. A dispersão é um importante processo para o ciclo das moscas-varejeiras, já que durante esse período as larvas deixam o substrato alimentar procurando um lugar apropriado para se enterrarem, e se tornarem pupas e adultos. Moscas-varejeiras também exibem geralmente intensa atividade interativa, sobretudo durante o período larval, competindo por recursos alimentares e/ou agindo como predadora intraguilda, principalmente no caso específico de Chrysomya albiceps. Estas interações têm resultado no declínio de espécies nativas. Neste estudo pretende-se investigar o comportamento larval de Chrysomya megacephala e C. albiceps, concentrando-se na análise da dispersão larval pós-alimentar em sítios previamente ocupados por pupas, para avaliar se a presença prévia de pupas da mesma e de espécie diferente pode influenciar os padrões de dispersão larval
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The traditional model of teaching little is modernized in recent decades. When in contact with this system, it is normal that the new-generation students feel unmo tivated in carrying out the proposed activities in the classroom. Considers Prensky (2001) these students, called Digital Natives, born with a modern way of thinking and learn and feel encouraged and motivated with activities that invite to interact. For this reason, it has been proposed the development of an object of learning in the form of application for Android tablets, exploring the internal sensors available in them, with the purpose of offering an interactive activity to students on the physical concepts involved in the process of photosynthesis in plants. For the construction, informational texts written in didactic language and easy to understand, illustrative images and animations were employed. In addition, we used the light sensor in the interactive activity on the process of photosynthesis so that the student could observe and understand how the environment is able to interfere with this process
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This monograph discuss the postmodernity social reality issues, emphasizing cultural, communicational, technological and informational extents. Via data collection through specific literature, and sources of different medias( internet, books, comic books, movies, novels, sociological, informational, technological, communicational and humanistic theories) behavioral patterns could be analyzed and the postmodern technological,informational and communicational reality as well, and how they mutually influence the “digital culture” construction (also called cyberculture). The results of this research were used to build a narrative which suits the new culture in development both in shape and in content: the scrip “Hotel Seol”. Therefore, “Hotel Seol” is consisted of an interactive and hypermedia narrative, in which the main reference sources are the study mentioned above, cyberpunk science fiction genre and “Hell”-first part of the book “Divine Comedy”, by DanteAlighieri
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Modern society is characterized by being in evolution finds, technology strides and every day becomes the setting in which we live. At school, however, we found no features of these changes, the years pass and the methodological tools remain unchanged. In this paper we analyze an object produced by the Learning Network Interactive Virtual Education - RIVED to discuss whether it covers the content and answers to the questions proposed by the National Curricular and Curricular Proposal of the State of Sao Paulo, and may be inserted in the educational environment, both to perform a qualitative analysis, focusing on information retrieval. The results showed that the Learning Objects: Abundance, has most of the proposals relating to the subject of study, prepared by the NCP and the Proposed Structure for the State of Sao Paulo, so it is valid for teachers to use this tool trying that with a new approach, we can give students a better understanding of chemical concepts
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O presente trabalho tem como objetivo desenvolver e avaliar a aplicação da oficina de futuro “Árvore dos sonhos” com os alunos de uma escola estadual, localizada em um bairro periférico na cidade de Botucatu, e identificar os temas geradores, as necessidades e as motivações sobre o aprendizado na escola, para o desenvolvimento de propostas de um projeto interdisciplinar relacionado à melhoria do ambiente escolar. Para Doll(1997) um currículo construtivo é aquele que emerge da ação e interação dos participantes. Hernandez (1998) afirmou que o papel do currículo integrado é educar para compreender e que interpretar é manifestar explicitamente a compreensão. Professores e coordenadores, geralmente, tem dificuldade em planejar e realizar trabalhos articulados, com isto poucos estudantes são capazes de vislumbrar a integração dos conteúdos vistos nas diferentes disciplinas, esta situação é constatada na realidade de muitas escolas brasileiras, que vêem buscando alternativas que contribuam para superar alguns dos obstáculos relacionados ao processo de ensino e de aprendizado. A atividade de construção da árvore dos sonhos foi proposta ao Ensino Médio para sensibilizar os alunos, para que pudessem se expressar, através de uma atividade interativa envolvendo a participação coletiva da turma. Cada sala foi responsável pela elaboração da idéia, construção, finalização, exposição dos sonhos e preservação da sua árvore dentro da sala de aula. Em algumas salas os temas geraram polêmicas e indignações diante da situação atual na escola, em outras não houve muito envolvimento dos alunos em virtude do sentimento de impotência, desmotivação e fracasso diante dos problemas dificultando a emergência de processos de mobilização que promovam em mudanças. Os sonhos e propostas escolhidos pelos alunos foram levados ao HTPC, para que em conjunto com o corpo docente, coordenadores da escola e a DE (Diretoria ...
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This project aimed at discussing about the possibility of transforming a corporate blog into an Intranet tool. The objective is to make the internal communication more interactive by bringing the employee closer to the organization through conversing in a less formal environment. In the first series of discussions, issues such as how the organizational communication works as a whole, which communications vehicles are normally used to reach the target group and the role of public relations in the organizational communication, were conducted aiming the discussion around the internal communication and the personnel, one of the objectives of this paper. Following these discussions, the focal points was around digital communication and its possibilities in the organization, as well as talking about and discussing the blog and the Intranet. Finally a theoretical discussion was conducted concerning the possibilities of turning this corporate blog into an Intranet tool and the reasons why public relations should manage this new communications tool
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Analisar os requisitos de segurança da informação para identificação de usuários na televisão digital interativa (TVDi). Dentre os diversos cenários emergentes das aplicações interativas, categorizamos as aplicaçoes em classificações. Para cada classificação são analisados os requisitos de segurança para a identificação do usuário.
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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC
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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC
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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC
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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC
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This paper analyses the prosodic aspects of textual-interactive strategies related to the reformulation, organization and building of the speech regarding the item assim. Results suggest: (i) the regularity of some particular prosodic marks when performing these processes; (ii) the prosodic features of the item assim in each one of them and (iii) the relevance of the prosodic features for determining the function of the item concerning the strategies we are focused on.