823 resultados para Collaborative virtual environment


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Utilizando-se da perspectiva das teorias sobre Gestão do Conhecimento (GC), este trabalho tem como objetivo principal identificar os problemas e desafios que se apresentam às Organizações Militares responsáveis pela formação, especialização, aperfeiçoamento e capacitação dos Oficiais do Corpo de Intendentes da Marinha (CIM). Para tanto, são apresentados alguns conceitos relevantes sobre a Gestão do Conhecimento, bem como a sua importância na Administração Pública, em particular nos ambientes hierarquizados, como é o caso das Forças Armadas. Posteriormente, é feita uma breve contextualização sobre o caso, no que tange à estrutura organizacional analisada e os princípios do Programa Netuno, bem como sobre a busca pela excelência na gestão pública como fonte inspiradora. Utilizando-se da metodologia qualitativa de pesquisa, o trabalho busca compreender os principais aspectos relacionados à gestão do conhecimento, ressaltando as principais barreiras e facilitadores ao compartilhamento do conhecimento neste segmento, bem como elencando as principais ferramentas práticas observadas, e não se privando de trazer à tona algumas ferramentas sugeridas pelos entrevistados. Na sequência, traz a percepção de que o próprio Programa Netuno, fazendo uso de seu sítio eletrônico, possui atributos para assumir o papel de um contexto capacitante – “Ba” – especialmente no ambiente virtual de compartilhamento do conhecimento, o qual oferece muitas oportunidades para consolidação da GC no Corpo de Intendentes da Marinha. E por fim, não menos importante, o trabalho conclui que o Centro de Instrução Almirante Newton Braga (CIANB) tem enorme potencial para se tornar a “Universidade Corporativa do Corpo de Intendentes da Marinha”.

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A literatura de relacionamento do consumidor com a marca tem reconhecido a importância do ambiente virtual como ferramenta eficaz para a promoção da marca. Este espaço permitiu uma maior proximidade e estreitamento das relações com os diversos públicos das empresas ao potencializar as funções do marketing, o que levou as empresas a criarem fan pages de marca a fim de promover maior interação e incrementar o relacionamento com os stakeholders. Esta dissertação tem como objetivo verificar o impacto da força do laço e da homofilia na confiança em uma fan page de marca, e o impacto da confiança no engajamento com esta fan page. Para atender a este objetivo, a pesquisa se deu em duas etapas: uma primeira fase qualitativa e uma segunda fase quantitativa. Na primeira fase, esta pesquisa identifica a unidade de análise dos conceitos e gera itens para a mensuração da força do laço, homofilia, confiança e engajamento, por meio da revisão de literatura e nove entrevistas com seguidores de fan pages de marcas. A segunda fase verifica, por meio de uma survey com 688 seguidores de uma fan page, o impacto destes conceitos no engajamento. As entrevistas foram analisadas por meio da análise de conteúdo, enquanto que os dados da survey e a rede nomológica foram analisados pela modelagem de equações estruturais. Os resultados da primeira fase indicam que os consumidores tratam a fan page como unidade de análise dos conceitos e forneceram itens satisfatórios para a mensuração dos conceitos e suas dimensões. Já os resultados da segunda fase dão suporte a rede nomológica testada, indicando uma associação positiva da força do laço e homofilia com a confiança, e da confiança com o engajamento com fan pages de marcas.

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VANTI, Nadia. Links hipertextuais na comunicação científica: análise webométrica dos sítios acadêmicos latino-americanos em Ciências Sociais. Porto Alegre, 2007. 292 f. Tese (Doutorado em Comunicação e Informação) – Universidade Federal do Rio Grande do Sul. Porto Alegre, 2007.

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In this work, we propose a solution to solve the scalability problem found in collaborative, virtual and mixed reality environments of large scale, that use the hierarchical client-server model. Basically, we use a hierarchy of servers. When the capacity of a server is reached, a new server is created as a sun of the first one, and the system load is distributed between them (father and sun). We propose efficient tools and techniques for solving problems inherent to client-server model, as the definition of clusters of users, distribution and redistribution of users through the servers, and some mixing and filtering operations, that are necessary to reduce flow between servers. The new model was tested, in simulation, emulation and in interactive applications that were implemented. The results of these experimentations show enhancements in the traditional, previous models indicating the usability of the proposed in problems of all-to-all communications. This is the case of interactive games and other applications devoted to Internet (including multi-user environments) and interactive applications of the Brazilian Digital Television System, to be developed by the research group. Keywords: large scale virtual environments, interactive digital tv, distributed

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The advent of the Internet stimulated the appearance of several services. An example is the communication ones present in the users day-by-day. Services as chat and e-mail reach an increasing number of users. This fact is turning the Net a powerful communication medium. The following work explores the use of communication conventional services into the Net infrastructure. We introduce the concept of communication social protocols applied to a shared virtual environment. We argue that communication tools have to be adapted to the Internet potentialities. To do that, we approach some theories of the Communication area and its applicability in a virtual environment context. We define multi-agent architecture to support the offer of these services, as well as, a software and hardware platform to support the accomplishment of experiments using Mixed Reality. Finally, we present the obtained results, experiments and products

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In this work, we propose the Interperception paradigm, a new approach that includes a set of rules and a software architecture for merge users from different interfaces in the same virtual environment. The system detects the user resources and provide transformations on the data in order to allow its visualization in 3D, 2D and textual (1D) interfaces. This allows any user to connect, access information, and exchange information with other users in a feasible way, without needs of changing hardware or software. As results are presented two virtual environments builded acording this paradigm

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In this work, we propose methodologies and computer tools to insert robots in cultural environments. The basic idea is to have a robot in a real context (a cultural space) that can represent an user connected to the system through Internet (visitor avatar in the real space) and that the robot also have its representation in a Mixed Reality space (robot avatar in the virtual space). In this way, robot and avatar are not simply real and virtual objects. They play a more important role in the scenery, interfering in the process and taking decisions. In order to have this service running, we developed a module composed by a robot, communication tools and ways to provide integration of these with the virtual environment. As welI we implemented a set of behaviors with the purpose of controlling the robot in the real space. We studied available software and hardware tools for the robotics platform used in the experiments, as welI we developed test routines to determine their potentialities. Finally, we studied the behavior-based control model, we planned and implemented alI the necessary behaviors for the robot integration to the real and virtual cultural spaces. Several experiments were conducted, in order to validate the developed methodologies and tools

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In this work was developed an information system to apply the concepts of CAD3D-BIM technology for the design activities of the furniture industry. The development of this system was based in an architecture comprised of two modules: a web interface to management the metadata of models from furniture's library and the combination of three-dimensional CAD software with a specific plugin to access the information from this model. To develop this system was also used a Data Base Management System (DBMS) designed to storage the information from models in a hierarchical way, based on concepts of Group Technology (GT). The centralization of information in a single database allows the automatic availability of any changes to all participants involved in a particular project when it‟s happens. Each module from system has its own connection to this database. Finally was developed a prototype from a 3D virtual environment to help create Virtual Reality projects in the web. A study from available technologies to create 3D web applications for execution in websites was done to support this development. The interconnection between modules and the database developed allowed the assembly of a system architecture to support the construction and exhibition of projects of the furniture industry in accordance with the concepts proposed by BIM (Building Information Modeling), using as object of study the furniture industry of state of Rio Grande do Norte

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Este artigo descreve, sob a Perspectiva Textual-Interativa, tal como definida por Jubran (2006a), a parentetização (JUBRAN, 1996, 2006b) em uma conversação síncrona mediada por computador, voltada para a esfera educacional, escrita em espanhol por participantes brasileiros - o chat educacional. Observamos que a parentetização constitui-se como uma das regularidades dos processos de elaboração textual. Trata-se, portanto, de uma estratégia de construção textual do chat educacional bastante produtiva.

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This research, part of Applied Linguistics field, aims to analyze the language of a school blog, developed with the participation of students, as a work based on the conception of multiliteracies, focusing on the construction of different meanings. The research is carried on from the building and maintenance of a school blog, the Ieceblog, with students of Ensino Fundamental II, since 2008, in a private school in Natal-RN. The investigation of the language produced on a school blog is justified due to the interactive conceptions of writing and reading on the virtual environment. Given the fact that new technologies are a reality in the schools opened to the practices of multiliteracies, it is assumed that text, image, video, audio, non-graphic signs and hypertext intensifies the produced interaction, in which the students become real authors. In this perspective, some voices belonging to the statements that are formed through the posts and comments chosen to the analyses and reflection on the blog space as locus of productions of senses inserted in the school and the world environment, as well as for the identification of the language resources used to intensify the senses that emerge from it. From the view of dialogism conceptualized by Bakhtin Circle, the qualitative interpretive-research deepens the experience of a school blog focusing on digital language in line with the vision of digital literacy. From the blog posts, a corpus that promote the exposure of different manifestations of language in the design of digital multiliteracies is elected. Thereby, the method used was the dialogical analysis of speech based on Bakhtin s studies and the Circle. The corpus was taken from the blog s posts in order to point up the different language manifestations in the following categories: (i) mood reinforced by the mockery, (ii) search for compliance with school sphere, (iii) conflicting social values and consistent complicity between sense and verbal imagery, and finally (iv) social practices that take place from and through the discursive genre. The study points to the tension between the active voices in several directions, revealing the distorted unit of posts which, under the analytical observation raises multiple meanings in a responsive manner. The analysis of the dialogue interaction in which intersperses the digital one becomes more apparent that the multiliteracies events that are mediated by language in addition to structure of the language and makes us rethink the students

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This research deals with textualization issues present in educational forums in distance learning environment. The research aims to analyze textualization regarding communication practices between tutors and distance learning students. Specifically the research aims to verify if the educational forum is considered pertinent for knowledge construction as well as identify subject´s behavior in e-Proinfo environment. The research also aims to understand the dynamics of the teaching and learning techniques related to the forum´s printed material. This is done in order to acknowledge discourse on behalf of subjects through the presented educational assignments. In order to address the issue, the work dealt with the relations present in distance learning forums, the forms in which the assignments are made, the way social actors interact and how this debate happens in the virtual environment. The research emphasized an educational forum used in a higher education institution at Rio Grande do Norte/Brazil. Thus the research corpus is composed by messages that were posted in the forum in the module called computer material . This module is one of the last in a set of six modules that are part of The Basic Cycle for Media Training promoted by the Center for Distance Learning in a public university at Rio Grande do Norte/Brazil. The research deals with a qualitative type approach in the perspectives of Merriam (1988), Cresswell (1994) and Minayo (1996). In order to achieve this analysis, the research dealt with theoretical landmarks related to distance learning present in (Silva, 2008; Brait, 1993; Sperbe and Wilson, 1986; Marquesi and Elias 2008 as well as Xavier, 2005, amongst others. As for aspects related to media and technological perspectives present in the forum, the research dealt with (Baranov, 1989; Neuner, 1981; Kearsley and Moore, 1996). Textualization was dealt according to (Marcuschi, 2008; Costa Val, 2004) and the conceptions and functions regarding tutors was seen according to (Salgado, 2002). In the conclusion and recommendations it was seen that these discussions present relevant contributions to distance learning and go beyond the practical universe present in electronical interaction. In the final considerations it is pointed out that this research is relevant for areas such as applied linguistics and presents guidelines for those involved in continuous education and aim meaningful knowledge that is coherent with distance learning education

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Reflete sobre as Comunidades de Prática (CoPs), na perspectiva do conceito de Inteligência Coletiva de Pierre Lèvy. Descreve o ponto de vista de Lèvy, procurando estabelecer um diálogo como conceito de CoPs, criado por Etienne Wenger. Aponta os elementos encontrados nos fóruns virtuais e presenciais realizados pelo do Grupo Bibliocontas, (grupo formado por profissionais da informação que atuam nos Tribunais de Contas brasileiros), que podem contribuir para constituição de uma comunidade de prática. Verifica que os eventos/fóruns são canais integradores para efetivação de uma comunidade de prática, cujo resultado propicia a transformação das pessoas, a formação de identidades e a negociação de significados do fazer profissional. Observa que a construção coletiva de conhecimentos tem sido materializada na forma de diretrizes e ações, que foram ou estão para serem concretizadas pelas instituições dos participantes do grupo em questão, além do resultado da análise dos dados quantitativos, que indica um crescimento constante de troca de mensagens em ambiente virtual e aumento do número de participantes no grupo.

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The development of information and communication technologies, in particular, Internet, and its Web 2.0 information environment has led to significant changes in contemporary society as to the ways of producing informational content. Collaboration and remix, favored by the new services and applications resulting from the development of the Web, are practices which contribute for the exponential growth of information producers. An important part of humanity ceases to be a mere consumer of symbolic goods and becomes a member in a society that sees in the collaboration and remix a new form of creation, use and dissemination of intellectual content. However, as such practices involve the production and use of information intelectual content, and are ruled by a legisltion which determine determines under what conditions the author and the user must produce and use the intellectual work. This legislation established for a context prior to the develompment of the Web has created an imbalance in the context of Web 2.0 which needs to be solved in some way so as to provide the required rebalance for the flow of information. This study explores the collaborative Web environment, the scope of copyright law in Web enviroment and the Creative Commons licenses as an alternative for producers and users of information to create, recreate, share, use, reuse and disseminate legally the intellectual production for the benefit of the construction of knowledge.

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Panoramic rendering is the visualization of three-dimensional objects in a virtual environment through a wide viewing angle. This work investigated if the use of panoramas is able to promote faster searches in a virtual environment. Panoramas allow the presentation of space through less need to change the orientation of the camera, especially for the case of projections spanning 360º surrounding the user, which can benefit searching. However, the larger the angle, more distorted is the visualization of the environment, causing confusion in navigation. The distortion is even bigger when the user changes the pitch of the camera, by looking up or down. In this work we developed a technique to eliminate specifically the distortions caused by changes in pitch, which was called hemispheric projection. Experiments were done to evaluate the performance of search navigation through perspective, cylindrical and hemispherical projections. The results indicate that navigating with perspective projection is superior than navigating with panoramic projections, possibly due to factors such as (i) lack of experience of the participants in understanding the scenes displayed as panoramas, (ii) the inherent presence of distortion in panoramic projections and (iii) a lower display resolution because the objects are presented in smaller sizes in panoramic projections, making the perception of details more difficult. However, the hemispherical projection was better than the cylindrical, indicating that the developed technique provides benefits for navigation compared to current techniques of panoramic projection. The hemispheric projection also provided the least amount of changes of camera orientation, which is an indication that the hemispheric projections may be particularly useful in situations where there are restrictions on the ease to change the orientation. Future research will investigate the performance of cameras interactions on slower devices, such as using only keyboard, or brain-machine interfaces