949 resultados para interactive multimedia
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210 p. : graf.
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Ponencia leída en el Foro de Comunicaciones IkasArt II (BEC Barakaldo, 2010.06.18)
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Hopwood Hall is adopting the use of touch screen technology and gradually replacing its interactive whiteboards to improve access to interactive learning. The touch screen monitors connected to LCD TV’s provide a cheaper classroom build with technology that’s more user-friendly and better suited to classroom delivery. Until now, interactive boards had been the mainstay of classrooms but they created teaching barriers for staff including the additional software to learn and master. They are also expensive and often have usability issues with 'pens' not working or having a delay when used as the mouse tool.
Case study: Encouraging use of mobile and interactive technologies in the iZone at Redbridge College
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Case study on how learners at Redbridge College are using interactive technologies in the iZone to enhance their digital experience.
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There is an increasing number of Ambient Intelligence (AmI) systems that are time-sensitive and resource-aware. From healthcare to building and even home/office automation, it is now common to find systems combining interactive and sensing multimedia traffic with relatively simple sensors and actuators (door locks, presence detectors, RFIDs, HVAC, information panels, etc.). Many of these are today known as Cyber-Physical Systems (CPS). Quite frequently, these systems must be capable of (1) prioritizing different traffic flows (process data, alarms, non-critical data, etc.), (2) synchronizing actions in several distributed devices and, to certain degree, (3) easing resource management (e.g., detecting faulty nodes, managing battery levels, handling overloads, etc.). This work presents FTT-MA, a high-level middleware architecture aimed at easing the design, deployment and operation of such AmI systems. FTT-MA ensures that both functional and non-functional aspects of the applications are met even during reconfiguration stages. The paper also proposes a methodology, together with a design tool, to create this kind of systems. Finally, a sample case study is presented that illustrates the use of the middleware and the methodology proposed in the paper.
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Enactive approaches foreground the role of interpersonal interaction in explanations of social understanding. This motivates, in combination with a recent interest in neuroscientific studies involving actual interactions, the question of how interactive processes relate to neural mechanisms involved in social understanding. We introduce the Interactive Brain Hypothesis (IBH) in order to help map the spectrum of possible relations between social interaction and neural processes. The hypothesis states that interactive experience and skills play enabling roles in both the development and current function of social brain mechanisms, even in cases where social understanding happens in the absence of immediate interaction. We examine the plausibility of this hypothesis against developmental and neurobiological evidence and contrast it with the widespread assumption that mindreading is crucial to all social cognition. We describe the elements of social interaction that bear most directly on this hypothesis and discuss the empirical possibilities open to social neuroscience. We propose that the link between coordination dynamics and social understanding can be best grasped by studying transitions between states of coordination. These transitions form part of the self-organization of interaction processes that characterize the dynamics of social engagement. The patterns and synergies of this self-organization help explain how individuals understand each other. Various possibilities for role-taking emerge during interaction, determining a spectrum of participation. This view contrasts sharply with the observational stance that has guided research in social neuroscience until recently. We also introduce the concept of readiness to interact to describe the practices and dispositions that are summoned in situations of social significance (even if not interactive). This latter idea links interactive factors to more classical observational scenarios.
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Desde que se inventó el primer ordenador, uno de los objetivos ha sido que el ordenador fuese capaz de ejecutar más y más rápido, para poder así solucionar problemas más complejos. La primera solución fue aumentar la potencia de los procesadores, pero las limitaciones físicas impuestas por la velocidad de los componentes electrónicos han obligado a buscar otras formas de mejorar el rendimiento. Desde entonces, ha habido muchos tipos de tecnologías para aumentar el rendimiento como los multiprocesadores, las arquitecturas MIMD… pero nosotros analizaremos la arquitectura SIMD. Este tipo de procesadores fue muy usado en los supercomputadores de los años 80 y 90, pero el progreso de los microprocesadores hizo que esta tecnología quedara en un segundo plano. Hoy en día la todos los procesadores tienen arquitecturas que implementan las instrucciones SIMD (Single Instruction, Multiple Data). En este documento estudiaremos las tecnologías de SIMD de Intel SSE, AVX y AVX2 para ver si realmente usando el procesador vectorial con las instrucciones SIMD, se obtiene alguna mejora de rendimiento. Hay que tener en cuenta que AVX solo está disponible desde 2011 y AVX2 no ha estado disponible hasta el 2013, por lo tanto estaremos trabajando con nuevas tecnologías. Además este tipo de tecnologías tiene el futuro asegurado, al anunciar Intel su nueva tecnología, AVX- 512 para 2015.