897 resultados para Digital Informational Environment
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A benchmarking tool developed by Jisc in collaboration with the National Union of Students (NUS) and the Student Engagement Partnership (TSEP). The tool is a starting point for discussions between staff and students about what is working in the digital learning environment and what they can work on together to improve it.
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O desenvolvimento do projeto consistiu na modelagem da informação para gestão em arqueologia numa base de dados convergente de informação, caracterizada por um ambiente cartográfico digital, integrando mapas temáticos e base de dados alfanumérica num modelo protótipo e interativo para ajudar a integrar as informações na gestão em arqueologia, permitindo o registro, armazenamento e visualização da informação arqueológica correlacionada a mapas temáticos.
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Esta tese se insere no conjunto de pesquisas que procura entender como funcionam as eleições no Brasil. Especificamente, o objetivo é investigar a propaganda negativa durante as eleições presidenciais. Para tal foram desenvolvidos cinco capítulos. O primeiro situa o leitor no debate normativo sobre o papel da propaganda negativa para a democracia eleitoral. Nele, é debatida a importância dos ataques em uma série de circunstâncias, como mobilização política, ambiente informacional e decisão do voto. O segundo capítulo constitui ampla análise do conteúdo da propaganda negativa exibida no âmbito do Horário Gratuito de Propaganda Eleitoral durante as eleições presidenciais de 1989, 1994, 1998, 2002, 2006 e 2010, primeiro e segundo turnos. A metodologia seguiu as orientações formuladas por Figueiredo et all. (1998), mas adaptadas para as especificidades da propaganda negativa. Neste objetivo, tendências interessantes foram descobertas, a mais interessante, sem dúvida, é o baixo índice de ataques ocorrido entre os candidatos. O terceiro busca investigar o uso estratégico das inserções durante as campanhas presidenciais. Debato o caráter regulamentado do modelo brasileiro de propaganda. Ainda assim, aponto estratégias divergentes no uso estratégico das inserções negativas, sendo o horário noturno o lócus predominante dos ataques. O quarto capítulo procura criar um modelo de campanha negativa com base na teoria dos jogos. No modelo, procuro responder às seguintes questões: quem ataca quem, quando e por quê? Argumento que a propaganda negativa é o último recurso utilizado pelos candidatos na conquista por votos. Ela tem como propósito central alterar a tendência do adversário. Por essa razão, é utilizada principalmente por candidatos em situações de desvantagem nos índices de intenção de voto. O quinto e último capítulo desenvolve modelo estatístico para medir o impacto da propaganda negativa nos índices de intenção de voto.
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Este estudo faz uma análise dos debates presidenciais na televisão como eventos persuasivos de campanha. O objetivo foi contribuir para a compreensão não só do papel dessa fonte de informação política no contexto brasileiro, mas discutir também de maneira sistemática os seus possíveis efeitos. Os debates na TV são uma variável comunicacional de curto prazo dos processos eleitorais. Eles oferecem estímulos comunicacionais que são disseminados no ambiente da campanha, seja por quem o assiste diretamente, seja por quem fica sabendo desses eventos e dos desempenhos dos candidatos através de outros dispositivos, como a imprensa e o Horário da Propaganda Gratuita Eleitoral (HPGE). Como apenas informação não basta para explicar mudanças de opinião, focamos o estudo em dois eixos principais. O primeiro deles na identificação e no mapeamento das estratégias persuasivas adotadas pelos candidatos, porque eles são instados a confrontar seus adversários, num evento ao vivo, e por meio do qual os eleitores podem avaliar não só o seu posicionamento político, como a maneira que se apresentam. Está presente, neste caso, um impacto sobre a atitude dos eleitores com relação aos competidores. Os principais resultados indicam haver um padrão no objetivo das mensagens, prevalecendo, no agregado, o ataque entre os candidatos da oposição, e a aclamação entre os candidatos da situação. O posicionamento do candidato, bem como o conteúdo político das mensagens apresentaram resultados significativos para um possível efeito sobre a atitude dos eleitores. No estudo, propomos ainda a análise dos enquadramentos adotados pelos competidores, cuja função é estabelecer um quadro de referência para a audiência. Esta variável, que procura levar em conta aspectos da comunicação verbal e nãoverbal, também apresentou resultados significativos. No segundo eixo analítico, tratamos dos efeitos agregados desses acontecimentos de campanha. Foram analisados os debates de 2002, quando prevalecia um clima de opinião favorável à oposição, e 2010, quando o clima é favorável à situação. Com relação ao impacto dos debates no ambiente informacional, os dados sugerem que, em 2002, a atuação de Luiz Inácio Lula da Silva (PT), candidato da oposição, levou a uma ampliação da cobertura jornalística positiva sobre o candidato; enquanto houve um declínio dessa cobertura para José Serra (PSDB), candidato da situação. Em 2010, na cobertura da imprensa após os debates, tanto a candidata da situação, Dilma Rousseff (PT), quanto o da oposição, José Serra, apresentaram equilíbrio. O impacto no ambiente informacional da campanha foi acompanhado de um aumento da intenção de voto agregada para os candidatos que lideravam as pesquisas e que representavam a mudança em 2002, no caso Lula, ou a continuidade em 2010, no caso Dilma. Nas duas eleições, portanto, os debates na TV no Brasil indicaram ser eventos persuasivos importantes, apesar de terem um papel menos central como dispositivo de informação eleitoral e de não levarem à troca de posição entre os competidores nas pesquisas opinião. Mas eles contribuem, ao menos indiretamente, para consolidar e ampliar intenções de voto dos primeiros colocados a partir de uma percepção positiva disseminada sobre os seus desempenhos.
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The implementation of effective time analysis methods fast and accurately in the era of digital manufacturing has become a significant challenge for aerospace manufacturers hoping to build and maintain a competitive advantage. This paper proposes a structure oriented, knowledge-based approach for intelligent time analysis of aircraft assembly processes within a digital manufacturing framework. A knowledge system is developed so that the design knowledge can be intelligently retrieved for implementing assembly time analysis automatically. A time estimation method based on MOST, is reviewed and employed. Knowledge capture, transfer and storage within the digital manufacturing environment are extensively discussed. Configured plantypes, GUIs and functional modules are designed and developed for the automated time analysis. An exemplar study using an aircraft panel assembly from a regional jet is also presented. Although the method currently focuses on aircraft assembly, it can also be well utilized in other industry sectors, such as transportation, automobile and shipbuilding. The main contribution of the work is to present a methodology that facilitates the integration of time analysis with design and manufacturing using a digital manufacturing platform solution.
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The need to account for the effect of design decisions on manufacture and the impact of manufacturing cost on the life cycle cost of any product are well established. In this context, digital design and manufacturing solutions have to be further developed to facilitate and automate the integration of cost as one of the major driver in the product life cycle management. This article is to present an integration methodology for implementing cost estimation capability within a digital manufacturing environment. A digital manufacturing structure of knowledge databases are set out and the ontology of assembly and part costing that is consistent with the structure is provided. Although the methodology is currently used for recurring cost prediction, it can be well applied to other functional developments, such as process planning. A prototype tool is developed to integrate both assembly time cost and parts manufacturing costs within the same digital environment. An industrial example is used to validate this approach.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Digital repositories are currently being used by education and research institutions in Brazil as an alternative for propagating scientific and academic results, mainly to reach institutional memory and visibility. However, the way these results are presented may influence their use, affecting user-system interaction through the interface components. Thus, it is possible to state that an unique digital information environment can offer different ways of visual presentation, customizing informational and visual components for specific users communities. In this context, tools are being developed as a resource to make access and use of information easier, and to increase the usability of digital informational environments. One of these tools, Manakin, is presented in this paper, as well as its integration with the DSpace platform, in order to enable multiple visual presentations, stressing the importance of the differentiation and direction of interfaces by a single repository to the various knowledge fields. So, results and examples of repositories with multiple visual presentations are introduced, to facilitate the use of the presented tool, as well as to reinforce the importance of a differentiated visual identity by areas of knowledge in a single repository, by means of literary and exploratory analysis.
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The current nature of World Wide Web (Web), which highlights the collaborative participation of users in some digital information environments, lead to development of guidelines with a focus on Inclusive Digital Information Architecture for a different audiences in multiples informational ambiences. This research proposes guidelines for a inclusive digital information environment, aiming to identify the elements of accessibility that allow the promotion of inclusion digital information, in order to highlight the references of the Architecture of Digital Information, the international recommendations and the structures representation of information (specially accessibility attributes), with the look of Information Science and New Technologies of Information and Communication. The thesis is as to the need to develop methodologies with guidelines that contemplate the elements of digital accessibility focused on the task of the user. The research problem is that actual methodologies and recommendations used for the development of digital information environments do not cover all the elements of accessibility with a focus on user needs. The proposition is to present, through a methodological approach (exploratory and descriptive), a theoretical-methodological proposal to promote elements of digital accessibility to the development of digital information environments, for users with or without special needs. The overall objective of this study is to contribute to the development of inclusive digital information environments, in perspective of union of theories, recommendations and technologies for the development of digital accessibility guidelines. In a theoretical dimension, the research covers a critical review of the specialized literature in the areas of Information Science and Computer Science and, in the applied part, the analysis and development of a proposal of guidelines for the architecture of a digital information environment with accessibility.
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This paper describes how dimensional variation management could be integrated throughout design, manufacture and verification, to improve quality while reducing cycle times and manufacturing cost in the Digital Factory environment. Initially variation analysis is used to optimize tolerances during product and tooling design and also results in the creation of a simplified representation of product key characteristics. This simplified representation can then be used to carry out measurability analysis and process simulation. The link established between the variation analysis model and measurement processes can subsequently be used throughout the production process to automatically update the variation analysis model in real time with measurement data. This ‘live’ simulation of variation during manufacture will allow early detection of quality issues and facilitate autonomous measurement assisted processes such as predictive shimming. A study is described showing how these principles can be demonstrated using commercially available software combined with a number of prototype applications operating as discrete modules. The commercially available modules include Catia/Delmia for product and process design, 3DCS for variation analysis and Spatial Analyzer for measurement simulation. Prototype modules are used to carry out measurability analysis and instrument selection. Realizing the full potential of Metrology in the Digital Factory will require that these modules are integrated and software architecture to facilitate this is described. Crucially this integration must facilitate the use of realtime metrology data describing the emerging assembly to update the digital model.
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The little grey cat engine (greyCat) is part of a series of projects which explore software which can enable access to the potentially empowering nature of represented space and game design. GreyCat is the result of research into the culture of the software itself in order to provide participatory environments which enable the telling of ‘small stories’ – stories and experiences which are those of the everyday or those of a cultural perspective other than that prioritised by most world building softwares or game engines. GreyCat offers a simple framework which allows participants to use their own image materials (photographs for the most part) as a basis for spatial exploration of their own places.---------- Truna aka j.turner (2008) The little grey cat engine: telling small stories (Demo), Australasian Computer Human Interaction Conference, OZCHI 2008, December 8th-12th, Cairns, Australia---------- Research Publications: truna aka j.turner & Browning, D. (2009) Designing spatial story telling software, in proceedings OZCHI09, Melbourne---------- Truna aka j.turner, Browning, D. & Champion, E. (2008) Designing for Engaged Experience, In proceedings Australasian Computer Human Interaction Conference, OZCHI 2008, December 8th-12th, Cairns, Australia---------- Truna aka. J.turner & Bidwell, N. (2007) Through the looking glass: game worlds as representations and views from elsewhere, Proceedings of the 4th Australasian conference on Interactive entertainment, Melbourne, Australia---------- Truna aka j.turner, Browning, D & Bidwell, N. (2007) Wanderer beyond game worlds, in proceedings, Hutchinson, A (ed) PerthDAC 2007: The seventh International Digital Arts and Culture Conference: The future of digital media culture, 15-18 September 2007, Perth, Australia, Curtin University of Technology---------- Truna aka j.turner (2006) To explore strange new worlds: experience design in 3 dimensional immersive environments - role and place in a world as object of interaction, In proceedings, Australasian Computer Human Interaction Conference, OZCHI 2006, November 22nd-24th, Sydney, Australia, November 20th – 24th 2006, pp 26- 29---------- Truna aka j.turner (2006) Digital songlines environment (Demonstration), In proceedings 2006 International conference on Game research and development, Perth, Australia---------- Truna aka j.turner (2006) Destination Space: Experiential Spatiality and Stories, Special Session on Experiential Spatiality, In proceedings 2006 International conference on Game research and development, Perth, Australia
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Recent research has emphasized the multimodal and digital nature of adolescent literacy practices. These practices cross multiple social spaces, particularly settings outside of schools. This article re-examines current research to yield three caveats that counter assumptions about the pervasiveness, relevance, and spontaneity of youths’ multimodal practices in the digital communications environment: 1. It is incorrect to assume that today’s adolescents are all “digital natives”; 2. Engaging adolescents in multimodal textual practices must involve more than conforming the curriculum to their interests and practices, extending students’ repertoire of skills and genres; and 3. While some new multimodal practices are taken up by adolescents with minimal instruction in informal contexts, greater emphasis should be placed on expert scaffolding of these literacies in school settings.
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With the advancement of new technologies, this author has in 2010 started to engineer an online learning environment for investigating the nature and development of spatial abilities, and the teaching and learning of geometry. This paper documents how this new digital learning environment can afford the opportunity to integrate the learning about 3D shapes with direction, location and movement, and how young children can mentally and visually construct virtual 3D shapes using movements in both egocentric and fixed frames of reference (FOR). Findings suggest that year 4 (aged 9) children can develop the capacity to construct a cube using egocentric FOR only, fixed FOR only or a combination of both FOR. However, these young participants were unable to articulate the effect of individual or combined FOR movements. Directions for future research are proposed.
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The workshop is an activity of the IMIA Working Group ‘Security in Health Information Systems’ (SiHIS). It is focused to the growing global problem: how to protect personal health data in today’s global eHealth and digital health environment. It will review available trust building mechanisms, security measures and privacy policies. Technology alone does not solve this complex problem and current protection policies and legislation are considered woefully inadequate. Among other trust building tools, certification and accreditation mechanisms are dis-cussed in detail and the workshop will determine their acceptance and quality. The need for further research and international collective action are discussed. This workshop provides an opportunity to address a critical growing problem and make pragmatic proposals for sustainable and effective solutions for global eHealth and digital health.