934 resultados para Graphic objects


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In this article, I show how new spaces are being prefigured for colonization in new economy policy discourses. Drawing on a corpus of 1.3 million words collected from legislatures throughout the world, I show the role of policy language in creating the foundations of an emergent form of political economy: The analysis is informed by principles from critical discourse analysis (CDA), classical political economy and critical media studies. It foregrounds a functional aspect of language called process metaphor to show how aspects of human activity are prefigured for mass commodification by the manipulation of realis and irrealis spaces. I also show how the fundamental element of any new political economy, the property element, is being largely ignored. Current moves to create a privately owned global space, which is as concrete as landed property - namely, the electromagnetic spectrum - has significant ramifications for the future of social relations in any global knowledge economy.

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To understand how bees, birds, and fish may use colour vision for food selection and mate choice, we reconstructed views of biologically important objects taking into account the receptor spectral sensitivities. Reflectance spectra a of flowers, bird plumage, and fish skin were used to calculate receptor quantum catches. The quantum catches were then coded by red, green, and blue of a computer monitor; and powers, birds, and fish were visualized in animal colours. Calculations were performed for different illumination conditions. To simulate colour constancy, we used a von Kries algorithm, i.e., the receptor quantum catches were scaled so that the colour of illumination remained invariant. We show that on land this algorithm compensates reasonably well for changes of object appearance caused by natural changes of illumination, while in water failures of von Kries colour constancy are prominent. (C) 2000 John Wiley & Sons, Inc.

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The presentation of an aesthetic identity involves the accomplishment of a coherent, plausible narrative which links one's choices to desired characteristics of the self. As symbolic evidence of a person's taste, material culture is a vital component of a successful narrative. Via case studies of pivotal household objects, this paper uses face-to-face interview data as a way of investigating processes of aesthetic choice. Household objects are interpreted as material elements imbricated in the presentation of a socially plausible and internally consistent aesthetic self. Narrative analysis, and the concept of the epiphany-object, are proposed as useful ways of accounting for tastes in domestic material culture. Methodological questions of truth-telling and authenticity in the face-to-face context are considered, and the sociological problem of taste is scrutinized in light of ideas about social accountability and textual identity.

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Synthetic aperture radar (SAR) images of resonant buried objects are modelled in the presence of ground surface clutter. The method of moments (MoM) is used to model scattered fields from a resonant buried conductor and clutter is modelled as a bivariant Gaussian distribution. A diffraction stack SAR imaging technique is applied to the ultra-wideband waveforms to give a bipolar signal image. A number of examples have been computed to illustrate the combined effects of SAR processing with resonant targets and clutter. SAR images of different targets show differences which may facilitate target identification. To maximise the peak signal-to-clutter ratio, an image correlation technique is applied and the results are shown.

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A scheme is presented to incorporate a mixed potential integral equation (MPIE) using Michalski's formulation C with the method of moments (MoM) for analyzing the scattering of a plane wave from conducting planar objects buried in a dielectric half-space. The robust complex image method with a two-level approximation is used for the calculation of the Green's functions for the half-space. To further speed up the computation, an interpolation technique for filling the matrix is employed. While the induced current distributions on the object's surface are obtained in the frequency domain, the corresponding time domain responses are calculated via the inverse fast Fourier transform (FFT), The complex natural resonances of targets are then extracted from the late time response using the generalized pencil-of-function (GPOF) method. We investigate the pole trajectories as we vary the distance between strips and the depth and orientation of single, buried strips, The variation from the pole position of a single strip in a homogeneous dielectric medium was only a few percent for most of these parameter variations.

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In this paper we describe a distributed object oriented logic programming language in which an object is a collection of threads deductively accessing and updating a shared logic program. The key features of the language, such as static and dynamic object methods and multiple inheritance, are illustrated through a series of small examples. We show how we can implement object servers, allowing remote spawning of objects, which we can use as staging posts for mobile agents. We give as an example an information gathering mobile agent that can be queried about the information it has so far gathered whilst it is gathering new information. Finally we define a class of co-operative reasoning agents that can do resource bounded inference for full first order predicate logic, handling multiple queries and information updates concurrently. We believe that the combination of the concurrent OO and the LP programming paradigms produces a powerful tool for quickly implementing rational multi-agent applications on the internet.

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The blame for the semantic and set-theoretic paradoxes is often placed on self-reference and circularity. Some years ago, Yablo [1985; 1993] challenged this diagnosis, by producing a paradox that's liar-like but does not seem to involve circularity. But is Yablo's paradox really non-circular? In a recent paper, Beall [2001] has suggested that there are no means available to refer to Yablo's paradox without invoking descriptions, and since Priest [1997] has shown that any such description is circular, Beall concludes that Yablo's paradox itself is circular. In this paper, we argue that Beall's conclusion is unwarranted, given that (1) descriptions are not the only way to refer to Yablo's paradox, and (ii) we have no reason to believe that because the description involves self-reference, the denotation of the description is also circular. As a result, for all that's been said so far, we have no reason to believe that Yablo's paradox is circular.

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Ontologies are becoming an important mechanism to build information systems. Nevertheless, there is still no systematic approach to support the design of such systems using tools that are common to information systems developers. In this paper, we propose an approach for deriving object frameworks from domain ontologies and then we show the application of this approach in the software process domain.

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Various authors have written about the importance of drawing in design methodology. Their general conclusion points drawing as an essential tool for design research, as it allows investigation of several alternative solutions in design process (Cross, 2007). The recent profound changes in design nature (Norman, 2011), justify a discussion on the purpose of drawing in design courses. As a consequence of this new reality, the educational institutions face the challenge of the definition of their curricular structures and teaching methodologies. Among others, concepts such as collaboration and multidisciplinary design approaches have been discussed as strategies for design education (Heller and Talarico, 2011, pp. 82-85). In this context, and using our teaching activity experience in Drawing and Design areas, the authors discuss:  how can drawing methods be included in the current design teaching?  can drawing be considered as an interdisciplinary approach?  what contributions can these methodologies provide to the educational/learning process? Based on these concerns, we developed an interdisciplinary project in the Graphic Design Course with two curricular units: Drawing 1 and Aesthetic and Design Theory 1. In this article the authors present the aims and process developed, and discuss the outcomes of this pedagogical experience.

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O uso crescente da Internet (World Wide Web), e das suas potencialidades tecnológicas têm contribuído para uma proliferação de ambientes de ensino/aprendizagem, baseados em Tecnologia. A comunidade científica reúne consenso quanto às vantagens da reutilização de conteúdos de aprendizagem e à adopção de standards com vista à interoperabilidade entre conteúdos/objectos partilháveis e plataformas. Este artigo tem como objectivo reflectir sobre o desenvolvimento de uma metodologia de ensino combinada de aprendizagem com recurso a Learning Objects, no âmbito do trabalho de doutoramento.

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O uso das tecnologias com base na Web, no processo ensino/aprendizagem, têm obtido excelentes resultados, onde a Internet é a plataforma base de comunicação e interacção entre estudantes e professores. Assiste-se, também, a uma partilha/reutilização constante de conteúdos educativos/Learning Objects, em diferentes formatos e diferentes tipos de plataformas, incrementada pela Web 2.0. Este artigo apresenta um estudo sobre o desenvolvimento, disponibilização e utilização de Learning Objects em instituições de Ensino Superior. Conclui-se que as instituições de Ensino Superior inquiridas não desenvolvem, não reutilizam nem promovem a reutilização de LOs, que utilizam as especificações SCORM e IMS, e apresentam-se observações sobre as vantagens e desvantagens da sua utilização.

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The aim of this paper is presenting the modules of the Adaptive Educational Hypermedia System PCMAT, responsible for the recommendation of learning objects. PCMAT is an online collaborative learning platform with a constructivist approach, which assesses the user’s knowledge and presents contents and activities adapted to the characteristics and learning style of students of mathematics in basic schools. The recommendation module and search and retrieval module choose the most adequate learning object, based on the user's characteristics and performance, and in this way contribute to the system’s adaptability.

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No decorrer do projeto SELEAG foi desenvolvido um jogo de aventura gráfica educativo com o propósito de ensinar história, cultura e relações sociais aos alunos. Este jogo foi avaliado em contexto de sala de aula em diversos países, obtendo resultados positivos. No entanto, por motivos técnicos, alguns dos objetivos propostos pelo projeto não puderam ser devidamente explorados, como permitir que o jogo fosse extensível por outros educadores ou suportar a colaboração online entre os jogadores. Nomeadamente, as ferramentas utilizadas para desenvolver o jogo eram demasiado complicadas para serem utilizadas fora da equipa de desenvolvimento, o que limitou a extensibilidade do projeto, e tornou impossível que educadores sem conhecimentos de programação fossem também capazes de traduzir os seus conteúdos educativos para este formato. Além disso, apesar do jogo possuir algumas funcionalidades de colaboração online, toda a interação era efetuada externamente ao jogo, através de um fórum de mensagens, o que demonstrou ser pouco motivante para os jogadores, pois muitos deles nem se aperceberam que havia uma componente de colaboração no jogo. O objetivo desta tese incide sobre estes dois problemas, e consistiu em desenvolver um editor e motor de jogo com uma interface simples de utilizar, que não necessita de conhecimentos prévios de programação, e que permite criar jogos de aventura gráfica com uma componente de colaboração online verdadeiramente embebida na jogabilidade. A aplicação desenvolvida foi testada por um conjunto de utilizadores de diversas áreas, tendo-se obtido resultados que demonstram a acessibilidade e simplicidade da mesma, independentemente do nível de experiência prévio de programação do utilizador. A componente de colaboração online foi também muito bem recebida pelos utilizadores, os quais demonstraram bastante interesse em ver jogos de aventura gráfica com componente de colaboração online serem desenvolvidos no futuro.

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Com o crescimento das Tecnologias de Informação e Comunicação os métodos de ensino também foram evoluindo, verificando-se assim mudanças bastante significativas na forma como se adquire o conhecimento. O aparecimento do ensino à distância aliado aos meios digitais, que estão cada vez mais disponíveis e acessíveis, tanto a alunos como a professores, são um excelente complemento à actividade lectiva. Exemplo disso é mesmo o caso do e-learning que veio revolucionar todo o processo de aquisição de conhecimento, deixando para segundo plano pormenores como o local ou a hora de aquisição do conhecimento. Entre muitos tipos de recursos disponíveis, os OA’s (Objecto de Aprendizagem) têm uma utilização cada vez mais frequente. No levantamento do estado da arte e no estudo dos recursos educativos utilizados actualmente na Medicina Dentária, foi assinalado a utilização recorrente dos OA’s, que basicamente são pequenos pedaços de informação que podem ser reutilizados ou referenciados tecnologicamente. Seguidamente, iniciou-se a realização de um OA que pudesse servir de apoio ao ensino da Medicina Dentária, focando-se concretamente na higiene oral para as crianças entre os 7 e 12 anos. Finalmente, procedeu-se à sua validação conclui-se que no futuro será possível a sua reutilização em diferentes contextos de ensino e aprendizagem na área.

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— In the new learning environments, built width digital technologies, the need to promote quality of education resources, commonly known as Learning Objects, which can support formal and informal distance learning, emerge as one of the biggest challenge that educational institutions will have to face. Due to the fact that is expensive, the reuse and sharing became very important issue. This article presents a Learning Object Repository which aims to store, to disseminate and maintain accessible Learning Objects.