448 resultados para Interactivity hypermedia


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The purpose of this article is to think the online collaborative journalism from the perspective of semiosis in Charles Sanders Peirce. It seeks to define the formal elements of language hypermedia web, beyond the concepts of semiosis, sign, object and interpretant. Thus, paths are indicated for understanding how different aspects of the news can emerge and coexist in mediating the journalistic own website, marked by the decentralization of the production and dissemination of media content, as opposed to mediation system based on broadcast journalism. There is also a small survey of the evolution of Brazilian collaborative journalism on the web, showing that there is still a tendency to keep the logic of journalism massive unidirectional.

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The study investigated the use of an artistic work as mediator to trigger and sustain discursive participation of high school students in the classroom. Since the discursive dimension is an essential factor in constructivist teaching orientation, the general idea behind the work seeks to make use of the aesthetic function of signs to enhance the participation of learners discourse. With this goal in mind, the artistic sign painting Water Fall of the artist Maurits Cornelis Escher is employed for teaching physics concept of conservation of mechanical energy. The study compares two methods of a teacher who tries to promote students interactivity discursive. One methodology is guided only by formulating questions and other uses also an artistic sign along with the questions. The work shows that the teacher gets more successfully discursive participation of their students using the second methodology.

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Technological resources and the media are contributing to socioeconomic development, including the education sector. Application of Digital Learning Objects support learning, serving as a tool for distance learning arrangements and classroom. The quality of design in instructional materials is one factor that implies the motivation of students and support their learning, within this context, the creation of educational interactive multimedia applications should excel the content and good usability, while facilitating user interaction. The aim of this paper was to establish parameters for the creation and management of Digital Learning Objects.

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How are teachers Cartoons observation Architecture Schools in several decades, the idea was to try and explain firsthand the look and fundamental elements of drawings to the Architect. We start looking through the design of: 1 A projective gaze: the invisible is made visible by interactivity and space and time are perceived by the distance that look place between them; 2nd In bidirectional contamination: the object fills the subject, double-hand, bringing the tactile qualities of architecture in continuous resonance, 3rd Strangeness by slow look: draw as perceptual expansion strategy; 4 Articulation of the structural elements of the design while similar language to architecture and city through the selection of appropriate signs and codes, exclusive and singular.

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The goal of this article is to describe the production of “Interactive Reality” program, prototype for interactive Digital TV newscast based on the concept of infotainment, defined as a genre hybrid television show between information and entertainment. Therefore, it is proposed a script with interactive content, a prototype of the newscast, its results and implications for future researches.

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Interactive whiteboards (IWB) consist of a set of technological equipment organized in order to fulfill a specific task, enabling the development of didactic activities. Because they are associated to computers’ potentiality, interactive whiteboards can provide bigger interactivity between: teacher and students, students and content, and among students. This work’s main objective is to present some of the results yielded from a research related to the way students perceive interactive whiteboards in the classroom. In order to analyze the IWB usage dynamics, some educational applications in the field of mathematics were applied in the 3rd grade of elementary school. Aside from observation, video recordings were made and students were interviewed about the interactive whiteboard, in order to understand how these students observe and engage with the technological tool. IWB do not transform classroom’s reality by themselves, however, their physical presence and usage amount to external reinforcement can change student’s behavior positively.

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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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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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Creating high-quality quad meshes from triangulated surfaces is a highly nontrivial task that necessitates consideration of various application specific metrics of quality. In our work, we follow the premise that automatic reconstruction techniques may not generate outputs meeting all the subjective quality expectations of the user. Instead, we put the user at the center of the process by providing a flexible, interactive approach to quadrangulation design. By combining scalar field topology and combinatorial connectivity techniques, we present a new framework, following a coarse to fine design philosophy, which allows for explicit control of the subjective quality criteria on the output quad mesh, at interactive rates. Our quadrangulation framework uses the new notion of Reeb atlas editing, to define with a small amount of interactions a coarse quadrangulation of the model, capturing the main features of the shape, with user prescribed extraordinary vertices and alignment. Fine grain tuning is easily achieved with the notion of connectivity texturing, which allows for additional extraordinary vertices specification and explicit feature alignment, to capture the high-frequency geometries. Experiments demonstrate the interactivity and flexibility of our approach, as well as its ability to generate quad meshes of arbitrary resolution with high-quality statistics, while meeting the user's own subjective requirements.

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Die vorliegende Arbeit untersucht, wie sich Greenaways Filme selbstreflexiv zur Problematik des filmischen Mediums stellen, d.h. wie der Illusions- und Artefaktcharakter des Films im Film selbst thematisiert wird. Die Untersuchung der Selbstreflexion wird konkret unter drei Untersuchungsaspekten erfolgt, nämlich die systematisch und künstlich organisierte formale Struktur, die Narrativität und die Wahrnehmungsweise des Zuschauers. Greenaways Filme veranschaulichen auf der formalen Ebene:· daß die Filmbilder diskontinuierlich und uneinheitlich sind, · wie einzelnen visuellen, akustischen und technischen Zeichen systematisch und künstlich organisiert sind und schließlich· wie die diskontinuierlichen und uneinheitlichen Filmbilder durch die systematische und künstliche Organisation der Zeichen kontinuierlich und einheitlich wirken. Seine Filme thematisieren auch auf der allegorischen, symbolischen und metaphorischen Ebene das Verhältnis zwischen der formalen Struktur, der Geschichte und der interaktiven Wahrnehmungsweise des Zuschauers, und die Beziehung zwischen dem Zuschauer, dem Film, dem Filmemacher. Die männliche Hauptfigur metaphorisiert den Zuschauer. Die Frauenfiguren allegorisieren die zwei Seiten des Films, die Form und den Inhalt des Films. Die sexuelle Beziehung zwischen der männlichen Hauptfigur und den Frauen umfaßt auf der metaphorischen Ebene die Interaktivität des Zuschauers mit dem Film.