811 resultados para Digital Media Mash up
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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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The ideal proposed by Decree No. 4901 of 26 November 2003 establishing the Brazilian System of Digital Television (SBTVD) still seems more remote from reality as possible in 2003, where it was believed more in digital inclusion (and social) through access Digital TV via internet than to the development of specifi c products for this media. The reality still shows up differently and it is possible to believe that there was an innocent vision and too optimistic a project that did not meet even the demands of society: SBTVD. The problem to be solved is to get Digital TV adds value to the needs of today’s consumers of content, space has been occupied quickly by computers and devices connected to the internet and even the informal trade of DVDs and video games.
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With the deployment of Digital TV in Brazil, there is a need to foment the development and production of interactive audiovisual quality content, especially for programs that present educational messages from the entertainment concept - defined as Edutertainment. The objective of this study is to propose application of the gamification as a link of communication to encourage and modify user behavior, through a narrative that encourages intrinsic motivation for learning and entertainment in this media. This paper points out that there are few models of screenplays for applications production, particularly educational, with simultaneous interactive applications for television flow or complementary programming content offered. For this reason, a special attention is given to the screenplay, by virtue of inserting in its construction, the elements that make up the mechanics and dynamics of games. As a result, is shown the entry "Gamification-iDTV", which defines these two scenarios, as well as the development of a modeling methodology of a content and process, supported by conceptual maps, wireframes and roadmaps, substantiating the conception and elaboration of screenplay's prototype with elements of gamification for educational programs and its interaction applications.
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Pós-graduação em Psicologia - FCLAS
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Pós-graduação em Psicologia - FCLAS
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L’avvento di Internet e delle innovazioni tecnologiche hanno determinato una rivoluzione nel panorama della comunicazione e dell’informazione soprattutto in quello pubblicitario. La pubblicità online (in inglese Advertising Online o Internet Advertising) è un fenomeno in continua crescita. Rispetto ai media tradizionali come la stampa e la televisione dove i contenuti sono trasmessi in modo generico e di massa, l’Advertising Online sfrutta la capacità del World Wide Web al fine di raggiungere una quantità notevole di persone permettendo di attuare campagne pubblicitarie verso un target mirato. In questo settore la facilità di misurare l'effetto nei confronti del pubblico permette alle aziende di investire in questo tipo di mercato rispetto a quello tradizionale poiché, in quest'ultimo l’assenza di strumenti di misurazione è basata su rilevanze teoriche. In riferimento a quanto citato, un’oggetto di studio e di analisi presentato in questa tesi riguarda la start-up TAGGALO un sistema ideato e sviluppato da un gruppo di ricercatori del CNR Puglia. Questa soluzione tecnologia è applicata nel campo pubblicitario del Digital out of Home e del Digital Signage dove la comunicazione del messaggio viene percepita dal potenziale cliente mentre è fuori casa mediante l’uso di schermi elettronici disposti nella maggior parte dei luoghi pubblici. Attraverso questa tecnologia è possibile rilevare il reale impatto della pubblicità online, rappresentando una soluzione efficace per misurare il reale ritorno per chi investe ovvero il ROI.
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Questo lavoro di ricerca studia il mercato digitale delle Start-Up italiane, valutando i passi del management nei vari cicli di vita aziendale. Dopo uno studio teorico sull'ecosistema italiano startup e il cambiamento dell'approccio scelto dal manager all'interno dell'azienda per arrivare al successo, è stato fatto un studio empirico con questionari e interviste. L'intento è capire in un team aziendale quali sono le figure da seguire e con che importanza. Quanto è fondamentale la figura di colui che organizza, media e detiene la responsabilità del lavoro finito nei tempi prestabiliti?
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Shaped by factors like global outreach and immediacy, particularly the internet represents the multi-layered nature of contemporary globalization (cf Held et al. 2002). How have digital newspapers, social media and other internet platforms altered the situation of smaller music microcultues, especially in regions that have been on the fringes of global networks? This paper analyses the situation of the Latvian postfolklore band Ilgi between 2001 and 2008. Focusing on the group’s label UPE, the paper highlights how the internet became a significant means of existence during this specific period. Having established a local niche with a sound studio and CD shops, UPE combined this physical basis with outreach strategies, such as marketing and direct internet sales, which guaranteed the survival of the independent label. This strategy was also taken up by the band itself who started to develop a strong presence on social media like MySpace. At the same time, Ilgi has been using the internet as a central means of communicating with diasporic communities in the U.S. and Canada – hereby creating structures that were described as « intercultures » by Slobin (1993). This indicates that the local-global dichotomy can no longer be sufficiently addressed by a horizontal or vertical two-dimensional perception. Falling also back on the fieldwork experiences gained in Latvia, the paper finally addresses the question of how internet representation relates to the actual local situation – and how this has been altering the fieldwork perception. With regard to this situation – how useful are the approaches that have been developed within the context of « Media Anthropology » that investigates mass media items as multi-layered, densified symbolic objects?
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The design of a Final Assembly Line (FAL) is carry out in the product industrialization activity. The phase dealing with the definition of conceptual solutions is characterized by depending heavily on the personnel experience and being time-consuming. To enhance such process, it is proposed a development of a knowledge based software application to assist designers in the definition of scenarios and to generate conceptual FAL alternatives. Both the scenario and the generated FAL solution are part of the industrialization digital mock-up (IDMU). A commercial software application used in the aircraft programmes and supporting the IDMU concepts of: Product, Process and Resource; was selected to implement a software prototype. This communication presents the adopted methodological approach and the architecture of the developed application.
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Research on the psychological impact of women's fashion has focused on fashion's negative influence over how women think and feel about themselves. Several studies have examined the relationship between fashion and women's self-appraisals (Martin & Gentry, 1997; Pinhas, Toner, Ali, Garfinkel, & Stuckless, 1999; Tiggemann, Polivy, & Hargreaves, 2009), although few investigations have explored the range of viewpoints that arise when women interact with their own personal style or with other forms of fashion media. This paper presents a narrative review of what has been written about fashion in clinical research. I briefly discuss why this is an important topic and why fashion has psychological meaning. Cognitive behavioral therapy (CBT) is considered in the exploration of fashion's impact on conjuring unproductive and productive schemas (Beck, 1976; Wright, Basco, & Thase, 2006). This discussion includes a presentation of interviews with female consultants, hypothetical examples, my own accounts, and feminist perspectives. While emphasizing the potential biases of women's interactions with fashion, I discuss matters of gender performance and reflections on clinical work. The purpose of this article is to present a pro-social defense of fashion. I do this by acquiring personal chronicles, applying those findings to the current body of research, and adding to the continued investigation of why women's fashion is still important in a postfeminist world.