1000 resultados para Virtual Museuns
Resumo:
This Portfolio of Exploration (PoE) tracks a transformative learning developmental journey that is directed at changing meaning making structures and mental models within an innovation practice. The explicit purpose of the Portfolio is to develop new and different perspectives that enable the handling of new and more complex phenomena through self transformation and increased emotional intelligence development. The Portfolio provides a response to the question: ‘What are the key determinants that enable a Virtual Team (VT) to flourish where flourishing means developing and delivering on the firm’s innovative imperatives?’ Furthermore, the PoE is structured as an investigation into how higher order meaning making promotes ‘entrepreneurial services’ within an intra-firm virtual team, with a secondary aim to identify how reasoning about trust influence KGPs to exchange knowledge. I have developed a framework which specifically focuses on the effectiveness of any firms’ Virtual Team (VT) through transforming the meaning making of the VT participants. I hypothesized it is the way KGPs make meaning (reasoning about trust) which differentiates the firm as a growing firm in the sense of Penrosean resources: ‘inducement to expand and a limit of expansion’ (1959). Reasoning about trust is used as a higher order meaning-making concept in line with Kegan’s (1994) conception of complex meaning making, which is the combining of ideas and data in ways that transform meaning and implicates participants to find new ways of knowledge generation. Simply, it is the VT participants who develop higher order meaning making that hold the capabilities to transform the firm from within, providing a unique competitive advantage that enables the firm to grow.
Resumo:
© 2015 IEEE.In virtual reality applications, there is an aim to provide real time graphics which run at high refresh rates. However, there are many situations in which this is not possible due to simulation or rendering issues. When running at low frame rates, several aspects of the user experience are affected. For example, each frame is displayed for an extended period of time, causing a high persistence image artifact. The effect of this artifact is that movement may lose continuity, and the image jumps from one frame to another. In this paper, we discuss our initial exploration of the effects of high persistence frames caused by low refresh rates and compare it to high frame rates and to a technique we developed to mitigate the effects of low frame rates. In this technique, the low frame rate simulation images are displayed with low persistence by blanking out the display during the extra time such image would be displayed. In order to isolate the visual effects, we constructed a simulator for low and high persistence displays that does not affect input latency. A controlled user study comparing the three conditions for the tasks of 3D selection and navigation was conducted. Results indicate that the low persistence display technique may not negatively impact user experience or performance as compared to the high persistence case. Directions for future work on the use of low persistence displays for low frame rate situations are discussed.
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This research validates a computerized dietary selection task (Food-Linked Virtual Response or FLVR) for use in studies of food consumption. In two studies, FLVR task responses were compared with measures of health consciousness, mood, body mass index, personality, cognitive restraint toward food, and actual food selections from a buffet table. The FLVR task was associated with variables which typically predict healthy decision-making and was unrelated to mood or body mass index. Furthermore, the FLVR task predicted participants' unhealthy selections from the buffet, but not overall amount of food. The FLVR task is an inexpensive, valid, and easily administered option for assessing momentary dietary decisions.
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esde el año 2004 la Licenciatura en Matemáticas, consecuente con el principio de pertinencia de la Investigación en la Universidad de Cundinamarca, emprendió acciones inmediatas orientadas a generar procesos de innovación modernizadora en la formación de docentes investigadores en Educación Matemática que contribuyeran con la construcción gradual de bases sólidas para la línea de investigación del programa10, eje articulador del proyecto curricular.
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La naturaleza del pensamiento de los profesores es una área de considerable interés y la atención hacia la relevancia de la geometría como un importante componente formativo es un hecho en los planteamientos interesados en la formación inicial y continuada del profesorado. En el ámbito de la investigación cualitativa, presentaremos las contribuciones de un entorno virtual para el desarrollo crítico del contenido del conocimiento profesional del profesor de matemática. Específicamente, analizar un proceso teleinteractivo docente a partir de situaciones de enseñanza-aprendizaje en geometría (para alumnos con 11-14 años). La importancia del proceso teleinteractivo para el desarrollo de habilidades metacognitivas en los profesores es un hecho destacable en las conclusiones de la investigación.
Resumo:
Se analizan resultados de un estudio con alumnos de secundaria, en el que se utiliza un modelo virtual de la balanza para la enseñanza de la resolución de ecuaciones de primer grado. A diferencia del modelo concreto o diagramático, el modelo virtual es dinámico e interactivo y en su versión ampliada (balanza con poleas) incluye la representación y resolución de ecuaciones con sustracción de términos. Los resultados indican que al final del estudio, los alumnos logran extender el método algebraico de resolución a una variedad amplia de modalidades de ecuaciones y que de manera espontánea infieren el método de transposición de términos. Con el fin de investigar los procesos de producción de sentido y de construcción de significado, se adopta una perspectiva semiótica que incorpora al análisis las producciones sígnicas de los estudiantes, como parte de la interacción entre los sistemas de signos algebraico, aritmético y el sistema de signos del modelo.
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Este trabalho tem como objetivo apresentar uma reflexão sobre o processo de aprendizagem do conceito de Função Exponencial no Ensino Médio, a partir da utilização do jogo Torre de Hanói virtual, através do uso de laptops educacionais. Os dados foram coletados por meio de um questionário inicial, para identificação das ideias prévias dos estudantes e por meio de registros em um diário de campo. Em seguida, os dados foram analisados conforme a metodologia Análise Textual Discursiva. A partir da análise, emergiram duas categorias: a primeira indica que a ideia inicial apresentada pelos alunos em relação à Função Exponencial está associada a uma caracterização da linguagem ligada à Função Quadrática. Já, a segunda categoria aponta uma transformação da linguagem natural do entendimento da função exponencial para a linguagem formal, isto é, a formalização escolarizada do conceito de Função Exponencial.
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El estudio tiene como propósito investigar los procesos de transferencia del aprendizaje situado de la sintaxis algebraica para la resolución de ecuaciones lineales, cuando se utiliza un modelo de enseñanza concreto, virtual y dinámico con estudiantes de nivel secundaria. Al final del estudio, los alumnos muestran un avance significativo en la resolución de ecuaciones y se puede decir que en su mayoría logran realizar la transferencia de las acciones efectuadas con el sistema de signos del modelo concreto (balanza virtual) a acciones que se ejecutan con el sistema de signos del álgebra. A su vez, se observó que los procesos de transferencia pasan por diferentes etapas, dependiendo del sistema de signos hacia el cual se logra la transferencia de acciones.
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Este estudio tiene como objetivo examinar cómo los futuros profesores de secundaria (EPS) reconocen evidencias de la comprensión del proceso de generalización en estudiantes de secundaria. Los EPS realizaron dos tareas: (1) describir las respuestas dadas por estudiantes de secundaria a dos problemas de generalización lineal y agrupar las que reflejaban características comunes de la comprensión del proceso de generalización; (2) participar en un debate virtual sobre las características de la comprensión del proceso de generalización. Los resultados indican que la participación en el debate virtual permitió a los EPS centrar su mirada en las ideas que subyacen en el proceso de generalización (generalización cercana y lejana e intento de expresar la regla general, pasando de una estrategia aditiva a una funcional) más que en el procedimiento realizado.
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Concebimos que la modelación de fenómenos es una práctica que está ligada a la construcción de conocimientos matemáticos y en este sentido se han realizado investigaciones entorno a su incorporación al contexto escolar. Sin embargo, el incorporar la experimentación en el aula de matemáticas conlleva dificultades, una de ellas es la carencia de material de laboratorio. El laboratorio virtual es un proyecto que intenta suplir la ausencia de un laboratorio físicamente, sin embargo, esta sustitución desencadena diferentes relaciones entre los actores. En este trabajo se pretende mostrar como es que un laboratorio simulado, podría contribuir a la incorporación a sistemas escolares concretos de diseños de aprendizaje basados en las prácticas sociales de modelación. Se da evidencia de cómo se desarrollan acciones e interacciones colaborativas alrededor del laboratorio virtual.
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Virtual manufacturing and design assessment increasingly involve the simulation of interacting phenomena, sic. multi-physics, an activity which is very computationally intensive. This chapter describes an attempt to address the parallel issues associated with a multi-physics simulation approach based upon a range of compatible procedures operating on one mesh using a single database - the distinct physics solvers can operate separately or coupled on sub-domains of the whole geometric space. Moreover, the finite volume unstructured mesh solvers use different discretization schemes (and, particularly, different ‘nodal’ locations and control volumes). A two-level approach to the parallelization of this simulation software is described: the code is restructured into parallel form on the basis of the mesh partitioning alone, that is, without regard to the physics. However, at run time, the mesh is partitioned to achieve a load balance, by considering the load per node/element across the whole domain. The latter of course is determined by the problem specific physics at a particular location.
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The original concept was to create a 'simulation' which would provide trainee teachers, specializing in Information and Communications Technology (ICT) with the opportunity to explore a primary school environment. Within the simulation, factors affecting the development and implementation of ICT would be modelled so that trainees would be able to develop the skills, knowledge and understanding necessary to identify appropriate strategies to overcome the limitations. To this end, we have developed Allsorts Primary - the prototype of a simulated interactive environment, representing a typical primary school
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Products manufactured by the electronics sector are having a major impact in telecommunications, transportation space applications, biomedical applications, consumer products, intelligent hand held devices, and of course,the computer. Demands from end-users in terms of greater product functionality, adoption of environmentally friendly materials, and further miniaturization continually pose several challenges to electronics companies. In the context of electronic product design and manufacture, virtual prototying software tools are allowing companies to dramatically reduce the number of phsysical prototypes and design iterations required in product development and hence reduce costs and time to market. This paper details of the trends in these technolgies and provides an example of their use for flip-chip assembly technology.
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This article describes ongoing research on developing a portal framework based on the OASIS Web Services for Remote Portlets (WSRP) standard for integration of Web-based education contents and services made available through a model for a European Networked University. We first identify the requirements for such a framework that supports integration at the presentation level and collaboration in developing and updating study programmes and course materials. We then outline the architecture design, and report on the initial implementation and preliminary evaluation.
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Comments on the Chancery Division decision in Clarence House Ltd v National Westminster Bank Plc on whether the alienation covenant in a lease of commercial premises had been breached by the tenant effecting a virtual assignment of it, under which all the economic benefits and burdens of the lease were transferred to a third party without there being any actually assignment of the leasehold interest or change in occupancy.