865 resultados para process query language


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Tradicionalmente, los entornos virtuales se han relacionado o vinculado de forma muy estrecha con campos como el diseño de escenarios tridimensionales o los videojuegos; dejando poco margen a poder pensar en sus aplicaciones en otros ámbitos. Sin embargo, estas tendencias pueden cambiar en tanto se demuestre que las aplicaciones y ventajas de estas facilidades software, se pueden extrapolar a su uso en el ámbito de la enseñanza y el aprendizaje. Estas aplicaciones son los conocidos como Entornos Virtuales Inteligentes (EVI); los cuales, tratan de usar un entorno virtual para llevar a cabo labores de enseñanza y tutoría, aportando ventajas como simulación de entornos peligrosos o tutorización personalizada; cosa que no podemos encontrar en la mayoría de los casos de las situaciones de enseñanza reales. Este trabajo trata de dar solución a una de las problemáticas que se plantean a la hora de trabajar con cualquier entorno virtual con el que nos encontremos y prepararlo para su cometido, sobre todo en aquellos enfocados a la enseñanza: dotar de forma automática e inteligente de una semántica propia a cada uno de los objetos que se encuentran en un entorno virtual y almacenar esta información para su posterior consulta o uso para otras tareas. Esto quiere decir que el objetivo principal de este trabajo, es el proceso de recolección de información que se considera importante de los objetos de los entornos virtuales, como pueden ser sus aspectos de la forma, tamaño o color. Aspectos que, por otra parte, son realmente importantes para poder caracterizar los objetos y hacerlos únicos en un entorno virtual donde, a priori, todos los objetos son los mismos a ojos de un ordenador. Este trabajo que puede parecer trivial en un principio, no lo es tanto; y servirá de sustento fundamental para que otras aplicaciones futuras o ya existentes puedan realizar sus tareas. Una de estas tareas pudiera ser la generación de indicaciones en lenguaje natural para guiar a usuarios a localizar objetos en un entorno virtual, como es el caso del proyecto LORO sobre el que se engloba este trabajo. Algunos ejemplos de uso de esta tarea pueden ser desde ayudar a cualquier usuario a encontrar sus llaves en su propia casa a ayudar a un cirujano a localizar cierta herramienta en un quirófano. Para ello, es indispensable conocer la semántica e información relevante de cada uno de los objetos que se presentan en la escena y diferenciarlos claramente del resto. La solución propuesta se trata de una completa aplicación integrada en el motor de videojuegos y escenarios 3D de mayor soporte del mundo como es Unity 3D, el cual se interrelaciona con ontologías para poder guardar la información de los objetos de cada escena. Esto hace que la aplicación tenga una potencial difusión, gracias a las herramientas antes mencionadas para su desarrollo y a que está pensada para tanto el usuario experto como el usuario común.---ABSTRACT---Traditionally, virtual environments have been related to tridimensional design and videogames; leaving a little margin to think about its applications in other fields. However, this tendencies can be changed as soon as it is proven that the applications and advantages of this software can be taken to the learning and teaching environment. This applications are known as intelligent virtual environments, these use the virtual environment to perform teaching and tutoring tasks; tasks we cannot find in most real life teaching situations. This project aims to give a solution to one of the problematics that appears when someone works with any virtual environments we may encounter and prepare it for its duty, mainly those environments dedicated to teaching: automatically and intelligently give its own semantic to the objects that are in any virtual environment and save this information for its posterior query or use in other tasks. The main purpose of this project is the information recollection process that considers the different important facts about the objects that are in the virtual environments, such as their shape, size or color. Facts that are very important for characterizing the objects; to make them unique in the environment where the objects are all the same to the computer’s eye. This project may seem banal in the beginning, but it is not, it will be the fundamental base for future applications. One of this applications may be a natural language indicator generator for guiding users to locate objects in a virtual environment, such as the LORO project, where this project is included. Some examples of the use of this task are: helping any user to find the keys of his house, helping a surgeon to find a tool in an operation room… For this goals, it is very important to know the semantics and the relevant information of each object of the scenario and differentiate each one of them from the rest. The solution for this proposal is a fully integrated application in the videogame and Unity 3D engine that is related to ontologies so it can save the object’s information in every scenario. The previously mentioned tools, as well as the idea that this application is made for an expert user as well as for a common user, make the application more spreadable.

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RDB to RDF Mapping Language (R2RML) es una recomendación del W3C que permite especificar reglas para transformar bases de datos relacionales a RDF. Estos datos en RDF se pueden materializar y almacenar en un sistema gestor de tripletas RDF (normalmente conocidos con el nombre triple store), en el cual se pueden evaluar consultas SPARQL. Sin embargo, hay casos en los cuales la materialización no es adecuada o posible, por ejemplo, cuando la base de datos se actualiza frecuentemente. En estos casos, lo mejor es considerar los datos en RDF como datos virtuales, de tal manera que las consultas SPARQL anteriormente mencionadas se traduzcan a consultas SQL que se pueden evaluar sobre los sistemas gestores de bases de datos relacionales (SGBD) originales. Para esta traducción se tienen en cuenta los mapeos R2RML. La primera parte de esta tesis se centra en la traducción de consultas. Se propone una formalización de la traducción de SPARQL a SQL utilizando mapeos R2RML. Además se proponen varias técnicas de optimización para generar consultas SQL que son más eficientes cuando son evaluadas en sistemas gestores de bases de datos relacionales. Este enfoque se evalúa mediante un benchmark sintético y varios casos reales. Otra recomendación relacionada con R2RML es la conocida como Direct Mapping (DM), que establece reglas fijas para la transformación de datos relacionales a RDF. A pesar de que ambas recomendaciones se publicaron al mismo tiempo, en septiembre de 2012, todavía no se ha realizado un estudio formal sobre la relación entre ellas. Por tanto, la segunda parte de esta tesis se centra en el estudio de la relación entre R2RML y DM. Se divide este estudio en dos partes: de R2RML a DM, y de DM a R2RML. En el primer caso, se estudia un fragmento de R2RML que tiene la misma expresividad que DM. En el segundo caso, se representan las reglas de DM como mapeos R2RML, y también se añade la semántica implícita (relaciones de subclase, 1-N y M-N) que se puede encontrar codificada en la base de datos. Esta tesis muestra que es posible usar R2RML en casos reales, sin necesidad de realizar materializaciones de los datos, puesto que las consultas SQL generadas son suficientemente eficientes cuando son evaluadas en el sistema gestor de base de datos relacional. Asimismo, esta tesis profundiza en el entendimiento de la relación existente entre las dos recomendaciones del W3C, algo que no había sido estudiado con anterioridad. ABSTRACT. RDB to RDF Mapping Language (R2RML) is a W3C recommendation that allows specifying rules for transforming relational databases into RDF. This RDF data can be materialized and stored in a triple store, so that SPARQL queries can be evaluated by the triple store. However, there are several cases where materialization is not adequate or possible, for example, if the underlying relational database is updated frequently. In those cases, RDF data is better kept virtual, and hence SPARQL queries over it have to be translated into SQL queries to the underlying relational database system considering that the translation process has to take into account the specified R2RML mappings. The first part of this thesis focuses on query translation. We discuss the formalization of the translation from SPARQL to SQL queries that takes into account R2RML mappings. Furthermore, we propose several optimization techniques so that the translation procedure generates SQL queries that can be evaluated more efficiently over the underlying databases. We evaluate our approach using a synthetic benchmark and several real cases, and show positive results that we obtained. Direct Mapping (DM) is another W3C recommendation for the generation of RDF data from relational databases. While R2RML allows users to specify their own transformation rules, DM establishes fixed transformation rules. Although both recommendations were published at the same time, September 2012, there has not been any study regarding the relationship between them. The second part of this thesis focuses on the study of the relationship between R2RML and DM. We divide this study into two directions: from R2RML to DM, and from DM to R2RML. From R2RML to DM, we study a fragment of R2RML having the same expressive power than DM. From DM to R2RML, we represent DM transformation rules as R2RML mappings, and also add the implicit semantics encoded in databases, such as subclass, 1-N and N-N relationships. This thesis shows that by formalizing and optimizing R2RML-based SPARQL to SQL query translation, it is possible to use R2RML engines in real cases as the resulting SQL is efficient enough to be evaluated by the underlying relational databases. In addition to that, this thesis facilitates the understanding of bidirectional relationship between the two W3C recommendations, something that had not been studied before.

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Ontology-Based Data Access (OBDA) permite el acceso a diferentes tipos de fuentes de datos (tradicionalmente bases de datos) usando un modelo más abstracto proporcionado por una ontología. La reescritura de consultas (query rewriting) usa una ontología para reescribir una consulta en una consulta reescrita que puede ser evaluada en la fuente de datos. Las consultas reescritas recuperan las respuestas que están implicadas por la combinación de los datos explicitamente almacenados en la fuente de datos, la consulta original y la ontología. Al trabajar sólo sobre las queries, la reescritura de consultas permite OBDA sobre cualquier fuente de datos que puede ser consultada, independientemente de las posibilidades para modificarla. Sin embargo, producir y evaluar las consultas reescritas son procesos costosos que suelen volverse más complejos conforme la expresividad y tamaño de la ontología y las consultas aumentan. En esta tesis exploramos distintas optimizaciones que peuden ser realizadas tanto en el proceso de reescritura como en las consultas reescritas para mejorar la aplicabilidad de OBDA en contextos realistas. Nuestra contribución técnica principal es un sistema de reescritura de consultas que implementa las optimizaciones presentadas en esta tesis. Estas optimizaciones son las contribuciones principales de la tesis y se pueden agrupar en tres grupos diferentes: -optimizaciones que se pueden aplicar al considerar los predicados en la ontología que no están realmente mapeados con las fuentes de datos. -optimizaciones en ingeniería que se pueden aplicar al manejar el proceso de reescritura de consultas en una forma que permite reducir la carga computacional del proceso de generación de consultas reescritas. -optimizaciones que se pueden aplicar al considerar metainformación adicional acerca de las características de la ABox. En esta tesis proporcionamos demostraciones formales acerca de la corrección y completitud de las optimizaciones propuestas, y una evaluación empírica acerca del impacto de estas optimizaciones. Como contribución adicional, parte de este enfoque empírico, proponemos un banco de pruebas (benchmark) para la evaluación de los sistemas de reescritura de consultas. Adicionalmente, proporcionamos algunas directrices para la creación y expansión de esta clase de bancos de pruebas. ABSTRACT Ontology-Based Data Access (OBDA) allows accessing different kinds of data sources (traditionally databases) using a more abstract model provided by an ontology. Query rewriting uses such ontology to rewrite a query into a rewritten query that can be evaluated on the data source. The rewritten queries retrieve the answers that are entailed by the combination of the data explicitly stored in the data source, the original query and the ontology. However, producing and evaluating the rewritten queries are both costly processes that become generally more complex as the expressiveness and size of the ontology and queries increase. In this thesis we explore several optimisations that can be performed both in the rewriting process and in the rewritten queries to improve the applicability of OBDA in real contexts. Our main technical contribution is a query rewriting system that implements the optimisations presented in this thesis. These optimisations are the core contributions of the thesis and can be grouped into three different groups: -optimisations that can be applied when considering the predicates in the ontology that are actually mapped to the data sources. -engineering optimisations that can be applied by handling the process of query rewriting in a way that permits to reduce the computational load of the query generation process. -optimisations that can be applied when considering additional metainformation about the characteristics of the ABox. In this thesis we provide formal proofs for the correctness of the proposed optimisations, and an empirical evaluation about the impact of the optimisations. As an additional contribution, part of this empirical approach, we propose a benchmark for the evaluation of query rewriting systems. We also provide some guidelines for the creation and expansion of this kind of benchmarks.

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Esta tesis integra un estudio reflexivo sobre la relación de dependencia entre la creación y la memoria a través del análisis de la última obra del escultor Juan Muñoz: Double Bind (Tate Modern, Londres, 2001). Desde esta posición es obligado replantear el análisis de la obra, lo que hace necesario su estudio cubriendo el mayor espectro posible de información accesible más allá de la obra en sí, para aproximarse a la convergencia entre memoria y creación. La perspectiva de análisis propuesta abre camino a nuevas consideraciones so¬bre la relevancia del conocimiento en el desarrollo del proceso creativo. Este análisis no debe tan sólo suponer una aportación al conocimiento del trabajo de Juan Muñoz. Debe también desprenderse de él la innegable participación y necesaria lectura del pasado en el presente. La amnesia de los tiempos pasados impide completar el atlas de imágenes en las que se apoya la creación impidiendo el conocimiento del origen de las fuentes de inspi¬ración y las bases de la creación de una determinada obra. Este hecho limita y distorsiona sus posibles interpretaciones. Pretendo un acercamiento al entendimiento de la forma de mirar y de crear a través del tiempo que es memoria. La memoria tiene un cometido de crucial importancia para la actividad mental y juega un papel fundamental en la conducta y en la creación. La obra es el resultado de la búsqueda de una idea que exprese algo que el creador no puede ex¬presar de otra manera. Es la necesidad de expresar las ideas mediante un lenguaje que se desarrolla en el tiempo y en el espacio, reflejo del ser que responde al pensamiento. Es una forma de experiencia donde subyacen las sendas del pasado y donde se plantea el futuro. Sólo el creador accede a la obra desde dentro, el observador llega a ella desde el exterior y mediante su propia subjetividad. Las obras son formas de experiencia de sus autores, comunicar el mensaje de dicha experiencia supone por tanto interpretar. Persiguiendo la necesidad de saber y entender, pretender explicar el sentido de una cosa implica una apreciación intencionada asociada al entendimiento del intérprete. Las obras son produc¬tos que portan un mensaje y que contienen en su estructura las trazas del tiempo vivido por su creador. Si se quiere adquirir un acercamiento que represente la posición de un autor, será necesario no solo mirar a través de ella, si no introducirse en el contexto de su historia. Mirar hacia atrás, hacia la profundidad del presente para tener conciencia del pensamiento presente y futuro. Recorrer de este modo la instalación Double Bind de Juan Muñoz proporciona una síntesis de sus preocupaciones e intereses a la vez que aporta un conocimiento no necesariamente inmediato, pero relevante y trascendente de la obra, su creador y la historia. ABSTRACT This thesis comprises a reflective study of the dependence relationship between creation and memory through the analysis of the latest work by the sculptor Juan Muñoz: Double Bind (Tate Modern, London, 2001). From this position, it is mandatory to rethink the analysis of the work, making it necessary to cover the widest possible range of information available beyond the work itself, in order to obtain a closer view of the convergence between memory and creation. The proposed analytical approach opens up new considerations on the relevance of knowledge during the development of the creative process. This analysis should not only make a contribution to the knowledge of the work of Juan Muñoz. It should also infer the undeniable involvement and the necessary reading of the past in the present. Amnesia regarding past makes it impossible to complete the atlas of images on which the creation is based, blocking knowledge of the origin of the sources of inspiration and the basis for the creation of a specific work. This fact limits and distorts its possible interpretations. My intention is an approach to how to understand memory as the way of looking and creating over time. Memory has a crucial role to mental activity and plays a key role in behaviour and creation. The work is the result of finding an idea that expresses something that the creator can not express otherwise. It is the need to express ideas by means of a language that develops throughout time and space, a reflection of the being that responds to the thought. It is a way of experience underlying the paths of the past and where the future is set out. Only the creator can access the work from the inside. The observer sees it from the outside and in accordance with his/her own subjectivity. The works form a part of the experience of their authors, thus implying the interpretation of the message of their experience being passed on. The pursuit of knowledge and understanding, and trying to explain the meaning of something implies a deliberate appreciation associated with the understanding of the interpreter. The works are products bearing a message and containing in their structure traces of the time lived by their creator. If one wants to come close to what the author’s posture represents, it will not only be necessary to penetrate it, but also to introduce oneself into the context of its history. Take a look back, towards the depth of the present in order to become aware of present and future thinking. To go across the installation of Double Bind by Juan Muñoz in this way offers a synthesis of his concerns and interests while also providing a not necessarily immediate knowledge, but one which is relevant and important to the work, its creator and history.

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This paper provides an overview of the colloquium's discussion session on natural language understanding, which followed presentations by M. Bates [Bates, M. (1995) Proc. Natl. Acad. Sci. USA 92, 9977-9982] and R. C. Moore [Moore, R. C. (1995) Proc. Natl. Acad. Sci. USA 92, 9983-9988]. The paper reviews the dual role of language processing in providing understanding of the spoken input and an additional source of constraint in the recognition process. To date, language processing has successfully provided understanding but has provided only limited (and computationally expensive) constraint. As a result, most current systems use a loosely coupled, unidirectional interface, such as N-best or a word network, with natural language constraints as a postprocess, to filter or resort the recognizer output. However, the level of discourse context provides significant constraint on what people can talk about and how things can be referred to; when the system becomes an active participant, it can influence this order. But sources of discourse constraint have not been extensively explored, in part because these effects can only be seen by studying systems in the context of their use in interactive problem solving. This paper argues that we need to study interactive systems to understand what kinds of applications are appropriate for the current state of technology and how the technology can move from the laboratory toward real applications.

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A bexiga neurogênica é uma disfunção vesical decorrente principalmente da lesão medular. O cateterismo vesical intermitente é o tratamento mais indicado na atualidade, deve ser realizado de 4 a 6 vezes ao dia, durante toda a vida, visando a proteção do trato urinário superior e a aquisição da continência urinária. Na reabilitação desses indivíduos, a autocateterização vesical é um desafio enfrentado na busca pela autonomia, privacidade, inserção social e participação. Os vídeos educativos são utilizados para o aprendizado do autocateterismo em vários países, por serem de fácil utilização e acesso via internet. Apesar disso, não existem vídeos realizados para o contexto brasileiro, levando em consideração os cateteres urinários e a técnica utilizada no Brasil. Este estudo teve como objetivo desenvolver e validar um vídeo educativo para a realização do autocateterismo vesical intermitente limpo. Trata-se de um estudo quantitativo, desenvolvido em duas fases: 1ª fase com a avaliação de vídeos educativos públicos direcionados para a aprendizagem do autocateterismo vesical intermitente com a técnica limpa; e 2ª Fase, com o desenvolvimento e validação de um vídeo educativo voltado para aprendizagem do autocateterismo. O levantamento dos vídeos utilizou um site de compartilhamento de vídeos utilizando o descritor \"autocateterismo\". Os vídeos foram avaliados por três juízes da área de saúde. O processo de desenvolvimento e validação do roteiro do vídeo educativo utilizou questionários previamente ratificados. Participaram dessas etapas, respectivamente, 18 e 17 juízes experts em reabilitação e/ou no ensino em saúde. O levantamento mostrou que apenas 3,5% (172) do total de vídeos disponíveis no site pesquisado eram voltados para o aprendizado do autocateterismo no contexto brasileiro. Seis vídeos eram específicos para o autocateterismo, dos quais quatro tinham informações desatualizadas ou incorretas, apenas dois atingiram a pontuação aceitável. Na validação do roteiro observou-se um predomínio de participantes do sexo feminino (94,44%), com idade de 30 a 60 anos, dos quais 72,22% possuíam mestrado e 50% atuavam há mais de cinco anos na área de reabilitação. O roteiro foi considerado validado com 96,29% das respostas dos juízes \"concordo\" ou \"concordo totalmente\" nas questões referentes ao quesito objetivo, 91,09% para quesito conteúdo, 98,12% em relação ao quesito relevância, 75% quanto ao quesito ambiente, 71,11% no quesito linguagem verbal e 92,70% referente à inclusão de tópicos. A produção do vídeo contou com uso de tecnologia 3D e apoio de uma equipe técnica especializada. No que se refere à validação do conteúdo do vídeo educativo, o conteúdo do vídeo foi considerado validado com 100% dos juízes que responderam \"concordo\" ou \"concordo totalmente\" nas questões referentes à funcionalidade, 86,27% referentes à usabilidade, 97,06% no quesito eficiência, 100% para técnica audiovisual, 94,11% quanto ao ambiente e 97,05% procedimento. O vídeo educativo foi avaliado positivamente tanto pela qualidade das informações quanto pela didática do ensino, mostrando a relevância da validação de materiais educativos. A expectativa é disseminar o vídeo educativo em diferentes centros de reabilitação e Universidades, visando propagar e tornar o conhecimento sobre a temática mais acessível à sociedade e aos profissionais de saúde, em especial os de reabilitação. Além de incentivar e embasar metodologicamente o desenvolvimento de outros vídeos educativos na área da saúde

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While much attention has been paid to the experiences of the female victims of male-perpetrated sexual assault, relatively little attention has been paid to the experiences of female-on-female sexual assault. However, female-on-female sexual assault can and does occur within lesbian and queer communities. What literature there is on the topic demonstrates that gender stereotypes, as well as stereotypes about the lesbian and queer communities, play a role in the decision process to seek help. This paper seeks to analyze the role of language and stereotypes in the help-seeking behaviors of victims of female-on-female sexual assault, using Relational Frame Theory as a framework.

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The goal of the project is to analyze, experiment, and develop intelligent, interactive and multilingual Text Mining technologies, as a key element of the next generation of search engines, systems with the capacity to find "the need behind the query". This new generation will provide specialized services and interfaces according to the search domain and type of information needed. Moreover, it will integrate textual search (websites) and multimedia search (images, audio, video), it will be able to find and organize information, rather than generating ranked lists of websites.

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Este trabajo presenta el uso de una ontología en el dominio financiero para la expansión de consultas con el fin de mejorar los resultados de un sistema de recuperación de información (RI) financiera. Este sistema está compuesto por una ontología y un índice de Lucene que permite recuperación de conceptos identificados mediante procesamiento de lenguaje natural. Se ha llevado a cabo una evaluación con un conjunto limitado de consultas y los resultados indican que la ambigüedad sigue siendo un problema al expandir la consulta. En ocasiones, la elección de las entidades adecuadas a la hora de expandir las consultas (filtrando por sector, empresa, etc.) permite resolver esa ambigüedad.

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Decision support systems (DSS) support business or organizational decision-making activities, which require the access to information that is internally stored in databases or data warehouses, and externally in the Web accessed by Information Retrieval (IR) or Question Answering (QA) systems. Graphical interfaces to query these sources of information ease to constrain dynamically query formulation based on user selections, but they present a lack of flexibility in query formulation, since the expressivity power is reduced to the user interface design. Natural language interfaces (NLI) are expected as the optimal solution. However, especially for non-expert users, a real natural communication is the most difficult to realize effectively. In this paper, we propose an NLI that improves the interaction between the user and the DSS by means of referencing previous questions or their answers (i.e. anaphora such as the pronoun reference in “What traits are affected by them?”), or by eliding parts of the question (i.e. ellipsis such as “And to glume colour?” after the question “Tell me the QTLs related to awn colour in wheat”). Moreover, in order to overcome one of the main problems of NLIs about the difficulty to adapt an NLI to a new domain, our proposal is based on ontologies that are obtained semi-automatically from a framework that allows the integration of internal and external, structured and unstructured information. Therefore, our proposal can interface with databases, data warehouses, QA and IR systems. Because of the high NL ambiguity of the resolution process, our proposal is presented as an authoring tool that helps the user to query efficiently in natural language. Finally, our proposal is tested on a DSS case scenario about Biotechnology and Agriculture, whose knowledge base is the CEREALAB database as internal structured data, and the Web (e.g. PubMed) as external unstructured information.

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Teaching architecture is experiencing a moment of opportunity. New methods, like constructivist pedagogy, based on complexity and integration are yet to be explored. In this context of opportunity teaching architecture has a duty to integrate complexity in their curriculum. Teaching methods should also assume inherent indeterminacy and contingency of all complex process. If we accept this condition as part of any teaching method, the notion of truth or falsehood it becomes irrelevant. In this regard it could focus on teaching to contingency of language. Traditionally, technology is defined as the language of science. If we assume contingency as one of the characteristics of language, we could say that technology is also contingent. Therefore we could focus technology teaching to redefine its own vocabulary. So, redefining technological vocabulary could be an area of opportunity for education in architecture. The student could redefine their own tools, technology, to later innovate with them. First redefine the vocabulary, the technology, and then construct the new language, the technique. In the case of Building Technology subjects, it should also incorporate a more holistic approach for enhancing interdisciplinary transfer. Technical transfer, either from nature or other technologies to the field of architecture, is considered as a field of great educational possibilities. Evenmore, student get much broader technical approach that transgresses the boundaries of architectural discipline.

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This article analyses the way in which the subject English Language V of the degree English Studies (English Language and Literature) combines the development of the five skills (listening, speaking, reading, writing and interacting) with the use of multimodal activities and resources in the teaching-learning process so that students increase their motivation and acquire different social competences that will be useful for the labour market such as communication, cooperation, leadership or conflict management. This study highlights the use of multimodal materials (texts, videos, etc.) on social topics to introduce cultural aspects in a language subject and to deepen into the different social competences university students can acquire when they work with them. The study was guided by the following research questions: how can multimodal texts and resources contribute to the development of the five skills in a foreign language classroom? What are the main social competences that students acquire when the teaching-learning process is multimodal? The results of a survey prepared at the end of the academic year 2015-2016 point out the main competences that university students develop thanks to multimodal teaching. For its framework of analysis, the study draws on the main principles of visual grammar (Kress & van Leeuwen, 2006) where students learn how to analyse the main aspects in multimodal texts. The analysis of the different multimodal activities described in the article and the survey reveal that multimodality is useful for developing critical thinking, for bringing cultural aspects into the classroom and for working on social competences. This article will explain the successes and challenges of using multimodal texts with social content so that students can acquire social competences while learning content. Moreover, the implications of using multimodal resources in a language classroom to develop multiliteracies will be observed.

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Bibliography: p. [77]-78.

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Thesis (Ph.D.)--University of Washington, 2016-06

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Thesis (Ph.D.)--University of Washington, 2016-06