978 resultados para Virtual space


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This chapter focuses on the relationship between improvisation and indeterminacy. We discuss the two practices by referring to play theory and game studies and situate it in recent network music performance. We will develop a parallel with game theory in which indeterminacy is seen as a way of articulating situations where structural decisions are left to the discernment of the performers and discuss improvisation as a method of play. The improvisation-indeterminacy relationship is discussed in the context of network music performance, which employs digital networks in the exchange of data between performers and hence relies on topological structures with varying degrees of openness and flexibility. Artists such as Max Neuhaus and The League of Automatic Music Composers initiated the development of a multitude of practices and technologies exploring the network as an environment for music making. Even though the technologies behind “the network” have shifted dramatically since Neuhaus’ use of radio in the 1960’s, a preoccupation with distribution and sharing of artistic agency has remained at the centre of networked practices. Gollo Föllmer, after undertaking an extensive review of network music initiatives, produced a typology that comprises categories as diverse as remix lists, sound toys, real/virtual space installations and network performances. For Föllmer, “the term ‘Net music’ comprises all formal and stylistic kinds of music upon which the specifics of electronic networks leave considerable traces, whereby the electronic networks strongly influence the process of musical production, the musical aesthetic, or the way music is received” (2005: 185).

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O presente estudo foi realizado no âmbito da formação continuada de professores através das interações numa Comunidade de Prática online (CoP online). Nas CoPs ocorrem a partiha de dúvidas e problemas comuns ao trabalho dos docentes. Quando as interações são mediadas por computadores, sejam estas síncronas ou assíncronas, ultrapassam as barreiras de espaço e tempo, se adequando ao cotidiano dos professores, invariavelmente tomado por múltiplas atividades. Nesta investigação delineamos os seguintes objetivos: i) Construir uma CoP online ancorada no software social Facebook, como espaço virtual de interação entre os participantes; ii) Comprender as interações através duma CoP online como etapa na construção de competências; iii) Criar e desenvolver um programa de formações presenciais e online com vistas à desenvover as competências de Questionamento e Argumentação; e, iv) Avaliar os impactos da formação através da CoP online no desenvolvimento das competências do Questionamento e da Argumentação enquanto estratégia de promoção do ensino ativo. Como estratégia, optamos em promover as interações através do Facebook por não ocasionar custos aos participantes e por atender ao modelo de presença virtual já existente. Participaram das interações professores em exercício da Autarquia do Ensino Superior de Garanhuns (AESGA), situada no interior de Pernambuco, Brasil. As interações decorreram no período de Abril de 2012 até Março de 2013, numa comunidade fechada, de livre adesão através de convite. Para solidificar a aprendizagem através da CoP online promovemos dois ciclos de formação, um presencial e um online. Em ambas as intervenções visamos o desenvolvimento das competências do Questionamento e da Argumentação por entendermos que estas são competências instrumentais para o desenvolvimento do Pensamento Crítico e da reflexão essenciais ao docente na revisão constante de suas práticas. Nas sessões online, realizadas com o apoio do Skype e concretizadas no software ArguQuest para dinamizar atividades práticas no desenvolvimento das competências do Questionamento e da Argumentação do professor, oportunizando a este a construção coletiva de estratégias alternativas de ensino e de aprendizagem, fundamentadas no ensino ativo. O estudo foi realizado através dum estudo de caso único, alicerçado no paradigma naturalista e de abordagem qualitativa. Os dados de cariz numérico fundamentaram as análises qualitativas, promovendo também a triangulação dos dados. As interações entre os professores foram analisadas através do modelo IAM (Interaction Analysis Model) proposto por Gunawardena, Lowe e Anderson (1997), que tem como objetivo determinar se o conhecimento foi cosntruído através das interações e qual o grau de mudança do entendimento decorrente das interações. Para verificar esta construção do conhecimento analisamos os excertos de episódios interativos com apoio do software de análise qualitativa WebQDA (Neri de Souza, Costa & Neri de Souza, 2012). A análise das situações de aprendizagem planejadas e desenvolvidas demonstraram que as TIC, nomeadamente os softwares sociais, podem ser aplicados com eficiência no desenvolvimento de competências dos professores em exercício, apresentando-se como alternativa para a promoção da formação continuada de docentes. Em relação ao desenvolvimento das competências do Questionamento e da Argumentação, percebemos que os docentes foram sensibilizados para trabalhar com uma metodologia interativa, promovendo um ambiente favorável à aprendizagem ativa. Através da aplicação adaptada do modelo de construção de conhecimento preconizado no ArguQuest, foi possível acompanhar a prática do docente junto aos seus alunos, ampliando o seu repertório didático, e, sobretudo, implantando uma forma de aprender fundamentada na construção compartilhada de Questionamentos e Argumentos.

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Dissertação de Natureza Científica para obtenção do grau de Mestre em Engenharia Civil na Área de Especialização de Edificações

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Trabalho de Projeto submetido à Escola Superior de Teatro e Cinema para cumprimento dos requisitos necessários à obtenção do grau de Mestre em Teatro - especialização em Encenação

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Avec l’émergence des nouveaux médias, une nouvelle façon de raconter les histoires s’impose. Les structures connues de l’esthétisme classique semblent désuètes par rapport aux dispositions des nouvelles plateformes de diffusion. Mieux encore, ces plateformes propulsent le récit, lui permettent de sortir de la rigidité de la ligne narrative : elles intègrent la technique au logos. L’intermédialité devient omniprésente; la diversité des types médiatiques employés dans une œuvre sont rendus visibles et sont articulés par la mise en récit. Méchoulan dira que dans l’« être-entre », dans l’espace reliant chacune des unités sémantiques, que l’événement de la pensée advient; pour Rodowick c’est le « figural ». Une figure particulière s’impose : le labyrinthe. Multipliant les possibilités narratives spécifiques aux nouveaux médias, le labyrinthe fait converger les composantes intermédiales. Bleeding Through : Layers of Los Angeles 1920-1986, une œuvre dirigée par Norman Klein, pose le labyrinthe comme élément structurel en y tissant un réseau où s’inscrit une pratique intermédiale. On y adresse le temps comme une opération fragmentaire, qui se sectionne, se réorganise en rompant avec la linéarité classique. Il nous faudra alors voir comment le labyrinthe réfléchit dans l’étude du temps certains éléments de la mythologie grecque. Les réflexions de Gervais sur le labyrinthe permettront d’étayer pareille hypothèse. Nous analyserons Bleeding Through à la lumière de ces théories pour ainsi dégager l’essence de cette figure qui a infiltrée la narration contemporaine. En somme, le labyrinthe se présente dans l’écologie médiatique actuelle comme une figure inhérente à la mise en récit.

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La collaboration et le contenu généré par les usagers, aussi appelé « Web 2. 0 », sont des phénomènes nouveaux, qui bâtissent sur l'ouverture et le foisonnement d'Internet. Les environnements numériques qui emploient ces moyens mettent à contribution la communauté qui gravite autour d'une présence virtuelle afin d'en enrichir l’expérience. Suivant une approche constructiviste, nous explorons commnent la collaboration peut servir les usagers d'une banque de donnée de jugements en accès libre par Internet, comme le site de l'Institut canadien d'information juridique (www.CanLIT.org). La collaboration s'articule grâce à un gabarit d'analyse que nous nommons «Cadre de diffusion de la collaboration». Il comporte deux classes d'objets, les usagers et les documents, qui interagissent selon quatre relations : les liens documentaires, les échanges entre usagers, l'écriture (de l'usager vers le document) et la consommation (du document vers l'usager). Le Cadre de diffusion de la collaboration met en lumière les modalités de la collaboration comme mécanisme de création de contenu dans un contexte numérique, au profit d'une classe de documents. Suite à une analyse les modalités de la jurisprudence comme système documentaire et d'un exposé illustratif des besoins des usagers de la société civile, le Cadre de diffusion de la collaboration est employé pour explorer les mécanismes à retenir pour enrichir le contenu d'un système diffusant des jugements par Internet.

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Lorsque nous cherchons un ami dans une foule ou attendons un proche sur le quai d’une gare, l’identification de cette personne nous est souvent possible grâce à la reconnaissance de sa démarche. Plusieurs chercheurs se sont intéressés à la façon de se mouvoir de l’être humain en étudiant le mouvement biologique. Le mouvement biologique est la représentation, par un ensemble structuré de points lumineux animés, des gestes d’un individu en mouvement dans une situation particulière (marche, golf, tennis, etc.). Une des caractéristiques du patron de mouvement biologique peu étudiée et néanmoins essentielle est sa taille. La plupart des études concernées utilisent des patrons de petite taille correspondant à une personne située à 16 mètres de l’observateur. Or les distances d’interaction sociale, chez l’humain, sont généralement inférieures à 16 mètres. D’autre part, les résultats des études portant sur la perception des patrons de mouvement biologique et le vieillissement demeurent contradictoires. Nous avons donc, dans un premier temps, évalué, dans une voûte d’immersion en réalité virtuelle, l’importance de la distance entre l’observateur et le patron de mouvement biologique, chez des adultes jeunes et des personnes âgées. Cette étude a démontré que l’évaluation de la direction de mouvement d’un patron devient difficile pour les personnes âgées lorsque le patron est situé à moins de 4 mètres, alors que les résultats des jeunes sont comparables pour toutes distances, à partir d’un mètre et au-delà. Cela indique que les gens âgés peinent à intégrer l’information occupant une portion étendue de leur champ visuel, ce qui peut s’avérer problématique dans des espaces où les distances d’interaction sont inférieures à 4 mètres. Nombre de recherches indiquent aussi clairement que les gens âgés s’adaptent difficilement à des situations complexes. Nous avons donc cherché, dans un second temps, à minimiser ces altérations liées à l’âge de l’intégration des processus complexes, en utilisant une tâche adaptée à l’entraînement et à l’évaluation de l’intégration de ces processus : la poursuite multiple d’objets dans l’espace ou 3D-MOT (3 Dimensions Multiple Object Tracking). Le 3D-MOT consiste à suivre simultanément plusieurs objets d’intérêt en mouvement parmi des distracteurs également en mouvement. Nous avons évalué les habiletés de participants jeunes et âgés à une telle tâche dans un environnement virtuel en 3D en déterminant la vitesse maximale de déplacement des objets à laquelle la tâche pouvait être exécutée. Les résultats des participants âgés étaient initialement inférieurs à ceux des jeunes. Cependant, après plusieurs semaines d’entraînement, les personnes âgées ont obtenu des résultats comparables à ceux des sujets jeunes non entraînés. Nous avons enfin évalué, pour ces mêmes participants, l’impact de cet entraînement sur la perception de patrons de mouvement biologique présentés à 4 et 16 mètres dans l’espace virtuel : les habiletés des personnes âgées entraînées obtenues à 4 mètres ont augmenté de façon significative pour atteindre le niveau de celles obtenues à 16 mètres. Ces résultats suggèrent que l’entraînement à certaines tâches peut réduire les déclins cognitivo-perceptifs liés à l’âge et possiblement aider les personnes âgées dans leurs déplacements quotidiens.

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La création cinématographique de l’étudiant qui accompagne ce mémoire sous la forme d’un DVD est disponible à la Médiathèque de la Bibliothèque des lettres et sciences humaines sous le titre : She is Lars.(http://atrium.umontreal.ca/notice/UM-ALEPH002343877)

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The presented study examined the opinion of in-service and prospective chemistry teachers about the importance of usage of molecular and crystal models in secondary-level school practice, and investigated some of the reasons for their (non-) usage. The majority of participants stated that the use of models plays an important role in chemistry education and that they would use them more often if the circumstances were more favourable. Many teachers claimed that three-dimensional (3d) models are still not available in sufficient number at their schools; they also pointed to the lack of available computer facilities during chemistry lessons. The research revealed that, besides the inadequate material circumstances, less than one third of participants are able to use simple (freeware) computer programs for drawing molecular structures and their presentation in virtual space; however both groups of teachers expressed the willingness to improve their knowledge in the subject area. The investigation points to several actions which could be undertaken to improve the current situation.

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A desktop tool for replay and analysis of gaze-enhanced multiparty virtual collaborative sessions is described. We linked three CAVE (TM)-like environments, creating a multiparty collaborative virtual space where avatars are animated with 3D gaze as well as head and hand motions in real time. Log files are recorded for subsequent playback and analysis Using the proposed software tool. During replaying the user can rotate the viewpoint and navigate in the simulated 3D scene. The playback mechanism relies on multiple distributed log files captured at every site. This structure enables an observer to experience latencies of movement and information transfer for every site as this is important fir conversation analysis. Playback uses an event-replay algorithm, modified to allow fast traversal of the scene by selective rendering of nodes, and to simulate fast random access. The tool's is analysis module can show each participant's 3D gaze points and areas where gaze has been concentrated.

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The discourse surrounding the virtual has moved away from the utopian thinking accompanying the rise of the Internet in the 1990s. The Cyber-gurus of the last decades promised a technotopia removed from materiality and the confines of the flesh and the built environment, a liberation from old institutions and power structures. But since then, the virtual has grown into a distinct yet related sphere of cultural and political production that both parallels and occasionally flows over into the old world of material objects. The strict dichotomy of matter and digital purity has been replaced more recently with a more complex model where both the world of stuff and the world of knowledge support, resist and at the same time contain each other. Online social networks amplify and extend existing ones; other cultural interfaces like youtube have not replaced the communal experience of watching moving images in a semi-public space (the cinema) or the semi-private space (the family living room). Rather the experience of viewing is very much about sharing and communicating, offering interpretations and comments. Many of the web’s strongest entities (Amazon, eBay, Gumtree etc.) sit exactly at this juncture of applying tools taken from the knowledge management industry to organize the chaos of the material world along (post-)Fordist rationality. Since the early 1990s there have been many artistic and curatorial attempts to use the Internet as a platform of producing and exhibiting art, but a lot of these were reluctant to let go of the fantasy of digital freedom. Storage Room collapses the binary opposition of real and virtual space by using online data storage as a conduit for IRL art production. The artworks here will not be available for viewing online in a 'screen' environment but only as part of a downloadable package with the intention that the exhibition could be displayed (in a physical space) by any interested party and realised as ambitiously or minimally as the downloader wishes, based on their means. The artists will therefore also supply a set of instructions for the physical installation of the work alongside the digital files. In response to this curatorial initiative, File Transfer Protocol invites seven UK based artists to produce digital art for a physical environment, addressing the intersection between the virtual and the material. The files range from sound, video, digital prints and net art, blueprints for an action to take place, something to be made, a conceptual text piece, etc. About the works and artists: Polly Fibre is the pseudonym of London-based artist Christine Ellison. Ellison creates live music using domestic devices such as sewing machines, irons and slide projectors. Her costumes and stage sets propose a physical manifestation of the virtual space that is created inside software like Photoshop. For this exhibition, Polly Fibre invites the audience to create a musical composition using a pair of amplified scissors and a turntable. http://www.pollyfibre.com John Russell, a founding member of 1990s art group Bank, is an artist, curator and writer who explores in his work the contemporary political conditions of the work of art. In his digital print, Russell collages together visual representations of abstract philosophical ideas and transforms them into a post apocalyptic landscape that is complex and banal at the same time. www.john-russell.org The work of Bristol based artist Jem Nobel opens up a dialogue between the contemporary and the legacy of 20th century conceptual art around questions of collectivism and participation, authorship and individualism. His print SPACE concretizes the representation of the most common piece of Unicode: the vacant space between words. In this way, the gap itself turns from invisible cipher to sign. www.jemnoble.com Annabel Frearson is rewriting Mary Shelley's Frankenstein using all and only the words from the original text. Frankenstein 2, or the Monster of Main Stream, is read in parts by different performers, embodying the psychotic character of the protagonist, a mongrel hybrid of used language. www.annabelfrearson.com Darren Banks uses fragments of effect laden Holywood films to create an impossible space. The fictitious parts don't add up to a convincing material reality, leaving the viewer with a failed amalgamation of simulations of sophisticated technologies. www.darrenbanks.co.uk FIELDCLUB is collaboration between artist Paul Chaney and researcher Kenna Hernly. Chaney and Hernly developed together a project that critically examines various proposals for the management of sustainable ecological systems. Their FIELDMACHINE invites the public to design an ideal agricultural field. By playing with different types of crops that are found in the south west of England, it is possible for the user, for example, to create a balanced, but protein poor, diet or to simply decide to 'get rid' of half the population. The meeting point of the Platonic field and it physical consequences, generates a geometric abstraction that investigates the relationship between modernist utopianism and contemporary actuality. www.fieldclub.co.uk Pil and Galia Kollectiv, who have also curated the exhibition are London-based artists and run the xero, kline & coma gallery. Here they present a dialogue between two computers. The conversation opens with a simple text book problem in business studies. But gradually the language, mimicking the application of game theory in the business sector, becomes more abstract. The two interlocutors become adversaries trapped forever in a competition without winners. www.kollectiv.co.uk

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This paper discusses the work of Claude Parent and The Serving Library, considering the critiques generated by their intersecting of architecture, art and editorial design. Through focus on the ways in which hosting environment, architecture and forms of expanded publishing can serve to dissolve disciplinary boundaries and activities of production, spectatorship and reception, it draws on the lineage of 1960s/70s Conceptual Art in considering these practices as a means through which to escape medium specificity and spatial confinement. Relationships between actual and virtual space are then read against this broadening of aesthetic ideas and the theory of critical modernity.

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This essay is concerned with how poetry—reading it, writing it, and adapting it—relies on a dialectic between knowing and not knowing, a flickering movement between understanding and ignorance that is central to the production of poetry and its effects. To illustrate this, I discuss my poem, ‘This Voice’, and its subsequent adaptation into what I call a ‘poetry soundtrack’, a form of digital audio poetry employing poetry, music, and sound design. The essay illustrates the centrality of the knowing/not-knowing dialectic to poetry by considering the following with regard to my works: the thematics of nescience; the liminal and virtual space of interpretation and play (the latter as theorised by D.W. Winnicott); ‘nocturnal poetics’; and sampling (both sonic and lexical).

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Trata da revolução em curso nos canais de distribuição dos grandes bancos varejistas em função dos impactos provocados pela tecnologia, pela globalização, pelas parcerias e pela formação de um novo ambiente de distribuição eletrônico, remoto e virtual denominado como marketspace. Esse novo ambiente, até o ano de 2007, deverá canalizar 2/3 dos negócios bancários que envolvam efetiva intermediação financeira. A revolução é tão importante que pode significar o início de um novo ciclo no negócio dos grandes bancos varejistas. Os impactos sobre marketing são igualmente poderosos, exigindo dos bancos uma completa revisão de sua estratégia mercadológica. Evidências foram colhidas de extensiva revisão bibliográfica, através de entrevistas em profundidade e de pesquisa amostrai com clientes bancários. Cursos de ação são sugeridos.

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O foco deste trabalho é o projeto de criação e desenvolvimento do protótipo de um espaço virtual que reúne e organiza informações sobre o Carnaval de rua carioca. A celebração do Carnaval nas ruas do Rio de Janeiro, apesar de ser uma antiga tradição da cidade, passou, nos últimos vinte anos, por um processo de expansão e reestruturação, chegando aos dias atuais, em que a festa mobiliza milhões de foliões. Os blocos fundados em meados de 1980, e principalmente nos anos 1990 compartilharam símbolos e valores ligados à identidade carioca, à brasilidade e à resistência cultural, lidando com um universo de enorme riqueza, que dialoga com a evolução urbana, o contexto político, além de questões como globalização, consumo, circulação, inclusão, cidadania, memória, entre outros. Registrar a memória desse momento de redescoberta e contribuir para o levantamento de fontes de pesquisa ligadas a esse “novo” Carnaval de rua, foram as principais motivações que levaram à investigação.