676 resultados para NET frameworks
Resumo:
Ante las dificultades que presenta la concepción del tiempo para la didáctica de la historia es necesario aportar herramientas o estrategias que faciliten los procesos de enseñanza-aprendizaje. Aquí se proponen dos estrategias combinadas basadas, por un lado, en introducir a los niños desde edades tempranas en la historia a través de marcas temporales asociadas a una tipología de objetos (en este caso la indumentaria), enseñarles en etapas posteriores a relacionarlas entre sí y con otros conceptos históricos de creciente complejidad, y, por otro lado, en facilitar su aprendizaje a través de la creación de mapas conceptuales.
Resumo:
El projecte es basarà en realitzar una aplicació web amb l'entorn .NET per implementar una aplicació de xat i/o videoconferència en temps real. Aquesta aplicació necessitarà únicament un navegador per funcionar, i utilitzarà els frameworks WebRTC o SignalR, els quals ambdós són frameworks Open Source especialitzats en Real Time Comunications existents a la xarxa.
Resumo:
[cas] Si bien los conceptos de «clasificación» y «tipología» han estado vinculados a la Arqueología desde las primeras seriaciones de materiales puramente descriptivas de los primeros anticuarios y diletantes de los siglos XVII-XVIII, no es menos cierto que su desarrollo ulterior durante los siglos XIX y XX madurado al abrigo del marco cientificista del positivismo decimonónico se ha visto estimulado fundamentalmente por dos factores necesarios. En primer lugar, por el permanente debate librado por las diferentes corrientes teórico-metodológicas que incansablemente han ido sacudiendo uno tras otro, en un imparable proceso dialéctico, los sucesivos paradigmas preexistentes. Y en segundo lugar, por el progreso de la tecnología informática, que permitió el procesamiento más rápido y objetivo del cada vez más numeroso y abrumador conjunto de datos generado por la investigación.
Resumo:
In the last decade, an important debate has arisen about the characteristics of today"s students due to their intensive experience as users of ICT. The main belief is that frequent use of technologies in everyday life implies that competent users are able to transfer their digital skills to learning activities. However, empirical studies developed in different countries reveal similar results suggesting that the"digital native" label does not provide evidence of a better use of technology to support learning. The debate has to go beyond the characteristics of the new generation and focus on the implications of being a learner in a digitalised world. This paper is based on the hypothesis that the use of technology to support learning is not related to whether a student belongs to the Net Generation, but that it is mainly influenced by the teaching model. The study compares behaviour and preferences towards ICT use in two groups of university students: face-to-face students and online students. A questionnaire was applied to a sample of students from five universities with different characteristics (one offers online education and four offer face-to-face education with LMS teaching support). Findings suggest that although access to and use of ICT is widespread, the influence of teaching methodology is very decisive. For academic purposes, students seem to respond to the requirements of their courses, programmes, and universities. There is a clear relationship between students" perception of usefulness regarding certain ICT resources and their teachers" suggested uses of technologies. The most highly rated technologies correspond with those proposed by teachers. The study shows that the educational model (face-to-face or online) has a stronger influence on students" perception of usefulness regarding ICT support for learning than the fact of being a digital native.
Resumo:
WDM (Wavelength-Division Multiplexing) optiset verkot on tällä hetkellä suosituin tapa isojen määrän tietojen siirtämiseen. Jokaiselle liittymälle määrätään reitin ja aallonpituus joka linkin varten. Tarvittavan reitin ja aallon pituuden löytäminen kutsutaan RWA-ongelmaksi. Tämän työn kuvaa mahdollisia kustannuksen mallein ratkaisuja RWA-ongelmaan. Olemassa on paljon erilaisia optimoinnin tavoitteita. Edellä mainittuja kustannuksen malleja perustuu näillä tavoitteilla. Kustannuksen malleja antavat tehokkaita ratkaisuja ja algoritmeja. The multicommodity malli on käsitelty tässä työssä perusteena RV/A-kustannuksen mallille. Myöskin OB käsitelty heuristisia menetelmiä RWA-ongelman ratkaisuun. Työn loppuosassa käsitellään toteutuksia muutamalle mallille ja erilaisia mahdollisuuksia kustannuksen mallein parantamiseen.
Resumo:
Tutkielman tavoitteena on selvittää kuinka suunnitella ja hallita tehokasta verkkoviestintää, joka vastaa kohdeyleisön ja palvelun ylläpitäjien kasvaviin vaatimuksiin. Tutkielma on normatiivinen tapaustutkimus, jonka tuloksena syntyy konstruktiivinen askelmalli kokonaisvaltaisen verkkoviestintäprojektin toteuttamiseen. Tutkimus esittää myös teoreettisesti merkittävän näkökulman verkkopalvelujen sisällön hallintaongelmien ratkaisemiseen. Tosielämän verkkoviestintäprojektin toteutusta seurataan TietoEnator Forestissa, jossa tutkielman kirjoittaja työskentelee. Tutkimusmateriaalina käytetään 11 TietoEnator Forestissa toteutettua haastattelua, TietoEnator konsernin dokumentaatiota ja osallistuvaa havainnointia. Haastattelulomake sisältää 13 avointa kysymystä, jotka käsittelevät verkkoviestintästrategian perusasioita. Tunnistetut verkkoviestinnän avainmenestystekijät ovat vahva sisäinen sitoutuminen hajautettuihin ylläpitorooleihin ja perinpohjainen asiakastarpeiden tunnistaminen. Teknisesti on tärkeää, että eritason verkkoympäristöt, Internet, Intranet ja Extranet, hallitaan samoilla sisällönhallinta työkaluilla. Näin pystytään rationalisoimaan ylläpitotoiminnot.
Resumo:
BACKGROUND: Radial maze tasks have been used to assess optimal foraging and spatial abilities in rodents. The spatial performance was based on a capacity to rely on a configuration of local and distant cues. We adapted maze procedures assessing the relative weight of local cues and distant landmarks for arm choice in humans. NEW METHOD: The procedure allowed testing memory of places in four experimental setups: a fingertip texture-groove maze, a tactile screen maze, a virtual radial maze and a walking size maze. During training, the four reinforced positions remained fixed relative to local and distal cues. During subsequent conflict trials, these frameworks were made conflictive in the prediction of reward locations. RESULTS: Three experiments showed that the relative weight of local and distal relational cues is affected by different factors such as cues' nature, visual access to the environment, real vs. virtual environment, and gender. A fourth experiment illustrated how a walking maze can be used with people suffering intellectual disability. COMPARISON WITH EXISTING METHODS: In our procedure, long-term (reference) and short-term (working) memory can be assessed. It is the first radial task adapted to human that enables dissociating local and distal cues, to provides an indication as to their relative salience. Our mazes are moveable and easily used in limited spaces. Tasks are performed with realistic and spontaneous though controlled exploratory movements. CONCLUSION: Our tasks enabled highlighting the use of different strategies. In a clinical perspective, considering the use of compensatory strategies should orient towards adapted behavioural rehabilitation.
Resumo:
L’objectiu d’aquest treball ha estat l’anàlisi dels dos nous documents comptables, l’Estat de Canvis en el Patrimoni Net – ECPN – i l’Estat de Fluxos d’Efectiu – EFE‐, introduïts amb la reforma comptable de 2007 [Reial Decret 1514/2007 de 16 de novembre i Reial Decret 1515/2007 per a petites i mitjanes empreses]. Aquest anàlisis s’ha portat a terme amb la finalitat d’analitzar com ha millorat i augmentat la informació per la presa de millors decisions tant per les empreses com per analistes externs. El treball consta de dues parts, la primera part està formada per un anàlisis teòric d’aquests dos documents. La segona part està formada per un anàlisis pràctic de les empreses del sector de Materials Bàsics, Indústria i Construcció de la Borsa de Madrid. D’aquestes empreses s’ha realitzat un anàlisis convencional i l’ anàlisis dels corresponents ECPN i EFE de cadascuna de les empreses, amb l’objectiu de comprovar la millora de la informació.
Resumo:
Reusability has become more popular factor in modern software engineering. This is mainly because object-orientation has brought methods that allow reusing more easily. Today more and more application developer thinks how they can reuse already existing applications in their work. If the developer wants to use existing components outside the current project, he can use design patterns, class libraries or frameworks. These provide solution for specific or general problems that has been already encountered. Application frameworks are collection of classes that provides base for the developer. Application frameworks are mostly implementation phase tools, but can also be used in application design. The main purpose of the frameworks is separate domain specific functionalities from the application specific. Usually the frameworks are divided into two categories: black and white box. Difference between those categories is the way the reuse is done. The application frameworks provide properties that can be examined and compared between different frameworks. These properties are: extensibility, reusability, modularity and scalability. These examine how framework will handle different platforms, changes in framework, increasing demand for resources, etc. Generally application frameworks do have these properties in good level. When comparing general purpose framework and more specific purpose framework, the main difference can be located in reusability of frameworks. It is mainly because the framework designed to specific domain can have constraints from external systems and resources. With general purpose framework these are set by the application developed based on the framework.
Resumo:
Dopamine release in the prefrontal cortex plays a critical role in cognitive function such as working memory, attention and planning. Dopamine exerts complex modulation on excitability of pyramidal neurons and interneurons, and regulates excitatory and inhibitory synaptic transmission. Because of the complexity of this modulation, it is difficult to fully comprehend the effect of dopamine on neuronal network activity. In this study, we investigated the effect of dopamine on local high-frequency oscillatory neuronal activity (in β band) in slices of the mouse anterior cingulate cortex (ACC). We found that dopamine enhanced the power of these oscillations induced by kainate and carbachol, but did not affect their peak frequency. Activation of D2R and in a lesser degree D1R increased the oscillation power, while activation of D4R had no effect. These high-frequency oscillations in the ACC relied on both phasic inhibitory and excitatory transmission and functional gap junctions. Thus, dopamine released in the ACC promotes high-frequency synchronized local cortical activity which is known to favor information transfer, fast selection and binding of distributed neuronal responses. Finally, the power of these oscillations was significantly enhanced after degradation of the perineuronal nets (PNNs) enwrapping most parvalbumin interneurons. This study provides new insights for a better understanding of the abnormal prefrontal gamma activity in schizophrenia (SZ) patients who display prefrontal anomalies of both the dopaminergic system and the PNNs.
Resumo:
Network neutrality is a growing policy controversy. Traffic management techniques affect not only high-speed, high-money content, but by extension all other content too. Internet regulators and users may tolerate much more discrimination in the interests of innovation. For instance, in the absence of regulatory oversight, ISPs could use Deep Packet Inspection (DPI) to block some content altogether, if they decide it is not to the benefit of ISPs, copyright holders, parents or the government. ISP blocking is currently widespread in controlling spam email, and in some countries in blocking sexually graphic illegal images. In 1999 this led to scrutiny of foreclosure of Instant Messaging and video and cable-telephony horizontal merger. Fourteen years later, there were in 2013 net neutrality laws implemented in Slovenia, the Netherlands, Chile and Finland, regulation in the United States and Canada , co-regulation in Norway, and self-regulation in Japan, the United Kingdom and many other European countries . Both Germany and France in mid-2013 debated new net neutrality legislation, and the European Commission announced on 11 September 2013 that it would aim to introduce legislation in early 2014. This paper analyses these legal developments, and in particular the difficulty in assessing reasonable traffic management and ‘specialized’ (i.e. unregulated) faster services in both EU and US law. It also assesses net neutrality law against the international legal norms for user privacy and freedom of expression
Resumo:
The expansion of broadband speed and coverage over IP technology, which extend over transport and terminal access networks, has increased the demand for applications and content which by being provided over it, uniformly give rise to convergence. These shifts in technologies and enterprise business models are giving rise to the necessity for changing the perspective and scope of the Universal Service and of the regulation frameworks, with this last one based in the same principles as always but varying its application. Several aspects require special and renewed attention, such as the definition of relevant markets and dominant operators, the role of packages, interconnection of IP networks, network neutrality, the use of the spectrum with a vision of value for the citizenship, the application of the competition framework, new forms of licensing, treatment of the risk in the networks, changes in the regulatory authorities, amongst others. These matters are treated from the perspective of the actual trends in the world and its conceptual justification.
Resumo:
This paper examines the role that existing Latin American policy institutions and regulatory coordination mechanisms (otherwise referred to as “regional regulatory spaces”) play in innovation and development of the ICT sector. In doing so, it recognizes that sector regulation does not currently match regional development, thereby limiting its potential progress. In order to shed light on the role that the “regional regulatory space” could potentially play, the author addresses three main questions: · Is there a hierarchy of policies by which it is presumed easy to “coordinate within well-defined technical subjects” but extremely challenging to “agree in matters of public policy?” · What would happen if policy divergence became more important than convergence? Is it reasonable to consider creating “regional regulatory spaces?” or should we focus solely on technological coordination? · Do institutions capable of serving as effective regional regulatory spaces already exist in Latin America or should we consider modifying existing institutions or creating new institutions? After analyzing these three overarching areas of concern, this paper then discusses the need to create a regional space in order to harmonize ICT regulatory frameworks and public policies. Ultimately, this work aims to advance the institutional formulation beyond pre-existing efforts.
Resumo:
Joc de Realitat Augmentada on l’usuari haurà de complir petits reptes interactuant amb els elements virtuals de l’escena. Aquests elements es presentaran fent us de marcadors. El projecte és un joc on l’usuari ha de cuidar unes plantes. Per a poder fer aquesta feina el jugador realitzarà 3 tipus de reptes. Aquests reptes són petits jocs, és a dir, que hi ha tres tipus de “mini-jocs” dintre de la Aplicació. Degut a que cada jugador té preferències diferents, aquesta divisió́ de jocs permet accedir a un major nombre d’usuaris. Pel seu desenvolupament s'ha fet un recull d’informació i evolució històrica de la Realitat Augmentada. S'han agafant referents de jocs similars en el mercat: PC, Apps i videoconsoles com a base d’inspiració per a la creació de la historia del joc. I finalment una recollida de requeriments tècnics per al desenvolupament tecnològic a nivell de programació i disseny. Amb tota aquesta informació i tenint com a medis de desenvolupament Blender, Unity + Vuforia s'ha complert la implementació del joc.