718 resultados para metadata about learning objects
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This article repports findings on a project - DONA EMPRESA - that the Portuguese Association of Women Entrepreneurs has been promoting for four years now. The project aims at supporting unemployed women, having a business idea, to create their own employment. So far about one hundred enterprises have been created in the scope of this project, their surviving rate being very high after one year of business running.
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Dissertação de Mestrado apresentado ao Instituto de Contabilidade e Administração do Porto para a obtenção do grau de Mestre em Marketing Digital, sob orientação do professor Doutor Manuel Silva
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RESUMO: A presente abordagem procura estabelecer uma relação entre a Medicina e a Azulejaria. Um conjunto de composições produzidas entre o século XVII e a década de 90 do século XX, localizado na área de Lisboa e seus arredores, organiza-se em torno de oito vectores que ilustram a presença de alusões à Medicina na Azulejaria da referida área. São estes, aspectos relacionados com a higiene, marcos da história da assistência, ciclos temáticos relacionados com os quatro elementos primordiais e com os cinco sentidos, representações ligadas à ideia de morte, episódios bíblicos, referências hagiográficas e elementos ligados à acção médica, como objectos, patologias, instituições ou acontecimentos, associados à Medicina, que atestam esta relação entre Arte e Ciência, de forma geral, e entre a Azulejaria e a Medicina, de forma particular. À análise destes vectores, antecede uma resenha histórica relativa à ligação entre Arte e Ciência e um apontamento histórico acerca da história da Azulejaria. Pretende-se demonstrar esta conexão interdisciplinar e reforçar a importância da vertente humanista da Medicina, na sua história, na sua aprendizagem e na sua prática.-------------------------------------ABSTRACT: The present approach aims at establishing a relation between Medicine and Tile Art. A group of compositions produced between the 17th century and the 1990s, located in the Lisbon area and its surroundings, is organized around eight vectors that illustrate the presence of allusions to Medicine in the Tile Art in the mentioned areas. These are related with hygiene aspects, landmarks in the history of assistance, thematic cycles related with the four main elements and with the five senses, representations connected to the idea of death, biblical episodes, hagiographic references and elements connected to the medical intervention, such as objects, pathologies, institutions or events related to Medicine that testify this relation between Art and Science in a broad context, and between Tile Art and Medicine in a strict sense. Prior to the analysis of these vectors there is a historic contextualization concerning the relationship between Art and Science and a historical note about the history of Tile Art. The aim is to demonstrate the interdisciplinary relation and reinforce the importance of the humanistic side of Medicine, in its history, its learning and its practice.------------------------------------RÉSUMÉ: Cet étude vise établir une relation entre la Médecine et l’Art de l’ « Azulejaria ». Un ensemble de compositions produites entre le XVII ème siècle et le dernier quart du XX ème siècle, dans la région de Lisbonne, s’organise autour de huit axes qui illustrent des références à la médecine. Nous avons récupéré des motifs allusifs à l’hygiène, à l’histoire de l’assistance, aux cycles thématiques des quatre éléments primordiaux et des cinq sens, à la mort, aux épisodes bibliques ou hagiographiques mais aussi aux motifs qui reproduisent des objets, des pathologies, des institutions ou des évènements médicaux. Tous ces exemples mettent à jour la relation entre l’Art et la Science, en général, et entre l’ « Azulejaria» et la Médecine, en particulier. Avant d’analyser ces huit axes, nous établirons un parcours historique pour expliquer la relation entre Art et Science, ainsi qu’une brève histoire de l’ «azulejaria». Nous prétendons démontrer cette relation interdisciplinaire et renforcer l’importance de la vertu humaniste des Sciences Médicales dans son histoire, son apprentissage et sa pratique.
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This paper presents a framework for a robotic production line simulation learning environment using Autonomous Ground Vehicles (AGV). An eLearning platform is used as interface with the simulator. The objective is to introduce students to the production robotics area using a familiar tool, an eLearning platform, and a framework that simulates a production line using AGVs. This framework allows students to learn about robotics but also about several areas of industrial management engineering without requiring an extensive prior knowledge on the robotics area. The robotic production line simulation learning environment simulates a production environment using AGVs to transport materials to and from the production line. The simulator allows students to validate the AGV dynamics and provides information about the whole materials supplying system which includes: supply times, route optimization and inventory management. The students are required to address several topics such as: sensors, actuators, controllers and an high level management and optimization software. This simulator was developed with a known open source tool from robotics community: Player/Stage. This tool was extended with several add-ons so that students can be able to interact with a complex simulation environment. These add-ons include an abstraction communication layer that performs events provided by the database server which is programmed by the students. An eLearning platform is used as interface between the students and the simulator. The students can visualize the effects of their instructions/programming in the simulator that they can access via the eLearning platform. The proposed framework aims to allow students from different backgrounds to fully experience robotics in practice by suppressing the huge gap between theory and practice that exists in robotics. Using an eLearning platform eliminates installation problems that can occur from different computers software distribution and makes the simulator accessible by all students at school and at home.
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Dissertação para obtenção do Grau de Mestre em Engenharia Electrotécnica e de Computadores
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Dissertação para obtenção do Grau de Doutor em Ciências da Educação Especialidade em Tecnologias, Redes e Multimédia na Educação e Formação
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Dissertação para obtenção do Grau de Mestre em Engenharia Informática
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Dissertação para obtenção do Grau de Mestre em Engenharia Eletrotécnica e de Computadores
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Sign language is the form of communication used by Deaf people, which, in most cases have been learned since childhood. The problem arises when a non-Deaf tries to contact with a Deaf. For example, when non-Deaf parents try to communicate with their Deaf child. In most cases, this situation tends to happen when the parents did not have time to properly learn sign language. This dissertation proposes the teaching of sign language through the usage of serious games. Currently, similar solutions to this proposal do exist, however, those solutions are scarce and limited. For this reason, the proposed solution is composed of a natural user interface that is intended to create a new concept on this field. The validation of this work, consisted on the implementation of a serious game prototype, which can be used as a source for learning (Portuguese) sign language. On this validation, it was first implemented a module responsible for recognizing sign language. This first stage, allowed the increase of interaction and the construction of an algorithm capable of accurately recognizing sign language. On a second stage of the validation, the proposal was studied so that the pros and cons can be determined and considered on future works.
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Currently, it is widely perceived among the English as a Foreign Language (EFL) teaching professionals, that motivation is a central factor for success in language learning. This work aims to examine and raise teachers’ awareness about the role of assessment and feedback in the process of language teaching and learning at polytechnic school in Benguela to develop and/or enhance their students’ motivation for learning. Hence the paper defines and discusses the key terms and, the techniques and strategies for an effective feedback provision in the context under study. It also collects data through the use of interview and questionnaire methods, and suggests the assessment and feedback types to be implemented at polytechnic school in Benguela
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Public Display Systems (PDS) increasingly have a greater presence in our cities. These systems provide information and advertising specifically tailored to audiences in spaces such as airports, train stations, and shopping centers. A large number of public displays are also being deployed for entertainment reasons. Sometimes designing and prototyping PDS come to be a laborious, complex and a costly task. This dissertation focuses on the design and evaluation of PDS at early development phases with the aim of facilitating low-effort, rapid design and the evaluation of interactive PDS. This study focuses on the IPED Toolkit. This tool proposes the design, prototype, and evaluation of public display systems, replicating real-world scenes in the lab. This research aims at identifying benefits and drawbacks on the use of different means to place overlays/virtual displays above a panoramic video footage, recorded at real-world locations. The means of interaction studied in this work are on the one hand the keyboard and mouse, and on the other hand the tablet with two different techniques of use. To carry out this study, an android application has been developed whose function is to allow users to interact with the IPED Toolkit using the tablet. Additionally, the toolkit has been modified and adapted to tablets by using different web technologies. Finally the users study makes a comparison about the different means of interaction.
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Objects matter when professionals collaborate to create new products. Chapter 1 explains the intention of this work, to apply theories on objects in the empirical context of fashion design. Chapter 2 addresses the question of how creative professionals learn about and use strategy tools to turn their artistic fame into a commercial success. For Chapter 3 I collected ethnographic data on the development of a seasonal collection from the idea to the presentation at Fashion Week. The result is a deep insight into the collaborative processes and material objects used when a stable team of designers works with several outside experts. Chapter 4 applies the knowledge of the role of objects in fashion design gained during the ethnography in the context of online co-creation and crowd sourced fashion items. The synthesis of the empirical studies allows me to present the conceptual leap in Chapter 5. In the theoretical essay I review the findings on the role of objects in collaborations in relation to practice theory, present the new concept of the comprehensive object and conclude by stating the possibilities for future research.
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Currently the world swiftly adapts to visual communication. Online services like YouTube and Vine show that video is no longer the domain of broadcast television only. Video is used for different purposes like entertainment, information, education or communication. The rapid growth of today’s video archives with sparsely available editorial data creates a big problem of its retrieval. The humans see a video like a complex interplay of cognitive concepts. As a result there is a need to build a bridge between numeric values and semantic concepts. This establishes a connection that will facilitate videos’ retrieval by humans. The critical aspect of this bridge is video annotation. The process could be done manually or automatically. Manual annotation is very tedious, subjective and expensive. Therefore automatic annotation is being actively studied. In this thesis we focus on the multimedia content automatic annotation. Namely the use of analysis techniques for information retrieval allowing to automatically extract metadata from video in a videomail system. Furthermore the identification of text, people, actions, spaces, objects, including animals and plants. Hence it will be possible to align multimedia content with the text presented in the email message and the creation of applications for semantic video database indexing and retrieving.
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Relatório de estágio de mestrado em Educação Pré-Escolar
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Higher education in Portugal, in the last forty years, has undergone profound changes with the enlargement of public higher education network, the appearance of new institutions, the quantity and the heterogeneity of students. The implementation of the Bologna Process in European community countries led to the redesign of higher education Portuguese courses as well as their corresponding curricula. In recent years, the use of Project-led education was one of the most significant changes in teaching and learning, particularly in engineering in higher education in Portugal. This teaching methodology encourages students and teachers to undertake new roles, new responsibilities and a new learning perspective. This study aims at understanding whether the role of the tutor is to be suitable to the needs and expectations of Project-led education students. These changes however are not only structural. At the University of Minho, new teaching and learning methodologies were adopted, which could guide the training of professionals on to the twenty-first century. The opportunity arising from the implementation of Project-led education in Engineering methodology was used in the University of Minho’s courses. This teaching method is intended to provide students with educational support programs that benefit the academic performance, allowing the opportunity to upgrade, train and develop the ability to study and learn more effectively. Through the Project-led education it is possible to provide students with techniques and procedures and develop the ability to communicate orally and in writing. Students and teachers have assumed new roles in the teaching-learning process allowing in one hand the students to explore, discover and question themselves about some knowledge and on the other hand the teachers to change to a tutor, a companion and to a student project guide. Therefore, surveys were analyzed, comprising questions about the most significant contribution of the tutor as well as if there are some initial expectations that have not been foreseen by the tutor.