1000 resultados para Simulació per ordinador -- Aplicacions


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The orchestration of collaborative learning processes in face-to-facephysical settings, such as classrooms, requires teachers to coordinate students indicating them who belong to each group, which collaboration areas areassigned to each group, and how they should distribute the resources or roles within the group. In this paper we present an Orchestration Signal system,composed of wearable Personal Signal devices and an Orchestration Signal manager. Teachers can configure color signals in the manager so that they are transmitted to the wearable devices to indicate different orchestration aspects.In particular, the paper describes how the system has been used to carry out a Jigsaw collaborative learning flow in a classroom where students received signals indicating which documents they should read, in which group they were and in which area of the classroom they were expected to collaborate. The evaluation results show that the proposed system facilitates a dynamic, visual and flexible orchestration.

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This paper presents a customizable system used to develop a collaborative multi-user problem solving game. It addresses the increasing demand for appealing informal learning experiences in museum-like settings. The system facilitates remote collaboration by allowing groups of learners tocommunicate through a videoconferencing system and by allowing them to simultaneously interact through a shared multi-touch interactive surface. A user study with 20 user groups indicates that the game facilitates collaboration between local and remote groups of learners. The videoconference and multitouch surface acted as communication channels, attracted students’ interest, facilitated engagement, and promoted inter- and intra-group collaboration—favoring intra-group collaboration. Our findings suggest that augmentingvideoconferencing systems with a shared multitouch space offers newpossibilities and scenarios for remote collaborative environments and collaborative learning.

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Our work is focused on alleviating the workload for designers of adaptive courses on the complexity task of authoring adaptive learning designs adjusted to specific user characteristics and the user context. We propose an adaptation platform that consists in a set of intelligent agents where each agent carries out an independent adaptation task. The agents apply machine learning techniques to support the user modelling for the adaptation process

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La segmentació de persones es molt difícil a causa de la variabilitat de les diferents condicions, com la postura que aquestes adoptin, color del fons, etc. Per realitzar aquesta segmentació existeixen diferents tècniques, que a partir d'una imatge ens retornen un etiquetat indicant els diferents objectes presents a la imatge. El propòsit d'aquest projecte és realitzar una comparativa de les tècniques recents que permeten fer segmentació multietiqueta i que son semiautomàtiques, en termes de segmentació de persones. A partir d'un etiquetatge inicial idèntic per a tots els mètodes utilitzats, s'ha realitzat una anàlisi d'aquests, avaluant els seus resultats sobre unes dades publiques, analitzant 2 punts: el nivell de interacció i l'eficiència.

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In this paper, a hybrid simulation-based algorithm is proposed for the StochasticFlow Shop Problem. The main idea of the methodology is to transform the stochastic problem into a deterministic problem and then apply simulation to the latter. In order to achieve this goal, we rely on Monte Carlo Simulation and an adapted version of a deterministic heuristic. This approach aims to provide flexibility and simplicity due to the fact that it is not constrained by any previous assumption and relies in well-tested heuristics.

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A table showing a comparison and classification of tools (intelligent tutoring systems) for e-learning of Logic at a college level.

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In this paper, a hybrid simulation-based algorithm is proposed for the StochasticFlow Shop Problem. The main idea of the methodology is to transform the stochastic problem into a deterministic problem and then apply simulation to the latter. In order to achieve this goal, we rely on Monte Carlo Simulation and an adapted version of a deterministic heuristic. This approach aims to provide flexibility and simplicity due to the fact that it is not constrained by any previous assumption and relies in well-tested heuristics.

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Avui en dia es genera un volum increïble de dades de diferents tipus i que provenen de multitud d'orígens. Els sistemes d'emmagatzematge i processament distribuït són els elements tecnològics que fan possible capturar aquest allau de dades i permeten donar-ne un valor a través d'anàlisis diversos. Hadoop, que integra un sistema d'emmagatzematge i processament distribuïts, s'ha convertit en l'estàndard de-facto per a aplicacions que necessiten una gran capacitat d'emmagatzematge, inclús de l'ordre de desenes de PBs. En aquest treball farem un estudi de Hadoop, analitzarem l'eficiència del seu sistema de durabilitat i en proposarem una alternativa.

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En este artículo se revisan las características que pueden llevar a convertir el juego en un trastorno psicológico. Tal es el caso de los juegos de azar con apuesta y de los juegos de rol online (MMORPG). Para ello se repasan los dos criterios de dependencia con respecto a sustancias y conductas, la dependencia psicológica (craving, polarización atencional, modificación del estado de ánimo y pérdida de control) y los efectos perjudiciales (intra e interpersonales). A continuación se analizan los videojuegos y los juegos de rol online para concluir que el juego de identidades que permiten estos últimos es un elemento crucial para establecer si se trata de un hábito inadecuado o de una verdadera adicción. Por otro lado, los videojuegos y los juegos de rol online también fomentan el contacto entre jugadores y por tanto tienen un claro aspecto socializador.

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Academic advising is a key element for learning success in virtual environments that has received little attention from researchers. This paper focuses on the organizational arrangements needed for the delivery of academic advising in online higher education. We present the general dimensions of organizational structures (division of labor, hierarchy of authority and formalization) and their possible forms when applied to academic advising. The specific solution adopted at the Open University of Catalonia is described and assessed in order to draw general conclusions of interest for other institutions.

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En esta comunicación se esclarecen funciones, roles, competencias y tareas del docente universitario en entornos virtuales de enseñanza y aprendizaje con el propósito de contribuir a mejorar el diseño de acciones formativas dirigidas a la capacitación del profesorado para este ejercicio Este resultado se obtiene del análisis de significativas referencias que tratan el tema y de la valoración del diseño de acciones formativas realizadas en universidades europeas que participan activamente de este propósito. El estudio constituye una acción del proyecto Elene-TT - elearning network for Teacher Training.

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In recent years, studies into the reasons for dropping out of higher education (including online education) have been undertaken with greater regularity, parallel to the rise in the relative weight of this type of education, compared with brick-and-mortar education. However, the work invested in characterising the students who drop out of education, compared with those who do not, appears not to have had the same relevance as that invested in the analysis of the causes. The definition of dropping out is very sensitive to the context. In this article, we reach a purely empirical definition of student dropping out, based on the probability of not continuing a specific academic programme following several consecutive semesters of "theoretical break". Dropping out should be properly defined before analysing its causes, as well as comparing the drop-out rates between the different online programmes, or between online and on-campus ones. Our results show that there are significant differences among programmes, depending on their theoretical extension, but not their domain of knowledge.

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En un entorno online la actividad de tutoría de los estudiantes juega un papel fundamental. Su eje central es el acompañamiento del estudiante a lo largo del programa académico que curse, desde el momento en que muestra su interés en matricularse hasta que se titula. La literatura disponible sobre cómo organizar la actividad tutorial en entornos virtuales es escasa. En esta comunicación, basada en la experiencia de la Universitat Oberta de Catalunya (UOC), se analizan dos niveles de especialización de la acción tutorial online. En un primer nivel organizativo, se presenta y evalúa una especialización de la coordinación de la tutoría en función del tipo de conocimiento necesario para ejercerla, académico o administrativo. Esto genera una estructura organizativa de tipo matricial que aporta flexibilidad y conocimiento especializado a la actividad tutorial, y que es valorada muy positivamente por las partes implicadas. En un segundo nivel, se analiza la separación de dos tipos de tutoría especializadas, una de inicio y otra de seguimiento, en función de la antigüedad del estudiante tutorizado. Los resultados de los análisis cualitativos y cuantitativos realizados no permiten concluir que esta segunda forma de especialización contribuya claramente a la mejora de los objetivos de la función tutorial.

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Many audio watermarking schemes divide the audio signal into several blocks such that part of the watermark is embedded into each of them. One of the key issues in these block-oriented watermarking schemes is to preserve the synchronisation, i.e. to recover the exact position of each block in the mark recovery process. In this paper, a novel time domain synchronisation technique is presented together with a new blind watermarking scheme which works in the Discrete Fourier Transform (DFT or FFT) domain. The combined scheme provides excellent imperceptibility results whilst achieving robustness against typical attacks. Furthermore, the execution of the scheme is fast enough to be used in real-time applications. The excellent transparency of the embedding algorithm makes it particularly useful for professional applications, such as the embedding of monitoring information in broadcast signals. The scheme is also compared with some recent results of the literature.

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Mobile devices have become ubiquitous, allowing the integration of new information from a large range of devices. However, the development of new applications requires a powerful framework which simplifies their construction. JXME is the JXTA implementation for mobile devices using J2ME, its main value being its simplicity when creating peer-to-peer (P2P) applications on limited devices. On that regard, an issue that is becoming veryimportant in the recent times is being able to provide a security baseline to such applications. This paper analyzes the currentstate of security in JXME and proposes a simple security mechanism in order to protect JXME applications against a broad range of vulnerabilities.