493 resultados para Varustamo-chat


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El presente ensayo versa sobre la conversación escrita que mantienen los jóvenes hoy en sus chats. Se tratan las diferentes variedades lingüísticas. La escritura de los chats equivale a una conversación: los textos escritos se convierten en textos orales, las conversaciones se transcriben y las normas lingüísticas se rompen. Esto no significa que los jóvenes no sepan cuáles son, pero en los chats, no les interesan.

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In this paper we introduce the online version of our ReaderBench framework, which includes multi-lingual comprehension-centered web services designed to address a wide range of individual and collaborative learning scenarios, as follows. First, students can be engaged in reading a course material, then eliciting their understanding of it; the reading strategies component provides an in-depth perspective of comprehension processes. Second, students can write an essay or a summary; the automated essay grading component provides them access to more than 200 textual complexity indices covering lexical, syntax, semantics and discourse structure measurements. Third, students can start discussing in a chat or a forum; the Computer Supported Collaborative Learning (CSCL) component provides indepth conversation analysis in terms of evaluating each member’s involvement in the CSCL environments. Eventually, the sentiment analysis, as well as the semantic models and topic mining components enable a clearer perspective in terms of learner’s points of view and of underlying interests.

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By the means of a questionnaire the present work examines the attitudes among pupils between the 5th and 9th grade towards choosing French, Spanish or German as their third language. The main question to be answered is "What needs to be improved to raise the interest in choosing specifically German as their preferred third language?". The other questions posed are for example "Do they want to study a language at all?", "Which language do they want to study and why?" or "What motivates them to keep studying generally?". The results show a high motivation and that the most pupils have already decided for a specific language at the middle of the 5th grade. Family and friends play a crucial role in choosing their language in combination with other factors such as the experiences of visiting countries or settings where the target language is used. To raise the popularity of German as the chosen language is not a short time project. More variation in teaching and real contact with German people, for instance language trips, needs to be done or improved. Nearly all of the pupils want to use modern techniques like chat or video conversations instead of just reading a text book.

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The present thesis explores how interaction is initiated in multi-party meetings in Adobe Connect, 7.0, with a particular focus on how co-presence and mutual availability are established through the preambles of 18 meetings held in Spanish without a moderator. Taking Conversation Analysis (CA) as a methodological point of departure, this thesis comprises four different studies, each of them analyzing a particular phenomenon within the interaction of the preambles in a multimodal environment that allows simultaneous interaction through video, voice and text-chat. The first study (Artículo I) shows how participants solve jointly the issue of availability in a technological environment where being online is not necessarily understood as being available for communicating. The second study (Artículo II) focuses on the beginning of the audiovisual interaction; in particular on how participants check the right functioning of the audiovisual mode. The third study (Artículo III) explores silences within the interaction of the preamble. It shows that the length of gaps and lapses become a significant aspect the preambles and how they are connected to the issue of availability.  Finally, the four study introduces the notion of modal alignment, an interactional phenomenon that systematically appears in the beginnings of the encounters, which seems to be used and understood  as a strategy for the establishment of mutual availability and negotiation of the participation framework. As a whole, this research shows how participants, in order to establish mutual co-presence and availability, adapt to a particular technology in terms of participation management, deploying strategies and conveying successive actions which, as it is the case of the activation of their respective webcams, seem to be understood as predictable within the intricate process of establishing mutual availability before the meeting starts.

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Programa de doctorado: Formación del Profesorado. La fecha de publicación es la fecha de lectura

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We report on the development of a Java-based application devised to support collaborative learning of Art concepts and ideas over the Internet. Starting from an examination of the pedagogy of both Art education and collaborative learning we propose principles which are useful for the design and construction of a “lightweight” software application which supports interactive Art learning in groups. This application makes “dynamics” of an art work explicit, and supports group interaction with simple messaging and “chat” facilities. This application may be used to facilitate learning and teaching of Art, but also as a research tool to investigate the learning of Art and also the development and dynamics of collaborating groups. Evaluation of a pilot study of the use of our system with a group of 20 school children is presented.

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A lightweight Java application suite has been developed and deployed allowing collaborative learning between students and tutors at remote locations. Students can engage in group activities online and also collaborate with tutors. A generic Java framework has been developed and applied to electronics, computing and mathematics education. The applications are respectively: (a) a digital circuit simulator, which allows students to collaborate in building simple or complex electronic circuits; (b) a Java programming environment where the paradigm is behavioural-based robotics, and (c) a differential equation solver useful in modelling of any complex and nonlinear dynamic system. Each student sees a common shared window on which may be added text or graphical objects and which can then be shared online. A built-in chat room supports collaborative dialogue. Students can work either in collaborative groups or else in teams as directed by the tutor. This paper summarises the technical architecture of the system as well as the pedagogical implications of the suite. A report of student evaluation is also presented distilled from use over a period of twelve months. We intend this suite to facilitate learning between groups at one or many institutions and to facilitate international collaboration. We also intend to use the suite as a tool to research the establishment and behaviour of collaborative learning groups. We shall make our software freely available to interested researchers.

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In a highly dynamic society such as we live, have access to the virtual world is an increasingly common practice, is aiming to study, work or to search leisure through chat rooms, sites and games, being incorporated by the most varied groups that end up appropriating these new possibilities of interaction, shaping them in order to adapt them to their needs / wants. The specific purposes pursued through the use of tools available over the Internet can vary considerably when one takes into account specific user groups, which makes the topic quite relevant to problematization, especially when we take into account access through lan houses. This research seeks to study the networks of knowledge, sociability and leisure formed by young people who frequented the "Lan house do Paulo" in São Gonçalo do Amarante - RN based on the use of the online role-playing-game World of Warcraft, which makes possible the interaction of several users through an avatar resident in a virtual world, theoretically questioning the importance of this type of platform for the development and maintenance of social interactions among its users

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El uso de Internet aparece estrechamente vinculado con la posibilidad de comunicarse a través de un soporte digital. Las tecnologías digitales permiten una gran velocidad de comunicación. Este medio acorta las distancias, uno puede conectarse a nivel de todo el mundo y a toda hora, sin embargo crea enlaces de amistad con muchas personas de diferente sexo, edad, sin lugar a duda lo que los jóvenes buscan a través de estos canales. Los programas de entretenimiento están marcando el ritmo de vida cotidiana en los jóvenes que lo utilizan, porque se ven prestos a utilizar constantemente las redes sociales y orienta a las personas en general a consumir este medio, ya que al indagar se encuentran con otras personas que en ese momento se encuentran en línea, o al no estar comunicados se dejan mensajes que exigen una respuesta. Internet nos ofrece numerosas alternativas en comparación con otros medios: se accede a través de líneas de conexión, módems con cable, acceso fijo sin cable. Son sistemas alimentados con banda ancha en telecomunicaciones a la transmisión de datos la cual se envía información, se incrementa la velocidad de transmisión efectiva, que permite que Internet llegue a todos los hogares

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Children develop in a sea of reciprocal social interaction, but their brain development is predominately studied in non-interactive contexts (e.g., viewing photographs of faces). This dissertation investigated how the developing brain supports social interaction. Specifically, novel paradigms were used to target two facets of social experience—social communication and social motivation—across three studies in children and adults. In Study 1, adults listened to short vignettes—which contained no social information—that they believed to be either prerecorded or presented over an audio-feed by a live social partner. Simply believing that speech was from a live social partner increased activation in the brain’s mentalizing network—a network involved in thinking about others’ thoughts. Study 2 extended this paradigm to middle childhood, a time of increasing social competence and social network complexity, as well as structural and functional social brain development. Results showed that, as in adults, regions of the mentalizing network were engaged by live speech. Taken together, these findings indicate that the mentalizing network may support the processing of interactive communicative cues across development. Given this established importance of social-interactive context, Study 3 examined children’s social motivation when they believed they were engaged in a computer-based chat with a peer. Children initiated interaction via sharing information about their likes and hobbies and received responses from the peer. Compared to a non-social control, in which children chatted with a computer, peer interaction increased activation in mentalizing regions and reward circuitry. Further, within mentalizing regions, responsivity to the peer increased with age. Thus, across all three studies, social cognitive regions associated with mentalizing supported real-time social interaction. In contrast, the specific social context appeared to influence both reward circuitry involvement and age-related changes in neural activity. Future studies should continue to examine how the brain supports interaction across varied real-world social contexts. In addition to illuminating typical development, understanding the neural bases of interaction will offer insight into social disabilities such as autism, where social difficulties are often most acute in interactive situations. Ultimately, to best capture human experience, social neuroscience ought to be embedded in the social world.

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Estoy aquí para compartir mi experiencia como bibliotecaria en la Biblioteca del Congreso de los Estados Unidos de Norteamérica, donde he trabajado durante 6 años. También voy a exponer el impacto que tiene la tecnología en nuestro trabajo -bases de datos e Internet.Mi división se llama "Servicio de Investigaciones del Congreso" y presta servicio de apoyo exclusivo y directo a los miembros del Congreso y a sus funcionarios. En este servicio trabajamos casi ochocientas personas -como abogados, expertos en ciencias sociales, economistas, y por supuesto bibliotecarios-. El ambiente de nuestra división es de una pequeña biblioteca dentro de la biblioteca más grande del mundo -con mucho trabajo y con fechas límites- para entrega de la información.

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Este trabajo hace un estudio de algunas de las herramientas de seguridad disponibles en .Net Framework así como la forma de usarlas en un desarrollo web bajo la metodología de desarrollo de ASP.NET siguiendo el modelo Vista-Controlador y usando como entorno de desarrollo Visual Studio. Además de repasar las herramientas disponibles y la forma de uso se ha desarrollado también una aplicación de ejemplo: ItemCoteca-Web; en la que se demuestra cómo resolver el registro de usuarios, la autenticación y autorización de forma segura. En paralelo se ha implementado un cliente Android: Itemcoteca-app que realiza autenticación, registro y dispone de un chat seguro de incidencias para hablar con administradores OnlineEste trabajo no solo presenta las APIs disponibles sino también las buenas prácticas que define Microsoft para el uso de sus herramientas. En particular nos centramos en los tres tipos de controladores que podemos encontrar en una aplicación web Asp.net que son Controllers, WebApi y SignalR, comentando sus diferencias y su uso para clientes Web y móviles.

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The present article is about a particular form of sexual activity on the Internet: cybersex in chatrooms-in Portuguese by Portuguese people. This study aims to identify the reasons for engaging in cybersex on chats and the behavioral domains that characterize this activity. To carry out the study, we developed a self-report questionnaire that we made available on a website. The sample was collected online (n = 400) through the Portuguese Internet Relay Chat. Factor analyses revealed seven domain structures: (a) social skills, (b) preference for cybersex, (c) filter for a later date, (d) sex by phone, (e) fantasies, (f) using masks, and (g) impact on real relationships. We found a huge variety of sexual attitudes and behaviors connected to cybersex in chatrooms and the existence of two major trends: (a) people that use these chats as a starting place for offline relationships (online anonymity prevents the fear of rejection and social sanctions in real life), and (b) people who want and prefer online sex without any interest in further real contacts.

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In a highly dynamic society such as we live, have access to the virtual world is an increasingly common practice, is aiming to study, work or to search leisure through chat rooms, sites and games, being incorporated by the most varied groups that end up appropriating these new possibilities of interaction, shaping them in order to adapt them to their needs / wants. The specific purposes pursued through the use of tools available over the Internet can vary considerably when one takes into account specific user groups, which makes the topic quite relevant to problematization, especially when we take into account access through lan houses. This research seeks to study the networks of knowledge, sociability and leisure formed by young people who frequented the "Lan house do Paulo" in São Gonçalo do Amarante - RN based on the use of the online role-playing-game World of Warcraft, which makes possible the interaction of several users through an avatar resident in a virtual world, theoretically questioning the importance of this type of platform for the development and maintenance of social interactions among its users