987 resultados para virtualizzazione, reti, virtual networking, sistemi operativi


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Frequently the choice of a library management program is conditioned by social, economic and/or political factors that result in the selection of a system that is not altogether suitable for the library’s needs, characteristics and functions. Open source software is quickly becoming a preferred solution, owing to the freedom to copy, modify and distribute it and the freedom from contracts, as well as for greater opportunities for interoperability with other applications. These new trends regarding open source software in libraries are also reflected in LIS studies, as evidenced by the different courses addressing automated programs, repositorymanagement, including the Linux/GNU operating system, among others. The combination of the needs of the centres and the new trends for open source software is the focus of a virtual laboratory for the use of open source software for library applications. It was the result of a project, whose aim was to make a useful contribution to the library community, that was carried out by a group of professors of the School of Library and Information Science of the University of Barcelona, together with a group of students, members of a Working Group on Open Source Software for Information Professionals, of the Professional Library Association of Catalonia.

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The new Swiss federal law on organ and transplantation strengthens the responsibilities of the intensive care units. In Italian and French speaking parts of Switzerland, the Programme Latin pour le Don d'Organe (PLDO) has been launched to foster a wider collaboration between intensivists and donation coordinators. The PLDO aims at optimising knowledge and expertise in organ donation through improvements in identification, notification and management of organ donors and their next of kin. The PLDO dispenses education to all professionals involved. Such organisation should allow increasing the number of organs available, while improving healthcare professionals experience and next of kin emotion throughout the donation process.

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INTRODUCTION: Partial splenectomy in children is a good surgical option for hematological diseases and focal splenic tumors because it allows the preservation of the spleen's immunological function. Furthermore, it can be performed by laparoscopy in children as it is a safe procedure, offering the benefits of a minimally invasive approach. MATERIALS AND METHODS: The software VR-render LE version 0.81 is a system that enables the visualization of bidimentional 3D images with magnification of anatomical details. We have applied this system to five cases of non-parasitic splenic cysts before laparoscopic partial splenectomy. RESULTS: The images obtained with VR rendering software permitted the preoperative reconstruction of the vascularization of the splenic hilum, allowing the surgeon safe vessel control during laparoscopic procedures. All five partial splenectomies were carried out with no complications or major blood loss. CONCLUSIONS: Laparoscopic partial splenectomy should be a first choice procedure because it is feasible, reproducible, and safe for children; furthermore, it preserves enough splenic tissue thereby preventing post-splenectomy infections. Volume rendering provides high anatomical resolution and can be useful in guiding the surgical procedure.

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It is widely known that informal contacts and networks constitute a major advantage when searching for a job. Unemployed people are likely to benefit from such informal contacts, but building and sustaining a network can be particularly difficult when out of employment. Interventions that allow unemployed people to effectively strengthen their networking capability could as a result be promising. Against this background, this article provides some hints in relation to the direction that such interventions could take. First, on the basis of data collected on a sample of 4,600 newly-unemployed people in the Swiss Canton of Vaud, it looks at the factors that influence jobseekers' decisions to turn to informal contacts for their job search. The article shows that many unemployed people are not making use of their network because they are unaware of the importance of this method. Second, it presents an impact analysis of an innovative intervention designed to raise awareness of the importance of networks which is tested in a randomized controlled trial setting.

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Selostus: Kestävän kehityksen integroidun tutkimuksen ja verkostotalouden teorian tutkimusmenetelmälliset ongelmat

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Recently, modern cross-sectional imaging techniques such as multi-detector computed tomography (MDCT) have pioneered post mortem investigations, especially in forensic medicine. Such approaches can also be used to investigate bones non-invasively for anthropological purposes. Long bones are often examined in forensic cases because they are frequently discovered and transferred to medico-legal departments for investigation. To estimate their age, the trabecular structure must be examined. This study aimed to compare the performance of MDCT with conventional X-rays to investigate the trabecular structure of long bones. Fifty-two dry bones (24 humeri and 28 femora) from anthropological collections were first examined by conventional X-ray, and then by MDCT. Trabecular structure was evaluated by seven observers (two experienced and five inexperienced in anthropology) who analyzed images obtained by radiological methods. Analyses contained the measurement of one quantitative parameter (caput diameter of humerus and femur) and staging the trabecular structure of each bone. Preciseness of each technique was indicated by describing areas of trabecular destruction and particularities of the bones, such as pathological changes. Concerning quantitative parameters, the measurements demonstrate comparable results for the MDCT and conventional X-ray techniques. In contrast, the overall inter-observer reliability of the staging was low with MDCT and conventional X-ray. Reliability increased significantly when only the results of the staging performed by the two experienced observers were compared, particularly regarding the MDCT analysis. Our results also indicate that MDCT appears to be better suited to a detailed examination of the trabecular structure. In our opinion, MDCT is an adequate tool with which to examine the trabecular structure of long bones. However, adequate methods should be developed or existing methods should be adapted to MDCT.

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Games are powerful and engaging. On average, one billion people spend at least 1 hour a day playing computer and videogames. This is even more true with the younger generations. Our students have become the < digital natives >, the < gamers >, the < virtual generation >. Research shows that those who are most at risk for failure in the traditional classroom setting, also spend more time than their counterparts, using video games. They might strive, given a different learning environment. Educators have the responsibility to align their teaching style to these younger generation learning styles. However, many academics resist the use of computer-assisted learning that has been "created elsewhere". This can be extrapolated to game-based teaching: even if educational games were more widely authored, their adoption would still be limited to the educators who feel a match between the authored games and their own beliefs and practices. Consequently, game-based teaching would be much more widespread if teachers could develop their own games, or at least customize them. Yet, the development and customization of teaching games are complex and costly. This research uses a design science methodology, leveraging gamification techniques, active and cooperative learning theories, as well as immersive sandbox 3D virtual worlds, to develop a method which allows management instructors to transform any off-the-shelf case study into an engaging collaborative gamified experience. This method is applied to marketing case studies, and uses the sandbox virtual world of Second Life. -- Les jeux sont puissants et motivants, En moyenne, un milliard de personnes passent au moins 1 heure par jour jouer à des jeux vidéo sur ordinateur. Ceci se vérifie encore plus avec les jeunes générations, Nos étudiants sont nés à l'ère du numérique, certains les appellent des < gamers >, d'autres la < génération virtuelle >. Les études montrent que les élèves qui se trouvent en échec scolaire dans les salles de classes traditionnelles, passent aussi plus de temps que leurs homologues à jouer à des jeux vidéo. lls pourraient potentiellement briller, si on leur proposait un autre environnement d'apprentissage. Les enseignants ont la responsabilité d'adapter leur style d'enseignement aux styles d'apprentissage de ces jeunes générations. Toutefois, de nombreux professeurs résistent lorsqu'il s'agit d'utiliser des contenus d'apprentissage assisté par ordinateur, développés par d'autres. Ceci peut être extrapolé à l'enseignement par les jeux : même si un plus grand nombre de jeux éducatifs était créé, leur adoption se limiterait tout de même aux éducateurs qui perçoivent une bonne adéquation entre ces jeux et leurs propres convictions et pratiques. Par conséquent, I'enseignement par les jeux serait bien plus répandu si les enseignants pouvaient développer leurs propres jeux, ou au moins les customiser. Mais le développement de jeux pédagogiques est complexe et coûteux. Cette recherche utilise une méthodologie Design Science pour développer, en s'appuyant sur des techniques de ludification, sur les théories de pédagogie active et d'apprentissage coopératif, ainsi que sur les mondes virtuels immersifs < bac à sable > en 3D, une méthode qui permet aux enseignants et formateurs de management, de transformer n'importe quelle étude de cas, provenant par exemple d'une centrale de cas, en une expérience ludique, collaborative et motivante. Cette méthode est appliquée aux études de cas Marketing dans le monde virtuel de Second Life.

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Trata-se de uma pesquisa que envolveu a exploração dos 36 periódicos que compõem o repositório Educ@ com vistas ao levantamento das publicações que enfocam os temas educação a distância - EAD - e tecnologias da informação e da comunicação - TIC. Excluídos três periódicos que se voltam exclusivamente para a divulgação de estudos relacionados aos temas desse levantamento, foram evidenciados 824 artigos. Os dados tabulados permitiram identificar uma mudança no foco dos estudos encontrados, que discutiam a informática educativa e passaram a investigar o uso/apropriação das TIC e a formação de professores para e por meio da EAD. A partir de 2008, a quantidade de artigos publicados por ano em cada periódico triplicou, sinalizando um aumento do interesse dos pesquisadores por investigações sobre os temas explorados.

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As modificações tecnológicas e as recentes concepções de gerenciamento de recursos de informação têm causado uma quebra no paradigma dos modelos tradicionais de bibliotecas. O conceito de biblioteca virtual se apresenta como uma alternativa para ampliar as condições de busca, disponibilidade e recuperação de informações de maneira globalizada, qualitativa, pertinente e racional, aliando o acesso local ao acesso remoto, com base nas redes de telecomunicação disponíveis. Embora o conceito de biblioteca virtual esteja ainda em construção, um cuidadoso planejamento deve ser elaborado, tendo em vista a transição do modelo tradicional de bibliotecas para o modelo de biblioteca virtual. Alguns passos desta avaliação são apresentados, em especial para bibliotecas especializadas, bem como algumas experiências já em funcionamento em países do Primeiro Mundo. Novos papéis são também exigidos para os profissionais bibliotecários e para o pessoal da biblioteca, visando a um reposicionamento de atitudes e atividades.

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Descreve a filosofia, o histórico de implantação e as funções da biblioteca virtual da Natura Cosméticos S.A., considerado o primeiro sistema virtual de informações em empresa do Brasil. Devido ao vertiginoso crescimento da empresa desde o início de sua atuação no mercado internacional, buscou-se a definição de uma estrutura de sustentação informativa que auxiliasse o aprimoramento dos produtos e processos e trouxesse informação sobre o que de mais moderno e inovador estivesse acontecendo na cosmética mundial. Além disso, buscava-se uma metodologia que também organizasse, sistematizasse e disponibilizasse a informação com rapidez e critérios seletivos de pertinência e relevância. Acreditava-se ser ineficaz a repetição do velho paradigma da biblioteca interna em um cenário de globalização de mercados no qual o acesso à informação não deveria estar limitado à informação que pudesse ser armazenada em uma sala de biblioteca. Mais importante do que ter a informação seria saber onde encontrá-la de maneira rápida e eficaz, porque guardar não significa dispor quando se necessita e guardar tem um custo geralmente subestimado quando da criação de sistemas que pretendam ser efetivos quanto à prospecção e difusão de informações. O foco de atuação do Centro de Informações Bibliográficas da Natura é o acesso externo à informação em detrimento do acervo interno de informação. Descreve as características, produtos e atividades desse sistema virtual de informações.

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Analisa a abordagem do Sense-Making na busca e uso da informação.

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El desenvolupament de les telecomunicacions mitjanyant xarxes d"ordinadors com Internet, i la facilitat de l"ús d'aquest tipus de xarxes, incrementen la possibilitat tant de transmetre material educatiu i intercanviar experiéncies com d"obrir nous canals de comunicació i crear entorns d"aprenentatge que permetin ultrapassar les coordenades d"espai i temps en qué s"han mogut tradicionalment les institucions. La Unió Europea, en el seu intent d"apropar les diferents cultures que conformen el mapa de la nostra comunitat, s"interessa per aquest tipus de sistemes, que permeten la comunicació i l"accés a la informació independentment de l"espai i del temps.