567 resultados para Adobe Captivat


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"October 2003."

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"October 2003."

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Congresses not held 1914-20.

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The desire to create unique things and give free rain to one's imagination served as a powerful impetus to the development of digital art and design software. The commoner was the use of computers the wider variety of professional software was developed. Nowadays the creators and computer designers are receiving more and more new and advanced programs that allow their ideas becoming virtual reality. This research paper looks at the history of the development of graphic editors from the simplest to the most modern and advanced. This brief survey includes the history of different graphic editors’ creation, their features and abilities. This paper highlights the two basic branches of graphic editors – these that are in free use and commercial graphic editors design software. The researcher selected the most powerful and influential graphic editors design software brands like Paint.NET and GIMP among free software and commercial Adobe Photoshop. This paper also dwells upon the way digital art transferred from the exclusively professional business into the hobby for ordinary users. This research paper bears implications for those who are interested in features and potentiality of most popular graphic editors design software.

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This presentation will show how a grassroots initiative has budded into the Florida International University (FIU) Libraries being an instrumental part of online learning. It will describe some of the marketing and outreach efforts that have been successful and share ideas on how to build alliances and networks with online faculty and students. Along with outreach efforts, the presentation will demonstrate some of the successful tools used to meet the needs of online students. Some of the these tools include becoming embedded in courses, building course and program specific Libguides, using Adobe Connect to reach students, creating simple YouTube videos, and creating more professional videos with FIU Online. The presentation will conclude with sharing some tips on how to keep the workload manageable when distance-learning programs are growing at the same time as library budgets and resources are shrinking.

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Computing devices have become ubiquitous in our technologically-advanced world, serving as vehicles for software applications that provide users with a wide array of functions. Among these applications are electronic learning software, which are increasingly being used to educate and evaluate individuals ranging from grade school students to career professionals. This study will evaluate the design and implementation of user interfaces in these pieces of software. Specifically, it will explore how these interfaces can be developed to facilitate the use of electronic learning software by children. In order to do this, research will be performed in the area of human-computer interaction, focusing on cognitive psychology, user interface design, and software development. This information will be analyzed in order to design a user interface that provides an optimal user experience for children. This group will test said interface, as well as existing applications, in order to measure its usability. The objective of this study is to design a user interface that makes electronic learning software more usable for children, facilitating their learning process and increasing their academic performance. This study will be conducted by using the Adobe Creative Suite to design the user interface and an Integrated Development Environment to implement functionality. These are digital tools that are available on computing devices such as desktop computers, laptops, and smartphones, which will be used for the development of software. By using these tools, I hope to create a user interface for electronic learning software that promotes usability while maintaining functionality. This study will address the increasing complexity of computing software seen today – an issue that has risen due to the progressive implementation of new functionality. This issue is having a detrimental effect on the usability of electronic learning software, increasing the learning curve for targeted users such as children. As we make electronic learning software an integral part of educational programs in our schools, it is important to address this in order to guarantee them a successful learning experience.

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Computing devices have become ubiquitous in our technologically-advanced world, serving as vehicles for software applications that provide users with a wide array of functions. Among these applications are electronic learning software, which are increasingly being used to educate and evaluate individuals ranging from grade school students to career professionals. This study will evaluate the design and implementation of user interfaces in these pieces of software. Specifically, it will explore how these interfaces can be developed to facilitate the use of electronic learning software by children. In order to do this, research will be performed in the area of human-computer interaction, focusing on cognitive psychology, user interface design, and software development. This information will be analyzed in order to design a user interface that provides an optimal user experience for children. This group will test said interface, as well as existing applications, in order to measure its usability. The objective of this study is to design a user interface that makes electronic learning software more usable for children, facilitating their learning process and increasing their academic performance. This study will be conducted by using the Adobe Creative Suite to design the user interface and an Integrated Development Environment to implement functionality. These are digital tools that are available on computing devices such as desktop computers, laptops, and smartphones, which will be used for the development of software. By using these tools, I hope to create a user interface for electronic learning software that promotes usability while maintaining functionality. This study will address the increasing complexity of computing software seen today – an issue that has risen due to the progressive implementation of new functionality. This issue is having a detrimental effect on the usability of electronic learning software, increasing the learning curve for targeted users such as children. As we make electronic learning software an integral part of educational programs in our schools, it is important to address this in order to guarantee them a successful learning experience.

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APRIRE CON ADOBE PDF READER PER POTER VISUALIZZARE I VIDEO PRESENTI NEL PDF!!! Immgini di bassa qualità causa dimensioni piccole del file di caricamento. Il file è diviso in tre parti sempre per motivi di spazio.

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Los videojuegos educativos, también conocidos como juegos serios, son una herramienta educacional muy poderosa, cuya utilización no está muy extendida en la educación. Estos Serious Games son costosos de producir, y son muy dependientes de los cambios tecnológicos, tanto en el Software como en el Hardware. Por ejemplo, multitud de Serious Games estaban producidos en Adobe Flash o Java, y hoy en día no pueden ser ejecutados en algunos de los dispositivos más nuevos. Uno de los pioneros de los videojuegos serios "Science Pirates: The Curse of Brownbeard", actualmente no está disponible porque no ha sido adaptado a los nuevos sistemas operativos. Por lo tanto, el ciclo de vida de los juegos serios debe ser simpli- ficado para hacerlos una herramienta de confianza. En el equipo de desarrollo e-UCM se ha creado una herramienta de autoría de juegos serios basada en Java llamada eAdventure, así como multitud de juegos serios en colaboración con multitud de instituciones. Para lidiar con los problemas anteriormente identificados, y simplificar el proceso de creación y mantenimiento de juegos serios, y reutilizando la experiencia previa, se ha creado uAdventure. Este proyecto es un editor e intérprete construido sobre Unity3D, que permite la creación de videojuegos educativos sin requisitos de conocimientos de programación. Como uAdventure está construido sobre Unity3D, permite la exportación de videojuegos, de forma sencilla para múltiples plataformas, y los hace más resistentes a los cambios tecnológicos. A lo largo de esta memoria, se explica el proceso de generación del intérprete de videojuegos, así como la integración con el editor desarrollado por Piotr Marszal, en el que se realizan aportaciones, generando editores. Además, para realizar una labor de innovación, y dar soporte a los juegos cuyos desarrolladores no puedan invertir tiempo en transformar sus videojuegos al nuevo sistema de uAdventure, se ha desarrollado un emulador independiente capaz de importar y ejecutar juegos producidos con eAdventure en cualquier plataforma. Finalmente, para dar soporte y mejorar la parte de evaluación de los alumnos, se ha integrado RAGE en la infraestructura del proyecto, permitiendo el acceso a herramientas de Learning Analitics.

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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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La presente guía tiene por objeto estudiar detalladamente la accesibilidad en documentos PDF, indicando las características que éstos deben reunir para que sean accesibles, así como las pautas a seguir a la hora de su creación. Pretende ser una ayuda para aquellos profesionales de la Administración cuyas responsabilidades están relacionadas con la creación de documentos en formato PDF. En el desarrollo de la guía se han utilizado Microsoft Word 2003, Microsoft Word 2007, Microsoft Word 2010 y LibreOffice Writer 4.0 como editores de texto, y Adobe Acrobat 9 Pro como herramienta de creación, modificación y comprobación de la accesibilidad en documentos PDF.

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This dissertation present an analysis of the interethnic conflict between Makuxi and Wapixana at the current moment in the Maloca of the Adobe, Aboriginal Land Fox-Mountain range of the Sun, in the State of Roraima. The theoretical field was boarded in the Ethnology, pursuing situations in local history, with edges in ethno-history. The research elapsed of the deepening necessity on the social relations and aboriginal politics, for the intercultural professional exercise of educator, appealing the bibliographical survey and participant comment as method; not directive interviews, photographs, filmings and daily register in of field, as techniques carried through in the period of 2006 to 2007. Although to inhabit in the same area and to establish marriages between itself, individuals and groups express tensions, aggravated with the landmark and legal recognition of the area, which generated inter dispute and intraetnias, mainly with the intrusion of farmers, rizicultores and the form of governmental influence. A relation of rivalry, individual and collective was evidenced, suggesting the strengthenig and not it fractionly, of the fights external politics, interns and in way to the cultural diversity and social adversity

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Portable Document Format (PDF) is a page-oriented, graphically rich format based on PostScript semantics and it is also the format interpreted by the Adobe Acrobat viewers. Although each of the pages in a PDF document is an independent graphic object this property does not necessarily extend to the components (headings, diagrams, paragraphs etc.) within a page. This, in turn, makes the manipulation and extraction of graphic objects on a PDF page into a very difficult and uncertain process. The work described here investigates the advantages of a model wherein PDF pages are created from assemblies of COGs (Component Object Graphics) each with a clearly defined graphic state. The relative positioning of COGs on a PDF page is determined by appropriate "spacer" objects and a traversal of the tree of COGs and spacers determines the rendering order. The enhanced revisability of PDF documents within the COG model is discussed, together with the application of the model in those contexts which require easy revisability coupled with the ability to maintain and amend PDF document structure.

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As collections of archived digital documents continue to grow the maintenance of an archive, and the quality of reproduction from the archived format, become important long-term considerations. In particular, Adobe s PDF is now an important final form standard for archiving and distributing electronic versions of technical documents. It is important that all embedded images in the PDF, and any fonts used for text rendering, should at the very minimum be easily readable on screen. Unfortunately, because PDF is based on PostScript technology, it allows the embedding of bitmap fonts in Adobe Type 3 format as well as higher-quality outline fonts in TrueType or Adobe Type 1 formats. Bitmap fonts do not generally perform well when they are scaled and rendered on low-resolution devices such as workstation screens. The work described here investigates how a plug-in to Adobe Acrobat enables bitmap fonts to be substituted by corresponding outline fonts using a checksum matching technique against a canonical set of bitmap fonts, as originally distributed. The target documents for our initial investigations are those PDF files produced by (La)TEXsystems when set up in a default (bitmap font) configuration. For all bitmap fonts where recognition exceeds a certain confidence threshold replacement fonts in Adobe Type 1 (outline) format can be substituted with consequent improvements in file size, screen display quality and rendering speed. The accuracy of font recognition is discussed together with the prospects of extending these methods to bitmap-font PDF files from sources other than (La)TEX.