572 resultados para Tijolo de adobe


Relevância:

10.00% 10.00%

Publicador:

Resumo:

"Report no. IL-PRR-140"--Technical report documentation page.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Distributed to depositories in paper, shipping list no.: 2001-0289-P.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

"October 2003."

Relevância:

10.00% 10.00%

Publicador:

Resumo:

"October 2003."

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Congresses not held 1914-20.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

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.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

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.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

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.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

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.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Macrobrachium rosenbergii is a freshwater prawn which presents agonistic behavior and heterogeneous growth. It is known that captive conditions can intensify agonism causing injuries and decreased survival, generating a condition of poor welfare. Based on this, we aim to investigate the behavior of M. rosenbergii in the juvenile phase according to different types of shelter and frequencies of feed offer, emphasizing their agonistic behavior. For this, juveniles were observed in the laboratory in three steps. At step I we characterized the behavioral profile; prawns were kept in eight aquariums (27 prawns/m2 ), identified and observed four times along both phases of 24 h light cycle. At step II (2 experiments), we evaluated the use of shelters (brick or polyethylene rolls) and their influence on agonism by the animals. For classification of animals in dominance rank, the method used was David's Score. At step III (3 experiments), we evaluated different frequencies of feed offer on the behavior of individuals, in particular agonism. Results showed that juveniles do not present a pattern activity/inactivity between the phases of the light cycle. We identified a dominance hierarchy among individuals taking advantage of access to food by the dominant, which showed greater weight gain although the frequency of intake did not differ between individuals. The type of shelter influenced the behavior of animals. Brick shelter generated a higher frequency of permanence and a reduction in the frequency of agonistic interactions. The distribution of food more frequently throughout the day, decreased the motivation of animals for food, as well as to fight. Prawns fed four times showed lower frequency of feed intake and agonistic interactions. Thus, we conclude the shelters which reduce animal’s detection by coespecifics and offer the food four times along the day reduce agonistic behavior. This result causes na improvement in life quality of the prawns and also in its quality as final product.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

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.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

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.