941 resultados para web technology


Relevância:

30.00% 30.00%

Publicador:

Resumo:

In order to run a successful business, today’s manager needs to combine business skills with an understanding of information systems and the opportunities and benefits that they bring to an organisation. Starting from basic concepts, this book provides a comprehensive and accessible guide to: •understanding the technology of business information systems; •choosing the right information system for an organisation; •developing and managing an efficient business information system; •employing information systems strategically to achieve organisational goals. Taking a problem-solving approach, Business Information Systems looks at information systems theory within the context of the most recent business and technological advances. This thoroughly revised new edition has updated and expanded coverage of contemporary key topics such as: •Web 2.0 •enterprise systems •implementation and design of IS strategy •outsourcing

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Right across Europe technology is playing a vital part in enhancing learning for an increasingly diverse population of learners. Learning is increasingly flexible, social and mobile and supported by high quality multi-media resources. Institutional VLEs are seeing a shift towards open source products and these core systems are supplemented by a range of social and collaborative learning tools based on web 2.0 technologies. Learners undertaking field studies and those in the workplace are coming to expect that these off-campus experiences will also be technology-rich whether supported by institutional or user-owned devices. As well as keeping European businesses competitive, learning is seen as a means of increasing social mobility and supporting an agenda of social justice. For a number of years the EUNIS E-Learning Task Force (ELTF) has conducted snapshot surveys of e-learning across member institutions, collected case studies of good practice in e-learning see (Hayes, et al., 2009) in references, supported a group looking at the future of e-learning, and showcased the best of innovation in its e-learning Award. Now for the first time the ELTF membership has come together to undertake an analysis of developments in the member states and to assess what this might mean for the future. The group applied the techniques of World Café conversation and Scenario Thinking to develop its thoughts. The analysis is unashamedly qualitative and draws on expertise from leading universities across eight of the EUNIS member states. What emerges is interesting in terms of the common trends in developments in all of the nations and similarities in hopes and concerns about the future development of learning.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Gracias al crecimiento, expansión y popularización de la World Wide Web, su desarrollo tecnológico tiene una creciente importancia en la sociedad. La simbiosis que protagonizan estos dos entornos ha propiciado una mayor influencia social en las innovaciones de la plataforma y un enfoque mucho más práctico. Nuestro objetivo en este artículo es describir, caracterizar y analizar el surgimiento y difusión del nuevo estándar de hipertexto que rige la Web; HTML5. Al mismo tiempo exploramos este proceso a la luz de varias teorías que aúnan tecnología y sociedad. Dedicamos especial atención a los usuarios de la World Wide Web y al uso genérico que realizan de los Medios Sociales o "Social Media". Sugerimos que el desarrollo de los estándares web está influenciado por el uso cotidiano de este nuevo tipo de tecnologías y aplicaciones. 

Relevância:

30.00% 30.00%

Publicador:

Resumo:

SCOT lecture slides for Foundations in Web Science

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Abstract: It is estimated that 1 in 5 will, at some point in their lives, experience a long-term illness or disability that will impact their day to day lives. Access to digital information and technologies can be life changing and a necessity to fully participate in education, work and society. Specialist assistive technologies, such as screen readers, have been available for many years and are now built-into operating systems and devices. In addition, web accessibility standards have been compiled and published since the advent of the World Wide Web over two decades ago. However, internet use by people with disabilities continues to lag significantly behind those with no disability and use of assistive technologies remains lower than should be the case with tools often abandoned. In this seminar we will talk about our work to identify digital accessibility challenges; the barriers experienced by those with disabilities and how computer scientists can play a part in removing obstacles to access and ease of use. We will discuss some of our projects focussing on: • Development of assistive technologies for niche groups of users, • improving accessibility standards to cover a wider range of disabilities, • creating accessibility training resources for developers and stakeholders • embedding accessibility practice within development projects.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

This paper describes the development and evaluation of web-based museum trails for university-level design students to access on handheld devices in the Victoria and Albert Museum (V&A) in London. The trails offered students a range of ways of exploring the museum environment and collections, some encouraging students to interpret objects and museum spaces in lateral and imaginative ways, others more straightforwardly providing context and extra information. In a three-stage qualitative evaluation programme, student feedback showed that overall the trails enhanced students’ knowledge of, interest in, and closeness to the objects. However, the trails were only partially successful from a technological standpoint due to device and network problems. Broader findings suggest that technology has a key role to play in helping to maintain the museum as a learning space which complements that of universities as well as schools. This research informed my other work in visitor-constructed learning trails in museums, specifically in the theoretical approach to data analysis used, in the research design, and in informing ways to structure visitor experiences in museums. It resulted in a conference presentation, and more broadly informed my subsequent teaching practice.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Computer game technology provides us with the tools to create web-based educational materials for autonomous and collaborative learning. At Worcester, we have researched the use of this technology in various educational contexts. This paper reports one such study; the use of the commercial game engine “Unreal Tournament 2004” (UT2004) to produce materials suitable for education of Architects. We map the concepts and principles of Architectural Design onto the affordances (development tools) provided by UT2004, leading to a systematic procedure for the realization of buildings and urban environments using this game engine. A theory for the production of web-based learning materials which supports both autonomous and collaborative learning is developed. A heuristic evaluation of our materials, used with second-year students is presented. Associated web-pages provide on-line materials for delegates.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

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.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Les problématiques de surplus de poids sont en augmentation depuis les dernières décennies, notamment chez les jeunes québécois. Cette augmentation est en lien avec des habitudes alimentaires présentant des différences importantes avec les recommandations nutritionnelles. De plus, le gouvernement provincial a instauré des changements importants au Programme de formation de l’école québécoise afin de stimuler l’adoption de saines habitudes de vie. Afin de contrer ces problématiques de surplus de poids et d’habitudes alimentaires déficientes et de poursuivre dans la lignée de la réforme scolaire, le Nutriathlon en équipe version Web a été développé. Ce programme a pour but d’amener chaque participant à améliorer la qualité de son alimentation en augmentant et en diversifiant sa consommation de légumes, de fruits et de produits laitiers. Les objectifs de la présente étude sont (1) d’évaluer l’impact du programme sur la consommation de légumes, de fruits (LF) et de produits laitiers (PL) d’élèves du secondaire et (2) d’évaluer les facteurs influençant la réussite du programme chez ces jeunes. Les résultats de l’étude ont démontré que pendant le programme ainsi qu’immédiatement après, le groupe intervention a rapporté une augmentation significative de la consommation de LF et de PL par rapport au groupe contrôle. Par contre, aucun effet n’a pu être observé à moyen terme. Quant aux facteurs facilitant le succès du Nutriathlon en équipe, les élèves ont mentionné : l’utilisation de la technologie pour la compilation des portions, la formation d’équipes, l’implication des enseignants et de l’entourage familial ainsi que la création de stratégies pour faciliter la réussite du programme. Les élèves ont également mentionné des barrières au succès du Nutriathlon en équipe telles que le manque d’assiduité à saisir leurs données en dehors des heures de classe, la dysfonction du code d’utilisateur et l’incompatibilité de la plateforme avec certains outils technologiques comme les tablettes.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Multimedia objects, especially images and figures, are essential for the visualization and interpretation of research findings. The distribution and reuse of these scientific objects is significantly improved under open access conditions, for instance in Wikipedia articles, in research literature, as well as in education and knowledge dissemination, where licensing of images often represents a serious barrier. Whereas scientific publications are retrievable through library portals or other online search services due to standardized indices there is no targeted retrieval and access to the accompanying images and figures yet. Consequently there is a great demand to develop standardized indexing methods for these multimedia open access objects in order to improve the accessibility to this material. With our proposal, we hope to serve a broad audience which looks up a scientific or technical term in a web search portal first. Until now, this audience has little chance to find an openly accessible and reusable image narrowly matching their search term on first try - frustratingly so, even if there is in fact such an image included in some open access article.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

A utilização das TIC ocupam um lugar cada vez mais importante nas nossas escolas, marcado sobretudo pela evolução das tecnologias e pela utilização em contexto educativo de muitas ferramentas da Web 2.0. Esse facto é muito notório na disciplina de Educação Visual e Tecnológica, de carácter eminentemente prático, onde é permitido explorar várias ferramentas digitais para abordagem de conteúdos da disciplina e para a criação de produtos gráficos e plásticos. Com o aparecimento da Web 2.0 e a disponibilização de milhares de novas ferramentas digitais aos utilizadores da Internet, estimula-se um interesse cada vez maior na adoção de metodologias e estratégias com recurso a estes media e que suportem uma aprendizagem mais eficaz e motivadora para os alunos, articulando-se os suportes tradicionais de EVT com os novos media digitais. Neste contexto, o presente estudo é o resultado duma investigação-ação realizada no âmbito do Programa Doutoral em Multimédia em Educação da Universidade de Aveiro onde se implementou a integração de ferramentas da Web, Web 2.0 e Software Livre em contexto educativo na disciplina de EVT, na qual poderiam ser utilizadas tanto as técnicas tradicionais de realização mais usuais na disciplina como a integração e articulação com as ferramentas digitais, suportadas por software livre (e outros de utilização gratuita), a Web e a Web 2.0 para suporte ao ensino e aprendizagem dos diversos conteúdos e áreas de exploração da disciplina. Este estudo, desenhado em três ciclos, envolveu num primeiro momento a constituição de uma comunidade de prática de professores alargada, sendo criadas seis turmas de formação que reuniram um total de 112 professores que pretendiam integrar as ferramentas digitais em EVT. Para além da pesquisa, análise, seleção e catalogação destas 430 ferramentas digitais recenseadas, produziram-se 371 manuais de apoio à utilização das mesmas, sendo estes recursos disponibilizados no espaço do EVTdigital. Num segundo ciclo, decorrente da avaliação realizada, foi criada a distribuição EVTux para simplificar o acesso e utilização das ferramentas digitais em contexto de EVT. Finalmente, o terceiro ciclo, decorre da eliminação da disciplina de EVT do currículo do 2º ciclo do ensino básico e a sua substituição por duas novas disciplinas, tendo-se realizada a respetiva análise de conteúdo das metas curriculares e produzido a aplicação As ferramentas digitais do Mundo Visual, concebida para contextualizar e indexar as ferramentas digitais selecionadas para a nova disciplina de Educação Visual.Os resultados deste estudo apontam claramente para a possibilidade de integrar na disciplina de Educação Visual e Tecnológica (ou no presente momento, em Educação Visual) ferramentas digitais para abordagem aos conteúdos e áreas de exploração, bem como a possibilidade de se constituírem facilmente comunidades de prática (como foi o caso) que possam colaborar na catalogação destas ferramentas no contexto específico da disciplina e para a necessidade sentida pelos professores em obter informação e formação que os possa atualizar quanto à integração das TIC no currículo. Apresentam-se, ainda, as limitações deste estudo que passaram sobretudo pelo impacto negativo que a eliminação da disciplina provocou na motivação dos docentes e a sua consequente participação no decorrer de algumas fases do trabalho, e ainda da dificuldade de gestão de uma equipa de professores colaboradores tão numerosa e diversificada. Nesse sentido, são também apresentadas sugestões para estudos futuros.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

This paper reports some experiments in using SVG (Scalable Vector Graphics), rather than the browser default of (X)HTML/CSS, as a potential Web-based rendering technology, in an attempt to create an approach that integrates the structural and display aspects of a Web document in a single XML-compliant envelope. Although the syntax of SVG is XML based, the semantics of the primitive graphic operations more closely resemble those of page description languages such as PostScript or PDF. The principal usage of SVG, so far, is for inserting complex graphic material into Web pages that are predominantly controlled via (X)HTML and CSS. The conversion of structured and unstructured PDF into SVG is discussed. It is found that unstructured PDF converts into pages of SVG with few problems, but difficulties arise when one attempts to map the structural components of a Tagged PDF into an XML skeleton underlying the corresponding SVG. These difficulties are not fundamentally syntactic; they arise largely because browsers are innately bound to (X)HTML/CSS as their default rendering model. Some suggestions are made for ways in which SVG could be more totally integrated into browser functionality, with the possibility that future browsers might be able to use SVG as their default rendering paradigm.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

This article discusses the application of Information and Communication Technologies and strategies for best practices in order to capture and maintain faculty students' attention. It is based on a case study of ten years, using a complete information system. This system, in addition to be considered an ERP, to support the activities of academic management, also has a strong component of SRM that provides support to academic and administrative activities. It describes the extent to which the presented system facilitates the interaction and communication between members of the academic community, using the Internet, with services available on the Web complementing them with email, SMS and CTI. Through a perception, backed by empirical analysis and results of investigations, it demonstrates how this type of practice may raise the level of satisfaction of the community. In particular, it is possible to combat failure at school, avoid that students leave their course before its completion and also that they recommend them to potential students. In addition, such a strategy also allows strong economies in the management of the institution, increasing its value. As future work, we present the new phase of the project towards implementation of Business Intelligence to optimize the management process, making it proactive. The technological vision that guides new developments to a construction based on Web services and procedural languages is also presented.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

A aprendizagem em rede e as potencialidades do software social trouxeram novos e estimulantes desafios para os sistemas educativos e para os seus profissionais. Um dos principais desafios prende-se com a necessidade de conceber uma “nova” didática para a docência na web social que deve basear-se não só nos conhecimentos científico, tecnológico, curricular e pedagógico, mas também num conhecimento científico e pedagógico da tecnologia que permita planear, conceber e utilizar as redes sociais, como o Facebook, no processo de ensino-aprendizagem de forma eficaz. Assim, e perante esta realidade, neste estudo exploratório procurámos perceber em que medida a utilização do Facebook no processo de ensino-aprendizagem permite a promoção de competências de aprendizagem de estudantes de cursos pós-graduados, a nível da capacidade para aprender, da iniciativa e da autonomia. Os resultados sugerem que os estudantes aceitam o Facebook como um novo contexto para a aprendizagem, que não impede a reflexão crítica sobre os conceitos e as temáticas apresentadas para trabalho, possibilitando o desenvolvimento de comunidades de aprendizagem desde que exista uma intencionalidade educativa explícita.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Trabalho baseado no relatório para a disciplina “Sociologia das Novas Tecnologias de Informação” no âmbito do Mestrado Integrado de Engenharia e Gestão Industrial, da Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa em 2015-16. O trabalho foi orientado pelo Prof. António Brandão Moniz do Departamento de Ciências Sociais Aplicadas (DCSA) na mesma Faculdade.