845 resultados para Globos Virtuais


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Pós-graduação em Direito - FCHS

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Esse estudo, de natureza qualitativa, objetivou investigar as diferentes classificações dos jogos virtuais e os mais procurados pelos usuários. A pesquisa foi composta pela união de pesquisas bibliográficas e exploratórias, desenvolvida por intermédio de questionário semi-estruturado, aplicado a usuários de jogos virtuais on-line, participantes de fóruns on-line do Brasil. Os dados foram analisados descritivamente. Dos 17 indivíduos que responderam à pesquisa, 82% são do sexo masculino e 18%, do sexo feminino, com idades entre 21 e 27 anos. O lugar que em que mais acessam os jogos virtuais são suas casas, e a maior freqüência de acesso é de 7 dias por semana (29%), de 3 a 5 horas por dia (76%). O principal interesse pelos games acontece por esses serem uma forma de entretenimento. Dentre os jogos mais citados como seus favoritos estão Metal Gear Solid, Resident Evil, Farmville, Age of Empires e The Legend of Zelda. Quando perguntados o porquê de seu interesse por tal jogo, os participantes responderam que eles promovem socialização, diversão, contém gráficos (imagens e sons) e enredos interessantes, entre outros. A categoria de jogos favorita dos participantes é a de tiro (First Person Shooter), com 35% de citações, seguida por jogos de esportes, com 30%; porém, 23,5% respondeu não ter preferência quanto à categoria do game. Quanto à Classificação Indicativa, 65% dos participantes a consideram um fator importante, enquanto 35% consideram-na desnecessária. Porém, 88% responderam não olhar a Classificação Indicativa do game antes de comprá-lo ou utilizá-lo, citando, dentre os principais fatores, não se importarem ou ofenderem com qualquer conteúdo que o jogo possa apresentar e por serem maiores de idade.

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Atualmente as iniciativas em educação a distância vêm crescendo significativamente, contudo, acreditamos que esse crescimento não veio acompanhado de igual reflexão sobre as práticas dessa modalidade educacional, por isso, esse estudo busca ser uma iniciativa nesse sentido, pretende buscar quais as características necessárias (de interação, da atividade, da tecnologia, visuais etc.) para promover e manter uma comunidade online de aprendizagem. O foco nas comunidades online se deve ao fato de que elas possibilitam elevado grau de interação entre seus participantes, o que as torna desejáveis em cursos de educação a distância, uma vez que acreditamos que a aprendizagem ocorre na interação entre os sujeitos, alunos e professores, as mídias e o objeto de conhecimento. Baseamo-nos em princípios da metodologia qualitativa de pesquisa e nos utilizamos de procedimentos como a observação participante de um curso a distância, intitulado Tendências em Educação Matemática que foi oferecido no primeiro semestre desse ano pelo Grupo de Pesquisa em Informática, outras Mídias e Educação Matemática (GPIMEM), do departamento de Matemática da UNESP de Rio Claro. Realizamos também entrevista com alguns alunos do curso, como forma de tentar melhor compreender algumas questões, além de análise de alguns documentos gerados pelo mesmo, tais como o programa e a avaliação final proposta pela administração e respondida pelos alunos. Para este trabalho definimos algumas características necessárias para obter e manter uma comunidade online de aprendizagem de acordo com a bibliografia específica e buscamos verificar sua ocorrência no curso observado, como forma de buscar elaborar reflexões sobre elas e de contribuir para futuras iniciativas nesse sentido. Concluímos que grande parte dessas características foi encontrada no curso estudado e que os problemas tecnológicos... (Resumo completo, clicar acesso eletrônico abaixo)

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Esta pesquisa teve como objeto de estudo os modelos de corpos difundidos em programas televisivo-religiosos. Os recursos midiáticos têm sido cada vez mais explorados pelas religiões, formando verdadeiras comunidades virtuais de consolo. Constituem novos caminhos para a difusão de modelos específicos do viver religioso, de forte impacto para a construção de corporeidades. Trata-se, pois, de fenômeno complexo e diversificado de proselitismo religioso com conseqüências para normatização dos corpos, de grande interesse para a área da Educação Física. Optou-se por estudar este fenômeno no Movimento da Renovação Carismática Católica (RCC), por ser um exemplo expressivo do uso de recursos midiáticos da Igreja Católica. Os dados foram coletados através de fontes primárias e secundárias. Os resultados mostraram que esse movimento religioso difunde corporeidades que expressam seu projeto proselitista na sociedade brasileira, em diálogo com o mercado de bens religiosos brasileiro.

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In recent decades the rise of the tools of information and communication technology (ICT) has been notorious. Currently ICTs are an important educational tool and is associated with the development of teaching methods courses in basic and higher education. Given the influence that these tools are currently engaged in several sectors, this project aimed to assess the frequency and manifestations of ICT that have been employed in the teaching of histology in the Schools of Dentistry of São Paulo. The virtual page of 43 Higher Education Institutions (HEI) was analyzed to search for links to sites of histology. With this assessment only 4 virtual domains were found which was present a narrow range of virtual tools such as hypertext, graphics, quizzes and lessons in electronic formats. Later, by sending a questionnaire to 46 teachers of histology of the Universities of São Paulo, were analyzed for the presence or absence of a site of discipline, mode and frequency of use of ICTs in education, and the value that teacher attaches to these tools. From the responses obtained were concluded that teachers who have websites in general have no interactivite tools and many seem to ignore the real representation of interactivity in teaching and the possibilities of applications of ICTs. However most teachers recognize the importance of education mediated by virtual tools

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The representation of real objects in virtual environments has applications in many areas, such as cartography, mixed reality and reverse engineering. The generation of these objects can be performed through two ways: manually, with CAD (Computer Aided Design) tools, or automatically, by means of surface reconstruction techniques. The simpler the 3D model, the easier it is to process and store it. However, this methods can generate very detailed virtual elements, that can result in some problems when processing the resulting mesh, because it has a lot of edges and polygons that have to be checked at visualization. Considering this context, it can be applied simplification algorithms to eliminate polygons from resulting mesh, without change its topology, generating a lighter mesh with less irrelevant details. The project aimed the study, implementation and comparative tests of simplification algorithms applied to meshes generated through a reconstruction pipeline based on point clouds. This work proposes the realization of the simplification step, like a complement to the pipeline developed by (ONO et al., 2012), that developed reconstruction through cloud points obtained by Microsoft Kinect, and then using Poisson algorithm

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The project presents an explanation of the technique of video mapping, resource use, origin and use of the strands. Also conducts multidisciplinary literature review of concepts that can be applied to the technique of video mapping: Augmented Reality, Spatiality in Virtual and Real Environments. The project also introduces aspects of the history of cinema and audiovisual narrative. In addition conducts an inventory of software and hardware required for the technique of video mapping, reports performing experiments with the use of the technique and discusses the results obtained. As a contribution to development area, proposes to use video mapping as an augmented reality tool at an immersive experimental film language

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The aim of this paper is to present the results of a research in the area of Discourse Analysis, to describe discourses found in the media about the identities constructed in the Second Life virtual communities network and, to find out what discursive strategies are produced by the profile “fashion in the soap operas” hosted in the Twitter micro-blogging as an attempt to have a significant number of logfiles and to discover what leads men, women and, teenagers to participate of this “fashion in the soap operas” interaction. Our corpus consists of printed media reportings that present users of Second Life and its avatars with a proposal of new identities, including the utterances produced by the profile “fashion in the soap operas” and their respective followers. The analysis of the reports and discourses are based on the work by Michel Pêcheux and Michel Foucault. The analysis have shown that the new identities, created in virtual communities network and, the profile of the followers of “fashion in the soap operas”, hosted in Twitter, are characteristically contemporary sensibilities, who take part in the truth games and in the social pressing experimented nowadays

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The representation of real objects in virtual environments has applications in many areas, such as cartography, mixed reality and reverse engineering. The generation of these objects can be performed in two ways: manually, with CAD (Computer Aided Design) tools, or automatically, by means of surface reconstruction techniques. The simpler the 3D model, the easier it is to process and store it. Multiresolution reconstruction methods can generate polygonal meshes in different levels of detail and, to improve the response time of a computer program, distant objects can be represented with few details, while more detailed models are used in closer objects. This work presents a new approach to multiresolution surface reconstruction, particularly interesting to noisy and low definition data, for example, point clouds captured with Kinect sensor

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No atual momento as redes sociais, fazendo uso dos meios digitais/virtuais e partindo para ações no real/presencial, têm tido cada vez mais papel político importante nas transformações das relações humanas. Nestas redes há compartilhamentos de diversas informações, documentos e materiais com conteúdos que auxiliam na formação, assimilação e aprendizagem tanto pelos participantes diretos destas redes quanto pelos demais sujeitos e cidadãos influenciados pelas ideais elaboradas a partir destas redes. Este projeto pretende estudar a rede “Arte Cultura Rio Claro” no período 2008 a 2012 tendo como foco a realização da I Conferência Municipal de Política Cultural e as lutas pela criação do Conselho Municipal de Política Cultural. O trabalho abordará: as trocas e compartilhamentos entre os integrantes desta rede, a realização de encontros, reuniões, fóruns; o recebimento do Prêmio do Ministério da Cultura como ‘Articulação da Rede’ e a realização do Projeto “Tuxáua”; a realização das pré-conferências e 1ª Conferência Municipal de Política Cultural; a criação do Conselho Municipal de Política Cultural; entre outros. O objetivo do projeto é avaliar a rede como processo participativo, mostrando a relevância da política cultural para a educação não-formal de uma comunidade, principalmente por conta das pautas desta rede trazerem tanto a importância de valorizar a diversidade cultural, quanto a importância da participação cidadã nas decisões políticas

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At a time when people turn increasingly to technological innovations and virtual networks, a closer interaction with the environment can provide sensitizing experiences. One tool that facilitates this approach is the interpretative trail: its use in a Unit of Conservation (UC) allows more contact between the visitor and the nature elements. This research aimed to propose the establishment of an interpretative trail at the State Florest “Edmundo Navarro de Andrade” (FEENA) in Rio Claro (SP) with theoretical bases from Waldorf Pedagogy. The proposed trail is destined for students with 07-14 years-old, a period that the awareness is more accurate in a person, according to Waldorf tenets. On the path of the trail, we propose some educational activities at the points of interpretation: storytelling about environment; “photograph” the place with a drawing; create a song with sounds produced by the body and by nature elements; blindfold guide and a circle of people to share experiences. The activities aim to provide in the student a close and harmonious contact with oneself, with other people and with the natural world, and also serve as a support for programs of public use and environmental education at UC. The environmental awareness process in the context of FEENA - which has a significant landscape valuation - develops through the sensibilities of exterior and interior world. And also develops with the creation if images, thoughts, feelings and interdependencies relationships. Therefore, the ecologic education allows changes and formation of values and sensitive attitudes to students about the environment

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The current rise of the Internet has allowed distances being shortened more and more-creating virtual communities with the most different people, discussing and debating opinions about their environments, what they consume or what they do. Social media has put the people and, consequently, organizations gradually changing their positions about the environment in which they are inserted. Organizations are forced to adapt to new media-always attentive to what people are saying about them. The objective of this project is to give the Public Relations the activity to analyze what is going on in these social networks, always ahead of the organization, posing as a mediator of public opinion between social networks and the organization

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The principal objective of this project is to present a literary translation from German to Portuguese of the short story 'Lange Schatten', in the collection of the same name, Lange Schatten Erzählungen, published in 1960, written by Marie Luise Kaschnitz. Kaschnitz was born in 1901 in Karlsruhe, south-west Germany. The translation was completed with the aid of virtual and printed dictionaries, in addition to books on the history of German literature and some translation theories. Also, this paper provides brief commentaries on topics related to translation, particularly those concerned with the difficulties posed by translation of this project

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Over the last decades changes have occurred in communication within and between enterprises, made easier by technologies suchas E-commerce, Internet, ERP systems and remote meetings and there was a rapid progress in network technology, which has changed the way business is done. A standardized way to offer services over the internet is using web services. Web services are a kind of remote procedure call and are generally used to integrate systems, independent of language, both client and server. It is common to use several web services run in sequence to perform a business process. To this type of process, gives the name of workflow. Thus, Web services are the primary components of workflows. A tool that provides a way of visualizing the behavior of a workflow can assist the administrator and is required. The present work presents the development of a tool that allows the administrator to classify visually services components and evaluate their importance in the final performance of a workflow. As proof of concept we used several virtual servers and computers where each computer has received a set of web services. A proxy was added between each call of workflows collecting relevant information and storing them in a database for later analysis. The analysis was based on Quality of Service parameters

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In this assignment, will be assessed the conditions of operation for the final disposal of household solid waste landfill in the city of Cachoeira Paulista-SP. The theme chosen for research is of great social importance therefore is directly related to the well-being of the people, sustainable development, environmental protection and public health. Everyone should be aware of the problems related to improper final disposal of solid waste of any kind. The objectives of the study were: analyse the conditions of operation of the landfill; verify the treatment technology of percolating liquids (slurry) generated in the landfill; examine whether the landfill obey the rules; which cities in the region depend on the disposal system, verify that there are flaws in the final destination of solid waste in the municipality and in the cities of the region. The research is primarily a bibliographic review, obtained by querying the database and virtual libraries. Technical visits were also held at the study site, to check spot the methodology employed in the operation of landfill This work concluded that for the period under study, the landfill was as a landfill site, therefore, in accordance with the rules of operation