894 resultados para Interactive Scenography
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O contributo da área de investigação Interacção Humano-Computador (HCI) está patente não só na qualidade da interacção, mas também na diversificação das formas de interacção. A HCI define-se como sendo uma disciplina que se dedica ao desenho, desenvolvimento e implementação de sistemas de computação interactivos para uso humano e estudo dos fenómenos relevantes que os rodeiam. Pretende-se, no âmbito desta tese de mestrado, o desenvolvimento de um Editor Gráfico de Layout Fabril a integrar num SAD para suporte ao Planeamento e Controlo da Produção. O sistema deve ser capaz de gerar um layout fabril do qual constam, entre outros objectos, as representações gráficas e as respectivas características/atributos do conjunto de recursos (máquinas/processadores) existentes no sistema de produção a modelar. O módulo desenvolvido será integrado no projecto de I&D ADSyS (Adaptative Decision Support System for Interactive Scheduling with MetaCognition and User Modeling Experience), melhorando aspectos de interacção referentes ao sistema AutoDynAgents, um dedicado ao escalonamento, planeamento e controlo de produção. Foi realizada a análise de usabilidade a este módulo com a qual se pretendeu realizar a respectiva avaliação, através da realização de um teste de eficiência e do preenchimento de um inquérito, da qual se identificaram um conjunto de melhorias e sugestões a serem consideradas no refinamento deste módulo.
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In an age where Babel has turned into transcultural communication, an interlingual approach – i.e. in English and in French – to the translating process from German to Portuguese appeared pertinent. Aiming at a refinement of the translating competence, this process consists in contrasting different linguistic and literary strategies through an intercultural and multi-etymological perspective. Thus, we settled upon Heiner Müller‘s play Der Auftrag. Erinnerung an eine Revolution (1980), on which the composer Heiner Goebbels has based himself to textually and musically dramatize an excerpt, Der Mann im Farhstuhl / The Man in the Elevator. A transcription of such excerpt in its source language, German, as well as its translation into English (Carl Weber, 1984, Performing Arts Publications, New York) and French (Jean Jourdheuil, Heinz Schwarzinger, Editions Minuit, Paris) can be found in the booklet that accompanies the CD – edited in 1988 by ECD (München: Records GmbH). It should be emphasized that such a creation allows a framing of Müller‘s text into a musical scenography and, therefore, encourages an intersemiotic contrast. This experience enabled us to come up with a unique imagery of Müller‘s piece of writing, by means of its dramatic and musical conversion and, simultaneously, lead us to stretch our textual consciousness to a multitude of intra-, extra- and interlinguistic elements.
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The systemization and organization of ideas and concepts is an integral part of science. In chemistry, the organization of the periodic table of the chemical elements in the 1860s was one of the greatest scientific breakthroughs ever made and in fact during the 20th century it became a universally recognized scientific icon (1). The periodic table is the fundamental classificatory scheme of the elements and summarizes the realm of chemistry (2). Simply knowing the position of an element in the periodic table tells us about its properties and is usually enough to predict how the element will behave in a wide variety of different situations or reactions (1). Based on this potential mine of information, it is possible to make reliable predictions of the properties of the compounds that each element forms. Nowadays, the concept of the periodic table is starting to interact with other sciences and reports of periodic tables of amino acids (3), genetic codes (4), protein structures (5), and biology (6) can be found in the specialized literature. Symbiosis between science and art, for example, “The Periodic Table of The Elephants” (7), can also be seen. To appeal to a better understanding of the periodic table, the Instituto Superior de Engenharia do Instituto Politécnico do Porto and the Centro de Química da Universidade do Porto promoted a contest and exhibit with the goal of stimulating a wide and heterogeneous audience, ranging from young children and their parents to graduate students from several disciplines, to explore the nature of this icon. Imaginative educational activities such as contests (8–10), games (11, 12), and puzzles (13–15) provided a way to communicate with the general public with the goal of attracting students to science. This also constituted an interesting, informative, and entertaining alternative to non-interactive lectures. Simultaneously, artistic creativity was combined with scientific knowledge.
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Conferência: 39th Annual Conference of the IEEE Industrial-Electronics-Society (IECON), Vienna, Austria, Nov 10-14, 2013
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It is commonly accepted that the educational environment has been undergoing considerable change due to the use of the Information and Communication tools. But learning depends upon actions such as experimenting, visualizing and demonstrating through which the learner succeeds in constructing his own knowledge. Although it is not easy to achieve these actions through current ICT supported learning approaches, Role Playing Games (RPG) may well develop such capacities. The creation of an interactive computer game with RPG characteristics, about the 500th anniversary of the city of Funchal, the capital of Madeira Island, is invested with compelling educational/pedagogical implications, aiming clearly at teaching history and social relations through playing. Players interpret different characters in different settings/scenarios, experiencing adventures, meeting challenges and trying to reach multiple and simultaneous goals in the areas of education, entertainment and social integration along the first 150 years of the history of Funchal. Through this process they will live and understand all the social and historical factors of that epoch.
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No passado, as acções publicitárias eram rotuladas como above the line e below the line, referindo-se à dicotomia de pontos de contacto com os públicos-alvo via Meios de Comunicação Social ou via Ponto de Venda. A esta dicotomia de meios e instrumentos, os anos 90 vieram trazer um terceiro ponto de contacto, crescentemente omnipresente e hegemónico, a world wide web ou rede, a que se acedia via computador. As acções de marketing e comunicação passaram então a rotular-se como online e offline, passando, não já a referir-se aos pontos de contacto, mas aos canais pelos quais circulavam as mensagens e acções das marcas. Desde o início deste século, o poder do digital veio crescendo, em software e hardware, em terminais e tecnologias, assistindo-se a uma transferência de esforços de comunicação, da esfera real para a esfera do digital. O deslumbramento pelo digital conquistou mesmo algumas marcas de dimensão mundial que hoje apostam integralmente o seu orçamento nesta forma de marketing, nas suas múltiplas facetas. Contudo, e porque se tem tornado óbvio que os públicos distribuem os seus favores por múltiplos touch points, para maximizar o impacto, assiste-se agora a um fenómeno único, potenciado por novas tecnologias que surgem todos os dias: em estratégias que se podem denominar de all-line, verifica-se a fusão entre dois mundos, mundo real e mundo digital, em múltiplas actividades de marketing que fazem convergir estas duas realidades em plataformas que vão do computador ao tablet, do smartphone à vending machine interactiva, do facebook ao Google maps, da imprensa tradicional ao pinterest. É esta convergência mundo real - mundo digital que abre agora novas oportunidades à comunicação publicitária, potenciando os ingredientes das marcas de sucesso no futuro: sensações (estímulo dos sentidos), intimidade e mistério, num cocktail suportado por uma nova criatividade.
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Several Web-based on-line judges or on-line programming trainers have been developed in order to allow students to train their programming skills. However, their pedagogical functionalities in the learning of programming have not been clearly defined. EduJudge is a project which aims to integrate the “UVA On-line Judge”, an existing on-line programming trainer with an important number of problems and users, into an effective educational environment consisting of the e-learning platform Moodle and the competitive learning tool QUESTOURnament. The result is the EduJudge system which allows teachers to apply different pedagogical approaches using a proven e-learning platform, makes problems easy to search through an effective search engine, and provides an automated evaluation of the solutions submitted to these problems. The final objective is to provide new learning strategies to motivate students and present programming as an easy and attractive challenge. EduJudge has been tried and tested in three algorithms and programming courses in three different Engineering degrees. The students’ motivation and satisfaction levels were analysed alongside the effects of the EduJudge system on students’ academic outcomes. Results indicate that both students and teachers found that among other multiple benefits the EduJudge system facilitates the learning process. Furthermore, the experi- ment also showed an improvement in students’ academic outcomes. It must be noted that the students’ level of satisfaction did not depend on their computer skills or their gender.
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With the advent of Web 2.0, new kinds of tools became available, which are not seen as novel anymore but are widely used. For instance, according to Eurostat data, in 2010 32% of individuals aged 16 to 74 used the Internet to post messages to social media sites or instant messaging tools, ranging from 17% in Romania to 46% in Sweden (Eurostat, 2012). Web 2.0 applications have been used in technology-enhanced learning environments. Learning 2.0 is a concept that has been used to describe the use of social media for learning. Many Learning 2.0 initiatives have been launched by educational and training institutions in Europe. Web 2.0 applications have also been used for informal learning. Web 2.0 tools can be used in classrooms, virtual or not, not only to engage students but also to support collaborative activities. Many of these tools allow users to use tags to organize resources and facilitate their retrieval at a later date or time. The aim of this chapter is to describe how tagging has been used in systems that support formal or informal learning and to summarize the functionalities that are common to these systems. In addition, common and unusual tagging applications that have been used in some Learning Objects Repositories are analysed.
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Virtual Reality (VR) has grown to become state-of-theart technology in many business- and consumer oriented E-Commerce applications. One of the major design challenges of VR environments is the placement of the rendering process. The rendering process converts the abstract description of a scene as contained in an object database to an image. This process is usually done at the client side like in VRML [1] a technology that requires the client’s computational power for smooth rendering. The vision of VR is also strongly connected to the issue of Quality of Service (QoS) as the perceived realism is subject to an interactive frame rate ranging from 10 to 30 frames-per-second (fps), real-time feedback mechanisms and realistic image quality. These requirements overwhelm traditional home computers or even high sophisticated graphical workstations over their limits. Our work therefore introduces an approach for a distributed rendering architecture that gracefully balances the workload between the client and a clusterbased server. We believe that a distributed rendering approach as described in this paper has three major benefits: It reduces the clients workload, it decreases the network traffic and it allows to re-use already rendered scenes.
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Trabalho de projeto apresentado à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Audiovisual e Multimédia.
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OBJECTIVES: Estimate the frequency of online searches on the topic of smoking and analyze the quality of online resources available to smokers interested in giving up smoking. METHODS: Search engines were used to revise searches and online resources related to stopping smoking in Brazil in 2010. The number of searches was determined using analytical tools available on Google Ads; the number and type of sites were determined by replicating the search patterns of internet users. The sites were classified according to content (advertising, library of articles and other). The quality of the sites was analyzed using the Smoking Treatment Scale- Content (STS-C) and the Smoking Treatment Scale - Rating (STS-R). RESULTS: A total of 642,446 searches was carried out. Around a third of the 113 sites encountered were of the 'library' type, i.e. they only contained articles, followed by sites containing clinical advertising (18.6) and professional education (10.6). Thirteen of the sites offered advice on quitting directed at smokers. The majority of the sites did not contain evidence-based information, were not interactive and did not have the possibility of communicating with users after the first contact. Other limitations we came across were a lack of financial disclosure as well as no guarantee of privacy concerning information obtained and no distinction made between editorial content and advertisements. CONCLUSIONS: There is a disparity between the high demand for online support in giving up smoking and the scarcity of quality online resources for smokers. It is necessary to develop interactive, customized online resources based on evidence and random clinical testing in order to improve the support available to Brazilian smokers.
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In this paper, we present some of the fault tolerance management mechanisms being implemented in the Multi-μ architecture, namely its support for replica non-determinism. In this architecture, fault tolerance is achieved by node active replication, with software based replica management and fault tolerance transparent algorithms. A software layer implemented between the application and the real-time kernel, the Fault Tolerance Manager (FTManager), is the responsible for the transparent incorporation of the fault tolerance mechanisms The active replication model can be implemented either imposing replica determinism or keeping replica consistency at critical points, by means of interactive agreement mechanisms. One of the Multi-μ architecture goals is to identify such critical points, relieving the underlying system from performing the interactive agreement in every Ada dispatching point.
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This paper describes how MPEG-4 object based video (obv) can be used to allow selected objects to be inserted into the play-out stream to a specific user based on a profile derived for that user. The application scenario described here is for personalized product placement, and considers the value of this application in the current and evolving commercial media distribution market given the huge emphasis media distributors are currently placing on targeted advertising. This level of application of video content requires a sophisticated content description and metadata system (e.g., MPEG-7). The scenario considers the requirement for global libraries to provide the objects to be inserted into the streams. The paper then considers the commercial trading of objects between the libraries, video service providers, advertising agencies and other parties involved in the service. Consequently a brokerage of video objects is proposed based on negotiation and trading using intelligent agents representing the various parties. The proposed Media Brokerage Platform is a multi-agent system structured in two layers. In the top layer, there is a collection of coarse grain agents representing the real world players – the providers and deliverers of media contents and the market regulator profiler – and, in the bottom layer, there is a set of finer grain agents constituting the marketplace – the delegate agents and the market agent. For knowledge representation (domain, strategic and negotiation protocols) we propose a Semantic Web approach based on ontologies. The media components contents should be represented in MPEG-7 and the metadata describing the objects to be traded should follow a specific ontology. The top layer content providers and deliverers are modelled by intelligent autonomous agents that express their will to transact – buy or sell – media components by registering at a service registry. The market regulator profiler creates, according to the selected profile, a market agent, which, in turn, checks the service registry for potential trading partners for a given component and invites them for the marketplace. The subsequent negotiation and actual transaction is performed by delegate agents in accordance with their profiles and the predefined rules of the market.
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Dissertação para obtenção do grau de Mestre em Engenharia Electrotécnica Ramo de Energia
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Relatório de estágio apresentado à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Gestão Estratégica das Relações Públicas.