999 resultados para comunidades virtuais
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CARDOSO, M. F. ; RAMOS, A. S. M. . Vigilância eletrônica e cibercultura: reflexões sobre a visibilidade na era da informação. Revista Espaço Acadêmico (UEM) , JCR, v. 10, p. 150-158, 2010.
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This research aims to acknowledge the virtual dating phenomenon. The research deals with this phenomenon in Orkut, a social networking website. Thus, it considers debates and forums that were present in a Brazilian Orkut online community called Conheci meu amor pela internet (I met my love through the Internet). As a staring point the research dealt with issues such as: what are the debates about? How can we deal with practices that question their own dating process? According to the initial hypothesis, these debates reveal different contemporary social aspects: 1) they emerge as a response to demands on behalf of a society that is rather reflexive. This reflexive element is fundamental for the constitution of the self 2) these debates work as support elements in social relations that are built upon this sphere. In this context, individuals write about themselves and constitute themselves as real individuals that acquire a sense as subjects; and 3) people discuss online dating as form reconstructing former experiences. Empirical analysis demonstrates that these forums and polls present themselves as a social phenomenon that allows a particular form of self presentation on the internet. In order for these subjects to present themselves they built their own self narratives. What is possible to acknowledge considering these narratives is that there is a predominance of the element of intrigue that is further solved and demonstrate a satisfactory result. These narrators then choose online dating situation that present happy endings and happiness that are associated to romantic ideals that are worthwhile being shown. The contents present in these narratives are dealt with by the research. Thus, this work defends the thesis that the online dating narratives are a mixture of facts and fiction once all experiences deal with romantic imaginary as well as personal dating experience. Thus, the research is an attempt to understand what goes on the forums and debates that deal with the fictionalized and dramatized daily experiences in the performances that are similar to games. This is possible due to the fact that there is use of romantic fables and concrete experiences realized by online dating
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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A utilização de Ambientes Virtuais de Aprendizagem (AVAs) torna-se, a cada dia, mais evidente em diversas instituições de ensino público e particular, assim como em órgãos governamentais e privados. Várias versões de AVAs encontram-se disponíveis para utilização gratuita, cada uma com suas idiossincrasias. No Brasil, já são quase mil instituições que utilizam referidos ambientes. Esses números expressam a necessidade de investimentos e de novas pesquisas na área. Este trabalho especifica e desenvolve um AVA que tem por objetivo minimizar problemas encontrados em muitas abordagens de ambientes atualmente disponíveis, propondo um ambiente denominado de Ambiente Colaborativo de Aprendizagem Interdisciplinar (ACAI), desenvolvido para disponibilizar uma infra-estrutura que permita integrar os conceitos de: trabalho colaborativo, comunidades virtuais de aprendizagem, interdisciplinaridade, adaptação de interfaces e, de forma complementar, permitir a geração de recomendações automáticas a seus usuários baseadas em seus perfis.
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Pós-graduação em Educação - FFC
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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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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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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O presente trabalho buscou relacionar as novas mídias e o corpo contemporâneo juntamente com a tecnologia, isso foi desenvolvido através de uma pesquisa bibliográfica e descritiva. Foram usados buscadores eletrônicos para a consulta dos produtos científicos e acadêmicos, além dos itens convencionais de pesquisa, tais como, dissertações, teses e afins. Depois de feita toda a revisão com o material adequado e apoiada na literatura atual, consegui-se concluir que o corpo contemporâneo quando relacionado com as novas mídias atravessa não só o processo de transformação usual, mas o que vale ser destacado é a velocidade das mutações corporais que estes novos meios de comunicação exercem sobre os corpos atuais. Quando o foco passa para o corpo tecnológico, temos que este corpo é representado por uma espécie de maquina humana, que através de seus implantes e principalmente da biocompatibilidade da medicina se torna realidade na vida cotidiana e passa a despertar cada vez mais a atenção dos estudiosos do tema, outro ponto de destaque foi as duvidas e inquietações que as temáticas trouxeram ao mesmo tempo em que estas podem servir como desafio e impulsionar novos trabalhos nessa área
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Pós-graduação em Psicologia - FCLAS
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Pós-graduação em Desenvolvimento Humano e Tecnologias - IBRC
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This dissertation shows a new tool in the process of producing specialized printed media: desktop publishing. Because it is an important tool to this communication media, the visualization of its evolutionary journey began in the pre-history of informative vehicle, advancing to the informatics society. And it was just in this last social stage that desktop publishing legitimated its function, resulting in impacts on the production of these media and conditioned new styles. At the presentation of this new post-industrial society, a change of work and leisure sphere was verified, whose fusion is present and in this iteration, desktop publishing arose at home, in the little bureau. In this journey, desktop publishing became an object of reflection because of its conditioning aspects that fostered moments of observation in relation to a possible threat to creativity, thanks to its facilities and clichés. On the other hand, different positive aspects of desktop were also shown, at the same time, its conditioning aspects resulting into a restudy of its execution in different printed medias, showing its effects and sharing points of view. So, new styles and an editorial way of production were seen as well. Add to this aspect, desktop publishing – in general meanings – the informatization of magazine offices – has been producing dismissing of journalists, which is another important aspect in the presenting dissertation.
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In the perspective of the so called 'cognitive capitalism', this paper intends to analyze the sharing and customization strategies developed in Brazilian online game communities. Under Bruno Latour's Actor-Network Theory (ANT), this work describes these socio-technical networks electing the human and non human relevant actants for their role on what could also be depicted as an distributed cognitive process (HUTCHINS, 2000). This alternative way of participative consumption deals with the social and creative production of tutorials; in-game and out-game editing and all sorts of gathering, organization and distribution of virtual data. The communities studied are related to the game Pro Evolution Soccer (PES) in their multiple platforms
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In the perspective of the so called 'cognitive capitalism', this paper intends to analyze the sharing and customization strategies developed in Brazilian online game communities. Under Bruno Latour's Actor-Network Theory (ANT), this work describes these socio-technical networks electing the human and non human relevant actants for their role on what could also be depicted as an distributed cognitive process (HUTCHINS, 2000). This alternative way of participative consumption deals with the social and creative production of tutorials; in-game and out-game editing and all sorts of gathering, organization and distribution of virtual data. The communities studied are related to the game Pro Evolution Soccer (PES) in their multiple platforms