924 resultados para Multimodal interfaces
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Durante los ?ltimos a?os el an?lisis del discurso oral ha tomado un lugar importante en los estudios de la ling??stica y sobretodo en investigaciones enfocadas en el discurso en el aula. Su naturaleza en el habla permite obtener un gran abanico de elementos por analizar que marca la diferencia con el an?lisis del discurso escrito. Por otro lado, en la comunicaci?n oral el hablante est? pendiente de lo que dice con las palabras, pero no controla de la misma manera los gestos. Aspectos como la expresi?n del rostro, la orientaci?n corporal, la direcci?n de la mirada, etc., enfatizan lo que se quiere expresar en el discurso verbal. As?, los enunciados son bimodales ya que utilizan tanto la modalidad auditivo-vocal como la viso-gestual. Sin embargo, este estudio caracteriza este tipo de comunicaci?n on l t rm no ?mult mo l? o l o qu n l s urso or l l orpus que se analiza hay un canal extra de comunicaci?n como lo es el uso del tablero. Esta exploraci?n le da valor a los gestos en el ?mbito pedag?gico, pues el lenguaje no verbal puede reforzar o sustituir la expresi?n verbal y puede llegar a tener una gran injerencia en la construcci?n del sentido que los alumnos elaboran en torno a la comunicaci?n transmitida por el profesor. Teniendo en cuenta que la lecci?n es una unidad textual, esta investigaci?n busca observar y analizar c?mo los gestos contribuyen a la estructuraci?n del discurso en el aula, es decir, cu?l ser?a la marcaci?n multimodal de la estructura de la lecci?n. Se exploran dos temas centrales: el an?lisis del discurso en el aula y la gestualidad que acompa?a al habla. Para ello se utiliz? el modelo de an?lisis del discurso oral de Sinclair y Coulthard (1992) que tiene como elementos principales la lecci?n, las transacciones y los intercambios, y el modelo de an?lisis de gesticulaciones de McNeill (1998, 2005) que propone cinco dimensiones de gesticulaciones: gestos r?tmicos, gestos de?cticos, gestos ic?nicos, gestos metaf?ricos y gestos cohesivos.Se busc? determinar el papel de los gestos como marcadores o reforzadores de la estructura del discurso oral de una clase de Matem?ticas en ingl?s, dada por un docente nativo para quinto grado en un contexto educativo biling?e. Se hizo una grabaci?n de esa clase de 45 minutos, se procedi? a transcribirla en un formato de dos columnas: Profesor (con los enunciados del profesor) y Estudiantes (con las intervenciones de los estudiantes). Se observ? que el estudio del discurso oral en el aula se enriquece cuando se le a?aden elementos de an?lisis gestual en el mismo. Esta investigaci?n invita a indagar m?s sobre el papel de estos dos componentes de la interacci?n (discurso oral y gestualidad) tanto en el aula como en otras situaciones comunicativas
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Call Level Interfaces (CLI) play a key role in business tiers of relational and on some NoSQL database applications whenever a fine tune control between application tiers and the host databases is a key requirement. Unfortunately, in spite of this significant advantage, CLI are low level API, this way not addressing high level architectural requirements. Among the examples we emphasize two situations: a) the need to decouple or not to decouple the development process of business tiers from the development process of application tiers and b) the need to automatically adapt business tiers to new business and/or security needs at runtime. To tackle these CLI drawbacks, and simultaneously keep their advantages, this paper proposes an architecture relying on CLI from which multi-purpose business tiers components are built, herein referred to as Adaptable Business Tier Components (ABTC). Beyond the reference architecture, this paper presents a proof of concept based on Java and Java Database Connectivity (an example of CLI).
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To store, update and retrieve data from database management systems (DBMS), software architects use tools, like call-level interfaces (CLI), which provide standard functionalities to interact with DBMS. However, the emerging of NoSQL paradigm, and particularly new NoSQL DBMS providers, lead to situations where some of the standard functionalities provided by CLI are not supported, very often due to their distance from the relational model or due to design constraints. As such, when a system architect needs to evolve, namely from a relational DBMS to a NoSQL DBMS, he must overcome the difficulties conveyed by the features not provided by NoSQL DBMS. Choosing the wrong NoSQL DBMS risks major issues with components requesting non-supported features. This paper focuses on how to deploy features that are not so commonly supported by NoSQL DBMS (like Stored Procedures, Transactions, Save Points and interactions with local memory structures) by implementing them in standard CLI.
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Call Level Interfaces (CLI) are low level API that play a key role in database applications whenever a fine tune control between application tiers and the host databases is a key requirement. Unfortunately, in spite of this significant advantage, CLI were not designed to address organizational requirements and contextual runtime requirements. Among the examples we emphasize the need to decouple or not to decouple the development process of business tiers from the development process of application tiers and also the need to automatically adapt to new business and/or security needs at runtime. To tackle these CLI drawbacks, and simultaneously keep their advantages, this paper proposes an architecture relying on CLI from which multi-purpose business tiers components are built, herein referred to as Adaptable Business Tier Components (ABTC). This paper presents the reference architecture for those components and a proof of concept based on Java and Java Database Connectivity (an example of CLI).
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199 p.
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Presentaciones de la asignatura Interfaces para Entornos Inteligentes del Máster en Tecnologías de la Informática/Machine Learning and Data Mining.
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The selection and proposed cortazarian image in multimodal speech, a poetic moving as a doctoral thesis title, is the result of a process that forms several progressive stages. more than satisfy our curiosity and literary artistic concerns, the questions multiply increases our desire to bring more creative Cortazarian the colossus, that not only ruins a way of making literature , but in its revolutionary labyrinth gives a turn of the screw to the already tangled world of artistic writing , breaking in 1967 with the first of four hybrids books, La vuelta al día en ochenta mundos through which converts the traditional plastic unitextual and unimodal space in a palempsesto inexhaustible generator senses and meanings. Far from appeasing the wrath of conservative critics, caused by his narrative masterpiece, Hopscotch (1963), sparked the debate to denounce the regression of the classic molds of writing, proposing the imagination as the setting for creative freedom, it is not as arbitrary and nonsense, but as a process of higher state of consciousness in which it operates an underlying logic. Hence, our objective is to crawl into the underworld and plastics other multisígnicas border spaces, fleeting and ephemeral alliances that relate not just as complementary and similar texts which may be the same speech and can transmit the same, but quite the contrary, the oft-repeated notion of analogy is the first victim, fortunately, this kind of creative-artistic operations that raise the creative act to a sublime state capable of converting the inexhaustible multitextuales constellations in different ways: opposition, confrontation, invasion, dialogue, shadow, duplication, theft, etc. However this multiple transgression pushed to the limit by Julio Cortazar and his friend Julio Silva through four books proposed for analysis often does not translate into jobs and research in literature departments of the universities of the world, nor the critics are echoes the striking abundance and clarity of expression multimodal phenomenon as is the case with other works of Cortazar unimodal type, which makes it impassable fences mysterious worlds...
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Dissertação (mestrado)—Universidade de Brasília, Instituto de Artes, Programa de Pós-Graduação em Arte, 2016.
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Tese de dout. em Ciências do Mar, Instituto de Investigação das Pescas e do Mar, Univ. do Algarve, 1996
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Esta tesis tiene dos objetivos, el primero es responder a la pregunta: ¿Cómo las personas con discapacidad pueden ser incluidos en los gimnasios regulares de la ciudad de Medellín y mediante la práctica de la actividad física aumentar su calidad de vida? -- El segundo objetivo es la aplicación de un proceso de diseño construido a partir de 3 metodologías: HCD Toolkit de IDEO, metodología de diseño y desarrollo de nuevos productos de Ulrich y Eppinger y las técnicas de ingeniería inversa y desarrollo de nuevos productos de Kevin otto y Kristin Wood, cuyo diferenciador es la ubicación de la usabilidad y la innovación social como eje transversal durante el proceso de diseño -- Para alcanzar estos objetivos, se diseñó una investigación aplicada y explicativa, en la que tuvieron participación medios documentales, de campo y de experimentación como libros, entrevistas, hallazgos guiados por la comunidad de personas con discapacidad en el gimnasio VIVO de la Universidad EAFIT y pruebas de uso de los productos diseñados con el usuario real en el contexto real; adicionalmente, esta tesis fue desarrollada bajo la modalidad de investigación cualitativa de acción en la que se tuvo contacto constante con la población y caso de estudio “población con discapacidad en gimnasios de la ciudad de Medellín” durante toda su ejecución, sin embargo, para efectos de la etapa de desarrollo de producto fue necesario aplicar la modalidad cuantitativa, por lo tanto tiene un carácter mixto -- Se realizó una investigación sobre las dificultades y necesidades que tenían las personas con discapacidad para acceder a un gimnasio regular, esto por medio de una validación en la que se llevó a dichos usuarios al gimnasio VIVO de la Universidad EAFIT donde luego del análisis del ejercicio de validación se identificó la necesidad de diseñar un kit de objetos de interacción que permitiera a las personas con discapacidad, usar los objetos de los gimnasios regulares, específicamente para la población con dificultades para agarrar como cuadripléjicos y artríticos; y para usuarios de sillas de ruedas con dificultades de equilibrio a la hora de interactuar con algunas de las máquinas -- El proceso de diseño aplicado para dicho desarrollo fue construido mediante la mezcla de tres metodologías diferentes mencionadas anteriormente y teniendo en cuenta la aplicación de la usabilidad y la innovación social como eje transversal del mismo proceso de creación -- Finalmente, se diseñó un freno para sillas de ruedas el cual evita que estas derriben al usuario hacia atrás cuando hace fuerza y un elemento tipo guante que reemplaza el agarre y la pinza gruesa de la mano; con estos objetos se logró que la mayoría de personas con dificultades para agarrar objetos o manijas puedan acceder a los gimnasios regulares y realizar una amplia serie de ejercicios con los que pueden aumentar la funcionalidad de su cuerpo y por tanto su calidad de vida
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The Pierre Auger Cosmic Ray Observatory North site employs a large array of surface detector stations (tanks) to detect the secondary particle showers generated by ultra-high energy cosmic rays. Due to the rare nature of ultra-high energy cosmic rays, it is important to have a high reliability on tank communications, ensuring no valuable data is lost. The Auger North site employs a peer-to-peer paradigm, the Wireless Architecture for Hard Real-Time Embedded Networks (WAHREN), designed specifically for highly reliable message delivery over fixed networks, under hard real-time deadlines. The WAHREN design included two retransmission protocols, Micro- and Macro- retransmission. To fully understand how each retransmission protocol increased the reliability of communications, this analysis evaluated the system without using either retransmission protocol (Case-0), both Micro- and Macro-retransmission individually (Micro and Macro), and Micro- and Macro-retransmission combined. This thesis used a multimodal modeling methodology to prove that a performance and reliability analysis of WAHREN was possible, and provided the results of the analysis. A multimodal approach was necessary because these processes were driven by different mathematical models. The results from this analysis can be used as a framework for making design decisions for the Auger North communication system.
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My dissertation emphasizes a cognitive account of multimodality that explicitly integrates experiential knowledge work into the rhetorical pedagogy that informs so many composition and technical communication programs. In these disciplines, multimodality is widely conceived in terms of what Gunther Kress calls “socialsemiotic” modes of communication shaped primarily by culture. In the cognitive and neurolinguistic theories of Vittorio Gallese and George Lakoff, however, multimodality is described as a key characteristic of our bodies’ sensory-motor systems which link perception to action and action to meaning, grounding all communicative acts in knowledge shaped through body-engaged experience. I argue that this “situated” account of cognition – which closely approximates Maurice Merleau-Ponty’s phenomenology of perception, a major framework for my study – has pedagogical precedence in the mimetic pedagogy that informed ancient Sophistic rhetorical training, and I reveal that training’s multimodal dimensions through a phenomenological exegesis of the concept mimesis. Plato’s denigration of the mimetic tradition and his elevation of conceptual contemplation through reason, out of which developed the classic Cartesian separation of mind from body, resulted in a general degradation of experiential knowledge in Western education. But with the recent introduction into college classrooms of digital technologies and multimedia communication tools, renewed emphasis is being placed on the “hands-on” nature of inventive and productive praxis, necessitating a revision of methods of instruction and assessment that have traditionally privileged the acquisition of conceptual over experiential knowledge. The model of multimodality I construct from Merleau-Ponty’s phenomenology, ancient Sophistic rhetorical pedagogy, and current neuroscientific accounts of situated cognition insists on recognizing the significant role knowledges we acquire experientially play in our reading and writing, speaking and listening, discerning and designing practices.
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We investigate the ways young children’s use of mobile touchscreen interfaces is both understood and shaped by parents through the production of YouTube videos and discussions in associated comment threads. This analysis expands on, and departs from, theories of parental mediation, which have traditionally been framed through a media effects approach in analyzing how parents regulate their children’s use of broadcast media, such as television, within family life. We move beyond the limitations of an effects framing through more culturally and materially oriented theoretical lenses of mediation, considering the role mobile interfaces now play in the lives of infants through analysis of the ways parents intermediate between domestic spaces and networked publics. We propose the concept of intermediation, which builds on insights from critical interface studies as well as cultural industries literature to help account for these expanded aspects of digital parenting. Here, parents are not simply moderating children’s media use within the home, but instead operating as an intermediary in contributing to online representations and discourses of children’s digital culture. This intermediary role of parents engages with ideological tensions in locating notions of “naturalness:” the iPad’s gestural interface or the child’s digital dexterity.
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This paper analyses reconfigurations of play in emergent digital materialities of game design. It extends recent work examining dimensions of hybridity in playful products by turning attention to interfaces, practices and spaces, rather than devices. We argue that the concept of hybrid play relies on predefining clear and distinct digital or material entities that then enter into hybrid situations. Drawing on concepts of the ‘interface’ and ‘postdigital’, we argue the distribution of computing devices creates difficulties for such presuppositions. Instead, we propose thinking these situations through an ‘aesthetic of recruitment’ that is able to accommodate the intensive entanglements and inherent openness of both the social and technical in postdigital play.