998 resultados para Programação orientada a objetos


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Pós-graduação em Engenharia Elétrica - FEIS

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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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O presente trabalho tem como objetivo descrever o funcionamento do departamento de arte na produção audiovisual, com foco na produção de objetos. Estabeleceu-se como método a pesquisa-ação e, para tal realizou-se acompanhamento durante a produção do longa-metragem Super Pai. Discorre-se sobre o departamento de arte e descreve-se o processo de produção dos cenários e da produção de objetos na obra supracitada

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The playful objects challenge and support the child to the playful action. These actions leverage the use of imagination and fantasy, necessary skills throughout our life. These objects are ways to create situations and play day by day. Games and toys are also augmenting resources of learning processes in various areas of knowledge. However, this process does not occur spontaneously, there is a need of scientific knowledge for selection and use of these resources in educational formal processes, especially in schools. The objective of this study was to identify, classify and analyze the play material performance of a primary school of the Municipal System of Education from Bauru-SP. To attain the goal, became a literature review in indexed data bases and printed materials. Subsequently, based on the theoretical references, tools for collection and analysis of data were developed, enabling the triangulation of data collected and analyzed for the closest to the reality studied. The instruments for collecting and analyzing data: a) survey and identification of playful collection based on COL (KOBAYSHI, 2009), b) questionnaire with school teachers and c) field observations. The survey results and the triangulation of sources allowed better characterization of the collection available at the school and their uses as resources and education and recreation procedures

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The aim of this research was to evaluate, by preference tests, the ability of perception of broiler chicks in the recognition of objects and foods of different colors. The survey was conducted in Brazil and consisted in the conditioning of 60 sexed one-day-old chicks using 30 male chicks and 30 female chicks for three days with blue balls and red food colors chosen for having opposed chromaticities. After the conditioning phase, a preference test was performed, in which the animals were placed individually in the center of an arena test with four options: red food, blue food, red balls and blue balls. Each bird was measured for 10 minutes. Latency to the first peck and the number of pecks, the number of sequential pecks at each object type or food, the total time the bird in each occupied compartment and the first occupied slot were recorded. According to the results, female chicks are less inhibited when in contact with a new situation when compared with males. However, males were able to establish a standard environment in the conditioning phase and opted for the compartment which was closer to that situation, associating the blue color to the ball and red color to the food. Overall, among the types of object colors and between types of food colors, the birds took less time for the decision on the choice of blue food and blue ball, showing a greater attraction, at first, to this color. Between the two ball colors, shorter latency period, greater number of interactions as well as more time spent on site were related to the blue sphere, verifying greater preference for this object. When evaluating the types of food colors, it was observed that the highest averages related to the number of pecks, and sequential pecks occurred with red food. Therefore, it is concluded that the birds recognized the red and blue food object, with the blue color having greater attractiveness for broiler chicks when compared to red.

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Pós-graduação em Matemática em Rede Nacional - IBILCE

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Pós-graduação em Agronomia (Irrigação e Drenagem) - FCA

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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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Learning to program or master a programming language is not an easy task, and the base of process should by study Logic Programming, beginning to learning through the development of pseudocodes, algorithms and flowcharts, for, techniques that facilitate the construction and understanding of what you want to accomplish, to that is subsequently developed or elaborated a program. Reflecting on the learning of Logic Programming, this article presents information about software SCRATCH in relation to logic (pseudocodes), and how it provides support to the understanding of student learning in this course.

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This article purposes the ARBot, a system that has as main objective the presentation of concepts of logic for students of elementary and secondary education. The system was developed using the technology known as Augmented Reality (AR), which allows complement the actual environment where the user is, by adding virtual objects. In this scenario the RA created from a virtual game interface is used, through which cognitive challenges are presented. To solve these challenges, users must set up three-dimensional virtual characters using visual language. As a result it follows that, in a playful way, concepts of algorithms and programming are assimilated by users. In addition, the system enables two users to interact in a cooperative game mode. In cooperative mode, the system focuses on collaborative learning, since it allows users to jointly solve the cognitive challenge presented by the system.