998 resultados para digital competence


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Objetivou-se, com o trabalho, avaliar dois métodos de estimativa da área foliar, em plantas de laranja "Pêra", pela análise da imagem digital obtida com scanner e câmera fotográfica digital. Para determinar a área das folhas, um grupo de discos foi colocado sobre um leitor de scanner, sendo que a imagem obtida foi armazenada. Os mesmos grupos de discos foram fixados sobre cartolina branca e fotografados com câmera fotográfica digital. As imagens obtidas da câmera fotográfica e do scanner foram processadas utilizando ferramentas de um editor de imagem que permite a contagem de pixels de determinada cor, no caso verde. Para a comparação dos métodos, os discos foram submetidos a integrador óptico de área foliar modelo LICOR-3100, utilizando os mesmos agrupamentos. Foram coletadas 20 folhas (cinco em cada quadrante da planta) por parcela de um experimento para comparação de fertilizantes comerciais e doses de zinco, aplicados via foliar, em plantas de sete anos de idade. O experimento foi composto de sete tratamentos e quatro repetições, num total de 28 parcelas. Os dois métodos apresentaram alta correlação com a área estimada pelo integrador óptico de área, considerado como método de referência. O método da análise da imagem obtida com câmera fotográfica, na resolução de 5.0 megapixel, foi mais precisa quando comparada à área estimada pelo integrador óptico de área.

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La guia consta d’un conjunt de documents en format pdf i d’una web (http://www.videoaccessible.udl.cat) que es complementen per donar pautes, recomanacions i exemples necessaris per poder mostrar informació en format vídeo digital accessible per a les persones amb diferents discapacitats.

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El treball de fi de carrera "Estudi digital per a guitarra" fa una anàlisi d'un tipus de programari dedicat a la música, i més concretament a l'instrument de la guitarra. En ell s'analitzen programes per gravar àudio, editors de partitures, estudis d'àudio digital, efectes, emuladors, etc., tot muntat sobre un sistema GNU/Linux.

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Análisis sobre la televisión digital, sus ventajas e inconvenientes. La Recomendación 601 del CCIRR (conversión analógica-digital). Cronología de los acontecimientos más interesantes ocurridos entre 1862 a 1988 que contribuyeron al desarrollo e implantación de la televisión.

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Tutkimuksen tavoitteena on tarkastella tekijöitä, joista ydinosaaminen muodostuu, sekä sitä kuinka yritykset voisivat parhaiten hyödyntää omia resurssejaan ja osaamistaan tunnistetun ydinosaamisen avulla. Teoria osuudessa käydään läpi kuinka ydinosaaminen on kirjallisuudessa määritelty ja miten yritykset voivat sen määritellä sisäisesti itselleen. Empiirisessä osiossa käydään läpi Telecom Business Research Centerissä tehdyn kvantitatiivisen selvityksen pohjalta valitut kolme sisällöntuottaja case - yritystä sekä kuvataan näiden osaamista. Tiedot yrityksistä perustuvat niiden edustajille tehtyihin haastatteluihin ja heidän käsitykseensä omasta yrityksestään. Tämä näkemys on tutkimuksen kannalta äärimmäisen relevanttia, koska ydinosaamisen määrittely tehdään yrityksessä sisäisesti juuri haastatellun kaltaisten yrityksen ydintoimijoiden toimesta. Varsinaisten case -yritysten lisäksi käydään läpi käytännön tapaus action-oriented -tutkimusosuudessa. Tutkimusta ja siinä käsiteltyjä esimerkkejä tulisi hyödyntää yrityksen oman ydinosaamisselvityksen apuna prosessin varrella.

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We report the case of a 37-year-old woman who developed critical upper limb ischemia caused by a cervical rib. Because the malformation was initially undiagnosed, a vascular bypass was performed, and failure occurred. Following a 6-month therapy with sildenafil, revascularization of the arm was successful and amputation was avoided. A 6-year follow-up shows a rich collateral network at the compression site and normal values of digital plethysmography. Because hand surgeons often see patients with digital ulcerations and other manifestations of peripheral vascular pathology, therapy of ischemia with sildenafil could be an effective treatment option in patients not responding to classic drugs.

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Quantitative phase microscopy (QPM) has recently emerged as a new powerful quantitative imaging technique well suited to noninvasively explore a transparent specimen with a nanometric axial sensitivity. In this review, we expose the recent developments of quantitative phase-digital holographic microscopy (QP-DHM). Quantitative phase-digital holographic microscopy (QP-DHM) represents an important and efficient quantitative phase method to explore cell structure and dynamics. In a second part, the most relevant QPM applications in the field of cell biology are summarized. A particular emphasis is placed on the original biological information, which can be derived from the quantitative phase signal. In a third part, recent applications obtained, with QP-DHM in the field of cellular neuroscience, namely the possibility to optically resolve neuronal network activity and spine dynamics, are presented. Furthermore, potential applications of QPM related to psychiatry through the identification of new and original cell biomarkers that, when combined with a range of other biomarkers, could significantly contribute to the determination of high risk developmental trajectories for psychiatric disorders, are discussed.

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In the last decade, an important debate has arisen about the characteristics of today"s students due to their intensive experience as users of ICT. The main belief is that frequent use of technologies in everyday life implies that competent users are able to transfer their digital skills to learning activities. However, empirical studies developed in different countries reveal similar results suggesting that the"digital native" label does not provide evidence of a better use of technology to support learning. The debate has to go beyond the characteristics of the new generation and focus on the implications of being a learner in a digitalised world. This paper is based on the hypothesis that the use of technology to support learning is not related to whether a student belongs to the Net Generation, but that it is mainly influenced by the teaching model. The study compares behaviour and preferences towards ICT use in two groups of university students: face-to-face students and online students. A questionnaire was applied to a sample of students from five universities with different characteristics (one offers online education and four offer face-to-face education with LMS teaching support). Findings suggest that although access to and use of ICT is widespread, the influence of teaching methodology is very decisive. For academic purposes, students seem to respond to the requirements of their courses, programmes, and universities. There is a clear relationship between students" perception of usefulness regarding certain ICT resources and their teachers" suggested uses of technologies. The most highly rated technologies correspond with those proposed by teachers. The study shows that the educational model (face-to-face or online) has a stronger influence on students" perception of usefulness regarding ICT support for learning than the fact of being a digital native.

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The integration of the human brain with computers is an interesting new area of applied neuroscience, where one application is replacement of a person"s real body by a virtual representation. Here we demonstrate that a virtual limb can be made to feel part of your body if appropriate multisensory correlations are provided. We report an illusion that is invoked through tactile stimulation on a person"s hidden real right hand with synchronous virtual visual stimulation on an aligned 3D stereo virtual arm projecting horizontally out of their shoulder. An experiment with 21 male participants showed displacement of ownership towards the virtual hand, as illustrated by questionnaire responses and proprioceptive drift. A control experiment with asynchronous tapping was carried out with a different set of 20 male participants who did not experience the illusion. After 5 min of stimulation the virtual arm rotated. Evidence suggests that the extent of the illusion was also correlated with the degree of muscle activity onset in the right arm as measured by EMG during this period that the arm was rotating, for the synchronous but not the asynchronous condition. A completely virtual object can therefore be experienced as part of one"s self, which opens up the possibility that an entire virtual body could be felt as one"s own in future virtual reality applications or online games, and be an invaluable tool for the understanding of the brain mechanisms underlying body ownership.

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In this paper we describe a new Mueller matrix (MM) microscope that generalizes and makes quantitative the polarized light microscopy technique. In this instrument all the elements of the MU are simultaneously determined from the analysis in the frequency domain of the time-dependent intensity of the light beam at every pixel of the camera. The variations in intensity are created by the two compensators continuously rotating at different angular frequencies. A typical measurement is completed in a little over one minute and it can be applied to any visible wavelength. Some examples are presented to demonstrate the capabilities of the instrument.

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Es casi un lugar común describir las bondades de las tecnologías de la información y la comunicación para cada uno de los aspectos de la sociedad moderna. Es tal la fuerza y flexibilidad de la interactividad, los flujos de información, la virtualidad, entre tantos atributos de las TIC, que ya casi no se concibe el presente sin tales herramientas tecnológicas. En tal sentido, el ejercicio de la ciudadanía no podría ser la excepción. Es más, podríamos aventurar que algunos de los pilares básicos de la ciudadanía y la democracia, como son la participación y la asociación, fuertemente influidos por el uso de Internet, se están convirtiendo en un espacio electrónico y virtual de intercambio para niños y jóvenes. En tal escenario, el presente trabajo busca identificar las líneas de discusión y acción en torno a la formación ciudadana y a la importancia de la información y la comunicación en su fomento y desarrollo, a través del uso intensivo de las tecnologías afines por parte de los jóvenes. Como se observará en este trabajo, las raíces de la formación ciudadana del siglo XXI se fundamentan en un patrón de conocimiento, construcción y participación socio-política y económica, donde la tecnología es considerada una herramienta fundamental y juega un rol de privilegio para su real y efectiva implementación.

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Experimental models demonstrated that therapeutic induction of CD8 T cell responses may offer protection against tumors or infectious diseases providing that T cells have sufficiently high TCR/CD8:pMHC avidity for efficient Ag recognition and consequently strong immune functions. However, comprehensive characterization of TCR/CD8:pMHC avidity in clinically relevant situations has remained elusive. In this study, using the novel NTA-His tag-containing multimer technology, we quantified the TCR:pMHC dissociation rates (koff) of tumor-specific vaccine-induced CD8 T cell clones (n = 139) derived from seven melanoma patients vaccinated with IFA, CpG, and the native/EAA or analog/ELA Melan-A(MART-1)(26-35) peptide, binding with low or high affinity to MHC, respectively. We observed substantial correlations between koff and Ca(2+) mobilization (p = 0.016) and target cell recognition (p < 0.0001), with the latter independently of the T cell differentiation state. Our strategy was successful in demonstrating that the type of peptide impacted on TCR/CD8:pMHC avidity, as tumor-reactive T cell clones derived from patients vaccinated with the low-affinity (native) peptide expressed slower koff rates than those derived from patients vaccinated with the high-affinity (analog) peptide (p < 0.0001). Furthermore, we observed that the low-affinity peptide promoted the selective differentiation of tumor-specific T cells bearing TCRs with high TCR/CD8:pMHC avidity (p < 0.0001). Altogether, TCR:pMHC interaction kinetics correlated strongly with T cell functions. Our study demonstrates the feasibility and usefulness of TCR/CD8:pMHC avidity assessment by NTA-His tag-containing multimers of naturally occurring polyclonal T cell responses, which represents a strong asset for the development of immunotherapy.

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A lo largo de la última década, niños y jóvenes han sido etiquetados como nativos digitales. Se considera que cualquier persona nacida a partir de la década de los 80 es hablante nativo de una lengua digital basada en el uso de los ordenadores, los videojuegos e Internet. De todos modos, algunos autores cuestionan este concepto ¿se trata realmente de jóvenes que aprenden de modo distinto, o simplemente incorporan algunas herramientas y procedimientos nuevos a su forma de acceder a la información y socializarse? El artículo presenta los resultados de una investigación (Usos de las TIC entre los estudiantes universitarios: perspectiva académica y social de los procesos de aprendizaje mediados. EDU2009-12125) centrada en el uso de las TIC que hacen los jóvenes universitarios de las diferentes universidades de Cataluña. Los resultados revelan distintos usos de las tecnologías, diferenciados por los ámbitos de uso y se alinean en las visiones críticas del concepto de nativo digital. La relevancia de los resultados apuntan a lineas emergentes de investigación para seguir mejorando la educación superior.

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A diferencia de otros medios como la televisión o el cine, los juegos digitales se presentan como un medio único y diferente que proporcionan una nueva forma de retórica persuasiva. En este trabajo, se presentan los casos de 2 profesoras de primaria que utilizan juegos digitales en la práctica educativa. Los casos se encuentran dentro de un marco de multimodalidad que muestran la posición del docente en la educación. Se exploran los desafíos que enfrentan los docentes como instructores y la aplicación de juegos digitales en el aula moderna. Desde una perspectiva etnográfica, se han utilizado técnicas de recogida de información, como el análisis documental y la entrevista para obtener datos sobre cada uno de los casos. Los resultados obtenidos forman parte de un trabajo más amplio, pero aquí solo se muestran 2 casos, que plantean cuestiones como cuál es la posición de los profesores con respecto al uso de juegos digitales en las aulas, qué impulsa a los profesores a utilizarlos y qué tipo de apoyo o recursos necesitan los profesores. Las conclusiones de este trabajo nos llevan a entender el porque de su uso en las aulas, permiten a los estudiantes aprender y estar motivados, ante el uso de juegos en l apráctica educative, los estudiantes se encuentran con experiencias que estimulan y les provocan una conexión personal.