964 resultados para Aggregating digital content
Resumo:
One of the most relevant subjects for the intellectual formation of elementary school students is Mathematics where its importance goes back to ancient civilizations and which its importance is underestimated nowadays. This phenomenon occurs in Mexico, where 63.1% of the total population of elementary school students between the third and sixth grade have insufficient/elemental level of mathematics knowledge. This has resulted in the need to use a new mechanism to complement student’s classroom learning. With the rapid growth of wireless and mobile technologies, the mobile learning has been gradually considered as a novel and effective form of learning due to it inherits all the advantages of e-learning as well as breaks the limitations of learning time and space occurring in the traditional classroom teaching. This project proposes the use of a Mathematics Game e-Library integrated by a set of games for mobile devices and a distribution/management tool. The games are developed for running on mobile devices and for cover the six competencies related with the mathematics learning approach established in Mexico. The distribution/management tool allows students to reach contents according to their needs; this is achieved through a core engine that infers, from an initial profile, the games that cover the user’s knowledge gaps.
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A wealth of open educational resources (OER) focused on green topics is currently available through a variety of sources, including learning portals, digital repositories and web sites. However, in most cases these resources are not easily accessible and retrievable, while additional issues further complicate this issue. This paper presents an overview of a number of portals hosting OER, as well as a number of “green” thematic portals that provide access to green OER. It also discusses the case of a new collection that aims to support and populate existing green collections and learning portals respectively, providing information on aspects such as quality assurance/collection and curation policies, workflow and tools for both the content and metadata records that apply to the collection. Two case studies of the integration of this new collection to existing learning portals are also presented.
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Sustainable Development (SD) is one of the most widely used terms during the last years. It is a multidisciplinary concept, which applies mostly to life sciences but is not limited to them. Even though the short survey conducted by the authors revealed that there are only a few cases of Higher Educational Institutes (HEIs) around Europe that provide programs dedicated to SD, it is obvious that there is a constant raise in the need for implementing courses related to SD in existing programs. This paper discusses the case study of I.S.L.E., an Erasmus Academic Network, which aims to use the existing knowledge and tools in the context of teaching sustainable development topics in Universities and HEIs around Europe as a basis, and elaborate further by introducing an innovative approach towards the improvement of teaching SD in HEIs, based on the current needs as they are identified by the actions of the Network.
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El uso de la narrativa transmedia en aplicaciones de ocio y de marketing se incrementa día a día. El despliegue de contenidos a través de múltiples plataformas y canales, así como la implicación del usuario como agente activo son parámetros básicos que la definen. El presente proyecto parte de la aplicación de la narrativa transmedia como planteamiento didáctico en el aula virtual y focaliza en el uso del hipervídeo como elemento básico de planificación docente dentro de dicho planteamiento. El diseño de parte de los contenidos y las actividades de la asignatura de Fotografía digital en una estructura transmedia comporta una diversificación de canales de comunicación a los que debe atender el consultor y como consecuencia una complejidad en la gestión del aula que puede imposibilitar la sostenibilidad de la experiencia. La utilización del hipervídeo como herramienta de planificación tiene el objetivo de facilitar dicha sostenibilidad y constituye el objetivo central de este artículo. El proyecto se encuentra actualmente en fase de desarrollo y su implementación en el aula está prevista para setiembre de 2012. Se enmarca en el estudio del uso didáctico del audiovisual interactivo y se presentó a la convocatoria APLICA 2010 del Vicerectorat en Recerca i Innovació de la UOC resultando seleccionado y recibiendo financiación para su desarrollo.
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In Computer Science world several proposals have been developed for the assessment of the quality of the digital objects, based on the capabilities and facilities offered by current technologies and the available resources. Years ago researchers and specialists from both educational and technological areas have been committed to the development of strategies that improve the quality of education. At present, in the field of teaching-learning, another important aspect is the need to improve the manner of gaining knowledge and learning in education, which the use of learning strategies is a major advance in the teaching-learning process in institutions of higher education. This paper presents QEES, a proposal for evaluating the quality of the learning objects employed on learning strategies to support students during their education processes by using information extraction techniques and ontologies.
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As the number of using 3PL providers are increasing rapidly in recent years, 3PL providers play a major role in the logistics industry. Due to customers demands are raising and changing, it has facilitated 3PL providers to invest IT systems that could meet customer requirements and create competitive advantage. The use of IT systems could assist 3PL providers to achieve supply chain visibility and enhance supply chain collaboration with business partners. In this paper, it is mainly focus on the Europe and Far East 3PL providers in terms of current and future IT systems, IT motivators and barriers, as well as the future supply chain demands that address by IT systems. The common IT system that implemented in both regions is information technology, which is mainly used to collaborate and share information with supply chain partners. Some of the common motivations and barriers were existed and 3PL providers need to be understood. Given the future demands of IT implementation and supply chain collaboration, IT systems such as RFID and integration systems would be strongly focus in the future. The suggestion about the advanced integration system such as business process management (BPM) could be the next key IT systems in the future logistics industry. © 2012 AICIT.
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Radio-frequency identification technology (RFID) is a popular modern technology proven to deliver a range of value-added benefits to achieve system and operational efficiency, as well as cost-effectiveness. The operational characteristics of RFID outperform barcodes in many aspects. One of the main challenges for RFID adoption is proving its ability to improve competitiveness. In this paper, we examine multiple real-world examples where RFID technology has been demonstrated to provide significant benefits to industry competitiveness, and also to enhance human experience in the service sector. This paper will explore and survey existing value-added applications of RFID systems in industry and the service sector, with particular focus on applications in retail, logistics, manufacturing, healthcare, leisure and the public sector. © 2012 AICIT.
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The purpose of this paper is to investigate the technological development of electronic inventory solutions from perspective of patent analysis. We first applied the international patent classification to classify the top categories of data processing technologies and their corresponding top patenting countries. Then we identified the core technologies by the calculation of patent citation strength and standard deviation criterion for each patent. To eliminate those core innovations having no reference relationships with the other core patents, relevance strengths between core technologies were evaluated also. Our findings provide market intelligence not only for the research and development community, but for the decision making of advanced inventory solutions.
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Resource discovery is one of the key services in digitised cultural heritage collections. It requires intelligent mining in heterogeneous digital content as well as capabilities in large scale performance; this explains the recent advances in classification methods. Associative classifiers are convenient data mining tools used in the field of cultural heritage, by applying their possibilities to taking into account the specific combinations of the attribute values. Usually, the associative classifiers prioritize the support over the confidence. The proposed classifier PGN questions this common approach and focuses on confidence first by retaining only 100% confidence rules. The classification tasks in the field of cultural heritage usually deal with data sets with many class labels. This variety is caused by the richness of accumulated culture during the centuries. Comparisons of classifier PGN with other classifiers, such as OneR, JRip and J48, show the competitiveness of PGN in recognizing multi-class datasets on collections of masterpieces from different West and East European Fine Art authors and movements.
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Encyclopaedia slavica sanctorum (eslavsanct.net) is designed as a complex heterogenous multimedia product. It is part of the project Encyclopaedia Slavica Sanctorum: Saints and Holy Places in Bulgaria (in electronic and Guthenberg versions). Until 2013, its web-based platform for online management and presentation of structured digital content has been prepared and numerous materials have been input. The platform is developed using the server technologies PHP, MySQL and HTML, JavaScript, CSS on the client side. The search in the e-ESS can be made by different parameters (12, or combinations of parameters), such as saints’ or feasts’ names, type of sainthood, types of texts dedicated to the saints, dates of saints’ commemorations, and several others. Both guests and registered users can search in the e-ESS but the latter have access to much more information including the publications of original sources. The e-platform allows for making statistics of what have been searched and read. The software used for content and access analysis is BI tool QlikView. As an analysis services provider, it is connected to the e-ESS objects repository and tracking services by a preliminary created data warehouse. The data warehouse is updated automatically, achieving real time analytics solution. The paper discusses some of the statistics results of the use of the e-ESS: the activities of the editors, users, and guests, the types of searches, the most often viewed object, such as the date of January 1 and the article on St. Basil the Great which is one of the richest encyclopaedia articles and includes both matadata and original sources published, both from medieval Slavonic manuscripts and popular culture records.
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MARC 21 (‘Machine-Readable Cataloguing’) is a US library standard established worldwide and recently translated also in Bulgarian (those parts used most by librarians in their everyday work). The Bulgarian translations are freely available on the NALIS website (http://www.nalis.bg/) under the Library Standards Section, where also an Online Multilingual Dictionary of MARC 21 Terms can be found. All these works are approved by the US Library of Congress and published on its MARC 21 website under Translations (http://www.loc.gov/marc/translations.html#bulgarian).
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Physical places are given contextual meaning by the objects and people that make up the space. Presence in physical places can be utilised to support mobile interaction by making access to media and notifications on a smartphone easier and more visible to other people. Smartphone interfaces can be extended into the physical world in a meaningful way by anchoring digital content to artefacts, and interactions situated around physical artefacts can provide contextual meaning to private manipulations with a mobile device. Additionally, places themselves are designed to support a set of tasks, and the logical structure of places can be used to organise content on the smartphone. Menus that adapt the functionality of a smartphone can support the user by presenting the tools most likely to be needed just-in-time, so that information needs can be satisfied quickly and with little cognitive effort. Furthermore, places are often shared with people whom the user knows, and the smartphone can facilitate social situations by providing access to content that stimulates conversation. However, the smartphone can disrupt a collaborative environment, by alerting the user with unimportant notifications, or sucking the user in to the digital world with attractive content that is only shown on a private screen. Sharing smartphone content on a situated display creates an inclusive and unobtrusive user experience, and can increase focus on a primary task by allowing content to be read at a glance. Mobile interaction situated around artefacts of personal places is investigated as a way to support users to access content from their smartphone while managing their physical presence. A menu that adapts to personal places is evaluated to reduce the time and effort of app navigation, and coordinating smartphone content on a situated display is found to support social engagement and the negotiation of notifications. Improving the sensing of smartphone users in places is a challenge that is out-with the scope of this thesis. Instead, interaction designers and developers should be provided with low-cost positioning tools that utilise presence in places, and enable quantitative and qualitative data to be collected in user evaluations. Two lightweight positioning tools are developed with the low-cost sensors that are currently available: The Microsoft Kinect depth sensor allows movements of a smartphone user to be tracked in a limited area of a place, and Bluetooth beacons enable the larger context of a place to be detected. Positioning experiments with each sensor are performed to highlight the capabilities and limitations of current sensing techniques for designing interactions with a smartphone. Both tools enable prototypes to be built with a rapid prototyping approach, and mobile interactions can be tested with more advanced sensing techniques as they become available. Sensing technologies are becoming pervasive, and it will soon be possible to perform reliable place detection in-the-wild. Novel interactions that utilise presence in places can support smartphone users by making access to useful functionality easy and more visible to the people who matter most in everyday life.
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Dissertação (mestrado)—Universidade de Brasília, Faculdade de Educação, Programa de Pós-Graduação em Educação, 2016.
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Unilever Food Solutions new digital CRM1 Platform - What is the combination of tools, processes and content that will help Unilever Food Solutions grow his business? Unilever Food Solutions (UFS) intend to create a new online platform to enable it to communicate with segments of the markets, which have previously been too difficult to reach. Specifically targeted at Chefs and other food professionals, the aim is to create an interactive website, which delivers value to its intended users by providing a variety of relevant content and functions, while simultaneously opening up a potential transactional channel to those same users.