989 resultados para Comunidade virtual


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The high competitiveness and the search for newtechnologies that differentiate the product from the project,require the use of new digital tools. The computer aideddesign - Computed Aided Design (CAD), with electronicmodeling, simulation, structural analysis and production,performed in a virtual environment through the applicationof specific software, are available but their use is stilllimited. There are various software available in languagesand extensions to industrial production which, from 3Dmodeling, they can manage through Computer NumericalControl - Computed Numerical Control (CNC) machiningcenters, laminating, stamping, mold making and otherprocesses productive. This project aims to encouragecreativity and entrepreneurship in the community throughthe provision of technology computer aided design - CAD,with a view to implementation of machining technology.

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Os benefícios das empresas em manterem comunidades virtuais de marca próprias versus os provenientes das comunidades criadas pelos consumidores permanecem desconhecidos. Esse estudo testa o efeito moderador do tipo de gestão da comunidade no impacto da homogeneidade psicográfica percebida, da disponibilidade de avenidas virtuais e do relacionamento com a marca sobre as influências da comunidade e as intenções dos participantes da comunidade. Os dados provêm de 555 participantes ativos de duas grandes comunidades virtuais para o game XBOX no Brasil. Os resultados comprovam que a gestão da comunidade de origem é moderadora de todas as relações consideradas. Apontam, também, que alguns dos efeitos mais favoráveis para a empresa ocorrem na comunidade gerida pelos consumidores. A lealdade à marca, porém, é maior para membros da comunidade oficial. O estudo indica como as empresas podem se beneficiar de comunidades geridas por consumidores.

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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

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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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O artigo aborda a criação do serviço de referência virtual para a biblioteca do colégio israelita Moisés Chvarts instituído na Biblioteca Anne Frank no Centro Israelita do Recife, cuja proposta tem por objetivo disseminar a informação, conservar a memória histórica, incentivar e garantir a produção intelectual e informar as disposições da mentalidade, manifestações culturais e religiosidade da comunidade para o público que ele atinge.

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A UE tem manifestado em matéria de turismo, a necessidade de serem criados novos produtos turísticos, com base na oferta total e única de cada uma das localidades. Se existirem recursos naturais, recursos culturais, bem como uma oferta de serviços complementares que incluam uma rede viária de fácil acesso e aeroporto nas imediações, alojamento e restauração existem as condições necessárias para desenvolver (novos) produtos locais. Viana do Castelo, cidade do nordeste português localizada no topo do país, reúne os recursos naturais, culturais e os serviços descritos atrás, razão pela qual foi alvo da concepção de um guia turístico virtual, com o objectivo de desenvolver e promover os seus produtos (turísticos) na comunidade local. Denominado "MWC", Museu Virtual Viana do Castelo, o guia turístico virtual estará escrito em português. Pretende ser traduzido noutros idiomas, inclusive para língua gestual e Braille. ABSTRACT; EU defends the creation of new touristic products, underlining each country has its own potentialities. To create new touristic products, mean to develop the local opportunities there are to be worked out. If there are natural resources, cultural resources, as well services supported by a good road network including airport nearby, several kind of accommodation and catering services it is possible to create new (local) products. Viana do Castelo is a Portuguese city, located in the Norwest top of Portugal. It meets all the resources mentioned above and other more, the reason why it is being conceived a virtual touristic guide, to develop and to promete its products among its local community. Named "MWC”, the Viana do Castelo Virtual Museum will be written in Portuguese language and later on in another language, sign languages and Braille.

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This paper investigates the effectiveness of virtual product placement as a marketing tool by examining the relationship between brand recall and recognition and virtual product placement. It also aims to address a gap in the existing academic literature by focusing on the impact of product placement on recall and recognition of new brands. The growing importance of product placement is discussed and a review of previous research on product placement and virtual product placement is provided. The research methodology used to study the recall and recognition effects of virtual product placement are described and key findings presented. Finally, implications are discussed and recommendations for future research provided.