931 resultados para Digital environment


Relevância:

60.00% 60.00%

Publicador:

Resumo:

Como reflexo da crescente disponibilização de recursos tecnológicos em ambiente Web 2.0 tem-se assistido, de forma gradual, a um contraponto de ordem social à inércia do poder político em sede da participação, traduzido numa intervenção mais ativa dos cidadãos, individualmente ou sob a forma de grupos de interesses, com recurso a processos de interação nos media participativos, nomeadamente nas redes sociais. Embora seja possível reconhecer alguma evolução no sentido da transparência na ação dos Governos, através de canais habitualmente mais vocacionados para procedimentos comunicacionais de natureza unidirecional, este estudo decorreu no sentido da caraterização das práticas participativas dos cidadãos, em ambiente digital, e das políticas e canais disponibilizados pelas administrações públicas, nomeadamente no âmbito da EU, em função dos compromissos assumidos por parte dos seus Estados-Membros para a criação e implementação de mecanismos de interação, no sentido de uma democracia digital, que enquanto conceção, enquadraria a participação dos cidadãos. Com este estudo pretendeu-se identificar necessidades e expectativas dos cidadãos, no contexto da cidadania participativa ou da democracia digital, sendo referenciados contextos enquadradores, correspondentes aos níveis da intervenção no exercício da cidadania em ambiente Web e ao estado da arte da componente que nessa matéria caberia aos Estados, nomeadamente no contexto da União Europeia e em particular, em Portugal. Para a concretização deste trabalho recorreu-se a bibliografia diversa, a exemplos práticos e à expressão da opinião de entidades singulares de reconhecido mérito e de representantes de Organizações da sociedade civil, sob a forma de entrevistas, parecendo pode retirar-se que as TIC não terão de assumir como objetivo procurar implantar uma democracia direta, em detrimento do contexto representativo, antes vir o seu potencial tecnológico a assumir um papel relevante no âmbito da complementaridade de interesses entre os poderes e os cidadãos.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Tese de doutoramento, Direito (Ciências Jurídicas), Universidade de Lisboa, Faculdade de Direito, 2014

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Dissertação apresentada à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Publicidade e Marketing.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Trabalho de projeto apresentado à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Publicidade e Marketing.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

The subject of study of this Thesis aims to highlight and recognize as an object of reflection the undoubted relationship between the Internet and the Justice System, based on the issue of digital evidence. The simultaneously crossing of the juridical-legal implications and the more technical computer issues is the actual trigger for the discussion of the issues established. The Convention on Cybercrime of the Council of Europe of 23rd November 2001 and the Council Framework Decision n.° 2005/222/JHA of 24th February 2005 were avant-garde in terms of the international work about the crimes in the digital environment. In addition they enabled the harmonization of national legislations on the matter and, consequently, a greater flexibility in international judicial cooperation. Portugal, in compliance with these international studies, ratified, implemented and approved Law n. º 109/2009 of 15th September concerning the Cybercrime Act, establishing a more specific investigation and collection of evidence in electronic support when it comes to combating this type of crime, as it reinforced the Substantive Criminal Law and Procedural Nature. Nevertheless, the constant debates about the New Technologies of Information and Communication have not neglected the positive role of these tools for the user. However, they express a particular concern for their counterproductive effects; a special caution prevails on the part of the judge in assessing the digital evidence, especially circumstantial evidence, due to the its fragility. Indisputably, the practice of crimes through the computer universe, given its inexorable technical complexity, entails many difficulties for the forensic investigation, since the proofs hold temporary, changeable, volatile, and dispersed features. In this pillar, after the consummation of iter criminis, the Fundamental Rights of the suspects may be debated in the course of the investigation and the construction of iter probatorium. The intent of this Thesis is to contribute in a reflective way on the issues presented in order to achieve a bigger technical and legal awareness regarding the collection of digital proof, looking for a much lighter approach to its suitability in terms of evidentiary value.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

L'accès généralisé à Internet a remis en question le droit d'auteur. Au milieu des années 90, il s'en trouvait plusieurs pour annoncer la mort de cette institution vieille de quelques siècles. Force est aujourd'hui de constater que le droit d'auteur est toujours bien vivant bien qu'il ait changé. Les droits économiques, qui ont rapidement été appliqués dans l'environnement numérique, témoignent de ces changements. L'analyse de la transmission numérique des fichiers audio expose les mutations qui affectent deux droits économiques en particulier: le droit de reproduction et le droit de communication au public par télécommunication. Ces mutations résultent tantôt de l'intervention du législateur, tantôt de la façon dont on choisit d'appliquer ces droits dans ce nouvel environnement. Elles ont souvent pour effet d'étendre la portée traditionnelle de ces droits économiques. Cela se fait parfois au détriment des rationalités qui en justifient l'existence. De plus, la nouvelle interaction entre ces droits mutés entraîne des effets sur les différents acteurs du droit d'auteur qui sont parfois discutables. Le droit d'auteur a toujours sa raison d'être. Reste à savoir si la forme actuelle des droits économiques est toujours le meilleur véhicule pour atteindre les objectifs sous-jacents. À l'heure où le législateur envisage une simplification du droit d'auteur, une réflexion s'impose au sujet de la forme des droits économiques. Il est grand temps, du moins dans l'environnement numérique, d'adopter une approche qui se fonde plus sur les effets des actes posés que sur leur nature. L'examen des mutations qui affectent les droits économiques dans cet environnement fait d'ailleurs prendre conscience des limites de notre façon positiviste d'envisager ces droits.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Ce texte traite de l’évolution des modes alternatifs de résolution de conflit (MARC) en ligne. L’auteur dresse un historique des différents projets de médiation en ligne en passant par ses « débuts » en 1999 lorsque l’Online Ombuds Office (OOO) fut approché pour l’élaboration d’un système de médiation pour les clients d’eBay, par SquareTrade.com, par les règles de l’ICANN, par Cybersettle et Clicknsettle, etc. Il expose ensuite le courrant que prendra la cybermédiation et le cyberarbitrage dans les années à venir. Ainsi, le médium informatique devient lentement une « quatrième partie » aux discussions et peut venir en aide aux arbitres et aux médiateurs dans la gestion et la communication d’informations. De plus les fonctions d’affichages propres aux ordinateurs, c’est-à-dire la possibilité d’incorporer images, graphiques, plans, etc., devront être mis à l’œuvre par les systèmes de MARC en ligne si ceux-ci sont destinés à prendre de l’expansion dans d’autres domaines que ceux leur étant présentement réservés.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Cet article présente les résultats de huit ans de travail sur le concept d’éditorialisation, réalisés dans le cadre du séminaire international « Écritures numériques et éditorialisation » que j’ai coorganisé avec Nicolas Sauret depuis 2008. Je propose de définir l’éditorialisation comme l’ensemble des dynamiques qui produisent l’espace numérique. Ces dynamiques peuvent être comprises comme les interactions d’actions individuelles et collectives avec un environnement numérique. À partir de cette définition je propose de décrire le fonctionnement des instances d’autorité dans l’espace numérique.

Relevância:

60.00% 60.00%

Publicador:

Relevância:

60.00% 60.00%

Publicador:

Resumo:

As universities are offering tuition through online learning environments, “onsite students” in higher education are increasingly becoming “online learners”. Since the medium for learning (and teaching) online is a digital environment, and at a distance, the role taken by students and teaching staff is different to the one these are used to in onsite, traditional settings. Therefore the Role of the Online Learner, presented in this paper, is key to onsite students who are to become online learners. This role consists of five competences: Operational, Cognitive, Collaborative, Self-directing, Course-specific. These five competences integrate the various skills, strategies, attitudes and awareness that make up the role of online learner, which learners use to perform efficiently online. They also make up the basis of a tutorial for would-be online learners, going over the Role of the Online Learner by means of concepts, examples and reflective activities. This tutorial, available to students in the author’s website, is also helpful to teaching and counselling staff in guiding their students to become online learners

Relevância:

60.00% 60.00%

Publicador:

Resumo:

beginning of serious problems for the business models of publishers. The ease with which content can be accessed, copied and distributed disrupts the control of those whose role has been to manage and profit from the intellectual property rights of content producers. In effect, the number of “publishers” increased many fold as the Web and other Internet-based technologies became the dominant mode of content distribution. In education, and in other fields, matters of intellectual property, copyright and quality control came to the fore. More recently, with the advent of web based software that makes publishing online available to anyone with access to the Internet the number of “publishers” and modes of publication have increased massively. The shift from a Web which was, for many a read only environment to a read/write Web poses not only ongoing problems for the traditional distributors of content but also now, for the traditional producers of content and knowledge. In this respect, the role of universities as designers and producers of learning materials for credentialed learning is also under challenge. Just as publishers explore alternative business models to adapt to the new digital environment, now universities have begun to explore new ways of working with so-called Web2 software to support teaching and learning online. In particular, some Web2 software affords new opportunities for and different modes of collaboration, which in the view of some points to student participation in knowledge production. While these developments represent important and significant shifts for universities, this paper draws attention to the lack of empirical data and situated contextual knowledge concerning intellectual property rights for knowledge constructed in a collaborative context. In addition, we explore issues in relation to the maintenance of academic integrity and quality where knowledge building takes place in a collaborative, online environment.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

The demand for sport content by broadcasting organizations has undergone a major redefinition in the last 15-20 years. Television has become predominantly a private good, subject to deregulation and technological revolution. The traditional approach to presenting sport content predominantly live and exclusive through one distribution channel has evolved considerably into one represented now by a multi-faceted, multi-organizational approach. This paper will introduce the two markets of sport and broadcasting through the supply network of broadcasting rights and sports programming, and how this network is affected by the emerging broadcasting technology that is appearing in the digital environment. The era of digital broadcasting creates a significant alteration to the supply of broadcasting content developed by professional sport leagues, competitions and events. A number of emerging distribution system components linked to the digital environment can be identified and associated with sport broadcasting, all of which are having a profound impact on the way sport is being presented now and into the future. The various distribution components are introduced and examined in terms of their impact on the professional sport broadcasting markets. Each distribution component is addressed from the perspective of the regulatory, marketing, and economic impacts on channel management that apply.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Online computer gamers are a creative bunch, from the mayhem of first-person shooters (FPS) to the more social experiences of massive multiplayer online role-playing games (MMORPG), gamers are producing new content for their favourite titles at an amazing rate. This paper explores the rewriting of the boundaries in the production and ownership of intellectual property in the computer games industry. The purpose is to examine the potential for computer game studies to contribute to an understanding of an alternative intellectual property regime known as the commons. This paper will explore how computer games users establish commons-like formations, specific to the digital environment, that extend the confines of current intellectual property rights. It will argue that the productive activities of online gamers are not motivated by the traditional logic of market-based incentives. This represents a new condition which may contribute to a reformation of the privatising enclosure of the intellectual property system.
Keywords: massive multiplayer online

Relevância:

60.00% 60.00%

Publicador:

Resumo:

This study analyses the evolution of socioscientific reasoning on sustainability, of French and Australian tertiary students exchanging ideas on a digital platform, concerning local (Australian, French) environmental SSIs, and global environmental SSIs. We explore how the exchange of arguments from various disciplinary and cultural perspectives, can promote reasoning about complex problem-situations in the environment. We develop a framework of reasoning, and show how it enables a productive analysis of the nature of the exchanges, and the quality of reasoning. We argue that such a strategy may improve epistemological training on the nature of science, and citizenship.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Parallax is a live contemporary dance work that incorporates 3D animation, stereoscopic illusions and dance. This work was performed within the Melbourne Fringe Festival at the Substation, Newport. Within this work the stereoscopic illusion creates a new choreographic palette that can be used to manipulate human physicality via animated bodies that appear within the performance space. The stereoscopic image is released from the wall and placed within the dancing environment the image becomes another body within the dance space that can be manipulated in ways that would be impossible for a real physical body. In turn, the dancing body is positioned within the digital environment. The performer’s abilities have not changed, but the space around the dancer can be manipulated with imagery that transforms the place of the dancer within time and space. The stereoscopic illusion and live dance are melded creating a new experience of choreography one that takes the infinite possibilities of 3D animation and places them directly within choreography. Thematically this performance draws on the historical events revolving around the development of the stereoscope in the 1830s and the seminal ideas of the virtual that surfaced at this time. In the early 1830s Charles Wheatstone drew on the ideas and writings of Euclid and Leonardo da Vinci and discovered binocular vision through the use of his stereoscope box. It was this box that became the entertainment sensation of this time becoming a standard parlour entertainment. Unlike now where imagery of people are everywhere in the 1830s these types of imagery were novel. The stereoscopic pictures often showed content of people doing ordinary tasks such as chopping wood, doing the washing or simply standing in front of their house. In Parallax a Victorian woman is transported from her hallway to virtual worlds where she encounters, Euclid’s ancient Greek column, a di Vinci sphere and one of the first stereoscopic images drawn by Charles Wheatstone’s a stick figure cube.