954 resultados para Virtual Media


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The transformation of the Information and Communication Technologies (ICT) into knowledge and learning technologies is increasingly becoming a matter of concern. Teaching settings associated with the use of blogs in Higher Education are presented in this paper, proceeding from an innovative learning experience of projects carried out by a group of professors between 2009 and 2013. Both, teachers and students who took part in the subjects that implemented the blog, considered it as helpful resource to create a virtual and learning-teaching environment due to the multiple potentialities it offers. Among some of these potentialities, some stand out: it makes easier the access to knowledge, promotes a more active and reflective learning, expands the social experience of learning, provides evidence about the students’ progress which helps to reorient the teaching-learning process, and encourages the critical judgment. Nevertheless, several problems related with the students’ participation and the teacher’s blog management have been identified.

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In the digital age, the hyperspace of virtual reality systems stands out as a new spatial notion creating a parallel world to the space we live in. In this alternative realm, the body transforms into a hyperbody, and begins to follow the white rabbit. Not only in real world but also in the Matrix world. The Matrix project of Andy and Larry Wachowski started with a feature film released in 1999. However, The Matrix is not only a film (trilogy). It is a concept, a universe that brings real space and hyperspace together. It is a world represented not only in science fiction films but also in The Animatrix that includes nine animated Matrix films directed by Peter Chung, Andy Jones, Yoshiaki Kawajiri and others, four of which are written by the Wachowskis. The same universe is used in Enter the Matrix, a digital game whose script was written and directed by the brothers and a comic book, The Matrix Comics, which includes twelve different stories by artists like Neil Gaiman and Goef Darrow. The Wachowskis played an active role in the creation and realization of all these “products” of different media. The comic book came last (November 2003), however it is possible to argue that everything came out of comics – the storyboards of the original film. After all the Wachowskis have a background in comics.

In this study, I will focus on the formal analysis of the science fiction world of The Matrix - as a representation of hyperspace - in different media, feature film, animated film, digital game and comic book, focusing on diverse forms of space that come into being as a result of medium differences. To unfold the different formal characters of film, animation, game and comics, concepts and features including framing, flattening, continuity, movement, montage, sound/text, light and color will be discussed. An analysis of these products will help to open up a discussion on the relation of form, media and representation.

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In the digital age, the hyperspace of virtual reality systems stands out as a new spatial concept creating a parallel realm to "real" space. Virtual reality influences one’s experience of and interaction with architectural space. This "otherworld" brings up the criticism of the existing conception of space, time and body. Hyperspaces are relatively new to designers but not to filmmakers. Their cinematic representations help the comprehension of the outcomes of these new spaces. Visualisation of futuristic ideas on the big screen turns film into a medium for spatial experimentation. Creating a possible future, The Matrix (Andy and Larry Wachowski, 1999) takes the concept of hyperspace to a level not-yet-realised but imagined. With a critical gaze at the existing norms of architecture, the film creates new horizons in terms of space. In this context, this study introduces science fiction cinema as a discussion medium to understand the potentials of virtual reality systems for the architecture of the twenty first century. As a "role model" cinema helps to better understand technological and spatial shifts. It acts as a vehicle for going beyond the spatial theories and designs of the twentieth century, and defining the conception of space in contemporary architecture.

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Tesis (Maestría en Docencia con orientación en Educación Media Superior) UANL, 2014.

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Las nuevas Tecnologías de la Información y Comunicación –TICs-, como herramientas influyentes en las estructuras sociales y los procesos económicos, han permitido transformar las relaciones del Estado y el ciudadano, y aún más, aspirar a fortalecer las prácticas democráticas fundamentadas en la participación. Con este propósito, surgió la iniciativa de Gobierno Electrónico o e-Government, que para el caso colombiano, se encuentra actualmente en manos del programa Agenda de Conectividad y la estrategia de Gobierno en Línea –GEL-. Con dicha estrategia, el Ministerio de Educación Nacional, diseñó en el año 2006, un modelo de participación basado en la utilización de medios electrónicos por parte de los ciudadanos para realizar aportes, contribuir al debate, y finalmente construir el documento final del Plan Nacional Decenal de Educación –PNDE- 2006-2016. Este proceso de construcción del PNDE, ha permitido visualizar cómo las soluciones electrónicas utilizadas para tal fin y la creación de espacios de deliberación de ésta naturaleza, elevan los niveles de inclusión política y social (si se tiene en cuenta la gran variedad de actores involucrados), favorecen la participación, y contribuyen al compromiso del Estado con la disminución de la Brecha Digital existente en el país.

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Real-time geoparsing of social media streams (e.g. Twitter, YouTube, Instagram, Flickr, FourSquare) is providing a new 'virtual sensor' capability to end users such as emergency response agencies (e.g. Tsunami early warning centres, Civil protection authorities) and news agencies (e.g. Deutsche Welle, BBC News). Challenges in this area include scaling up natural language processing (NLP) and information retrieval (IR) approaches to handle real-time traffic volumes, reducing false positives, creating real-time infographic displays useful for effective decision support and providing support for trust and credibility analysis using geosemantics. I will present in this seminar on-going work by the IT Innovation Centre over the last 4 years (TRIDEC and REVEAL FP7 projects) in building such systems, and highlights our research towards improving trustworthy and credible of crisis map displays and real-time analytics for trending topics and influential social networks during major news worthy events.

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El proyecto de grado consistió en la elaboración de un nuevo medio de comunicación. En este caso se trata de una revisa virtual sobre moda histórica complementado con arte.

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Este programa multimedia, de car??cter interactivo, se dirige a los estudiantes del primer ciclo de Educaci??n Primaria, aunque alguna de las partes puede ser trabajada en cursos superiores. Les permite conocer la historia del municipio - el periodo neol??tico, los romanos, los visigodos y la Edad Media -, sus leyendas, los productos agr??colas que se cultivan en la localidad e informaci??n sobre los puntos de inter??s de la localidad. Se compone de un libro y dos CD. El libro facilita las orientaciones did??cticas y las instrucciones t??cnicas al profesorado sobre c??mo se han de realizar las diferentes actividades de evaluaci??n e indica las respuestas correctas. El primer CD es el programa inform??tico interactivo y el segundo CD incluye las actividades de evaluaci??n dirigidas a los alumnos y un anexo con fotograf??as.

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Título del congreso: 'La enseñanza del español en tiempos de crisis'

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Título del congreso: 'La enseñanza del español en tiempos de crisis'

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Resumen basado en el de la publicación. Memoria de investigación (Universidad de Alicante, 2010). Incluye anexos

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Número especial dedicado a WIKI y educación superior en España (II parte), en coedición con Revista de Docencia Universitaria (Red U). Resumen tomado de la publicación

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Monográfico con el título: 'Wiki y Educación Superior en España (II parte)'. Artículo coeditado con la Revista de Educación a Distancia (RED). Resumen basado en el de la publicación