973 resultados para Programación orientada a objetos


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This paper attempts to investigate the discourse manifestations of the grammatical relation direct object with respect to the syntactic, semantic and pragmatic properties that underlie this element. The research adopts theoretical orientation of the functionalism from North American and Brazilian schools inspired in Givón (1995, 2001), Hopper and Thompson (1980), Chafe (1979), Furtado da Cunha, Oliveira, Martelotta (2003) inter alia. From functionalism, the research uses principles of iconicity, markedness and informativity and it analize categories of transitivity, grounding and animacy. This research is anchored in prototype model (TAYLOR 1995); construction grammar model (GOLDBERG 1996, 2002). Both theoretical orientations share the view that language is a malleable living organism subject to socio-cultural context. Grammar is then the result of created, maintained, and systematized linguistic patterns developed from and used for language use. According to a functional linguistics and cognitivist linguistics verbs are stored in the speakers lexicon in syntactic-semantic frames which are more frequent. These frames carry information concerning obligatory and optional arguments and the semantic roles these arguments take in the clause. The analysis focuses on the semantic type of the verbs and its relationship with the argument encoded as a direct object observing the aspectual nature of verbs. Direct objects are classified according to their morphology (lexical or pronominal noun phrase), semantic role, informational content and animacy. This study discusses pedagogical implications with relation to how the grammatical concepts touched on this paper are treated in school textbooks. The empirical data come from Corpus Discurso & Gramática: a língua falada e escrita na cidade do Natal (FURTADO DA CUNHA, 1998). This corpus is composed of texts that contain spoken and written modalities. These modalities are in turn organized according to different types: personal narratives, retold narrative, description of preferred place, procedural place, procedural description and report on argumentation. The sample data totals 40 texts produced by four language consultants of the last graduation date. The paper shows that the same syntactic structures (formed through Subject-Verb-Object) correspond to different semantic-pragmatic structures in relation to specific communicative purposes even verb is an event, process or state. The argument structure are not aleatory but are related to experience; that is the way humans conceptualize the world and talk about it

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O Acidente Vascular Cerebral (AVC) é uma síndrome clínica caracterizada por uma perturbação focal da função cerebral. Geralmente ocasiona quadro de disfunção motora acompanhada de prejuízo da função respiratória. Tendo em vista tal quadro e suas possíveis repercussões, a fisioterapia respiratória tem sido amplamente requisitada com o intuito reverter ou minimizar as complicações. Dentre os recursos utilizados para este fim, os espirômetros de incentivo são utilizados com o objetivo de restaurar os volumes pulmonares, modificando o padrão respiratório e de ventilação pulmonar, prevenindo a incidência das complicações pulmonares. O objetivo do presente estudo foi comparar o desempenho na realização da espirometria de incentivo volume-orientada (EI) e seus efeitos agudos sobre os volumes pulmonares em pacientes após AVC e sujeitos saudáveis. Foram selecionados 40 voluntários, de ambos os gêneros, divididos em grupo experimental (GE), composto por 20 pacientes após AVC e grupo controle (GC) composto por 20 sujeitos saudáveis, pareados quanto à idade, gênero e Índice de Massa Corpórea (IMC). A coleta dos dados foi realizada em duas etapas: (1) Avaliação cognitiva e neurofuncional (Mini Exame do Estado Mental, National Institute Stroke Scale, Medida de Independência Funcional, teste de desempenho da aprendizagem) (2) Avaliação Respiratória (espirometria, manovacuometria e cinemática tóraco-abdominal, através da Pletismografia Opto-eletrônica). A análise estatística foi realizada através do software Graphpad Prism 4.0, em que foram utilizados os testes t Student e ANOVA two-way para comparação intergrupos e adotado nível de significância de 5%. Os resultados mostraram que os pacientes apresentam desempenho inferior na aprendizagem da espirometria de incentivo, com uma média de erros maior 2,95 ± 1,39, quando comparados aos sujeitos saudáveis, 1,15 ± 0,98. Em relação à prática observacional utilizada não foi encontrada diferença entre a aprendizagem através do vídeo ou do terapeuta. Em relação aos efeitos agudos da espirometria de incentivo volume-orientada, os pacientes após AVC apresentaram valores de volume corrente 24,7%, 18% e 14,7% inferiores quando comparados aos sujeitos saudáveis nos momentos pré-EI, EI e pós-EI, porém a espirometria de incentivo induziu incrementos de volume similares em ambos os grupos estudados, com 75, 3% para os pacientes e 73,3% para os sujeitos saudáveis. A espirometria de incentivo promove ganhos significativos no volume corrente da parede torácica, tanto em pacientes acometidos por AVC como em sujeitos saudáveis, no entanto o desempenho da aprendizagem é inferior para os pacientes, para ambas as práticas com vídeo ou terapeuta

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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The World Wide Web has been consolidated over the last years as a standard platform to provide software systems in the Internet. Nowadays, a great variety of user applications are available on the Web, varying from corporate applications to the banking domain, or from electronic commerce to the governmental domain. Given the quantity of information available and the quantity of users dealing with their services, many Web systems have sought to present recommendations of use as part of their functionalities, in order to let the users to have a better usage of the services available, based on their profile, history navigation and system use. In this context, this dissertation proposes the development of an agent-based framework that offers recommendations for users of Web systems. It involves the conception, design and implementation of an object-oriented framework. The framework agents can be plugged or unplugged in a non-invasive way in existing Web applications using aspect-oriented techniques. The framework is evaluated through its instantiation to three different Web systems

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The game industry has been experiencing a consistent increase in production costs of games lately. Part of this increase refers to the current trend of having bigger, more interactive and replayable environments. This trend translates to an increase in both team size and development time, which makes game development a even more risky investment and may reduce innovation in the area. As a possible solution to this problem, the scientific community is focusing on the generation of procedural content and, more specifically, on procedurally generated levels. Given the great diversity and complexity of games, most works choose to deal with a specific genre, platform games being one of the most studied. This work aims at proposing a procedural level generation method for platform/adventure games, a fairly more complex genre than most classic platformers which so far has not been the subject of study from other works. The level generation process was divided in two steps, planning and viusal generation, respectively responsible for generating a compact representation of the level and determining its view. The planning stage was divided in game design and level design, and uses a goaloriented process to output a set of rooms. The visual generation step receives a set of rooms and fills its interior with the appropriate parts of previously authored geometry

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New programming language paradigms have commonly been tested and eventually incorporated into hardware description languages. Recently, aspect-oriented programming (AOP) has shown successful in improving the modularity of object-oriented and structured languages such Java, C++ and C. Thus, one can expect that, using AOP, one can improve the understanding of the hardware systems under design, as well as make its components more reusable and easier to maintain. We apply AOP in applications developed using the SystemC library. Several examples will be presented illustrating how to combine AOP and SystemC. During the presentation of these examples, the benefits of this new approach will also be discussed

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There is a growing interest of the Computer Science education community for including testing concepts on introductory programming courses. Aiming at contributing to this issue, we introduce POPT, a Problem-Oriented Programming and Testing approach for Introductory Programming Courses. POPT main goal is to improve the traditional method of teaching introductory programming that concentrates mainly on implementation and neglects testing. POPT extends POP (Problem Oriented Programing) methodology proposed on the PhD Thesis of Andrea Mendonça (UFCG). In both methodologies POPT and POP, students skills in dealing with ill-defined problems must be developed since the first programming courses. In POPT however, students are stimulated to clarify ill-defined problem specifications, guided by de definition of test cases (in a table-like manner). This paper presents POPT, and TestBoot a tool developed to support the methodology. In order to evaluate the approach a case study and a controlled experiment (which adopted the Latin Square design) were performed. In an Introductory Programming course of Computer Science and Software Engineering Graduation Programs at the Federal University of Rio Grande do Norte, Brazil. The study results have shown that, when compared to a Blind Testing approach, POPT stimulates the implementation of programs of better external quality the first program version submitted by POPT students passed in twice the number of test cases (professor-defined ones) when compared to non-POPT students. Moreover, POPT students submitted fewer program versions and spent more time to submit the first version to the automatic evaluation system, which lead us to think that POPT students are stimulated to think better about the solution they are implementing. The controlled experiment confirmed the influence of the proposed methodology on the quality of the code developed by POPT students

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Neste artigo quero apontar para a possibilidade de uma ontologia da matemática que, mesmo mantendo alguns pontos em comum com o platonismo e com o construtivismo, desliga-se destes em outros pontos essenciais. Por objeto matemático entendo o foco referencial do discurso matemático, ou seja, aquilo sobre o qual a matemática fala. Entendo que a existência destes objetos é meramente intencional, presuntiva, mas, simultaneamente, objetiva, no sentido de ser uma existência comunalizada, compartilhada por todos aqueles engajados no fazer matemático. A existência objetiva das entidades matemáticas não está, entretanto, garantida de uma vez por todas, mas apenas enquanto o discurso matemático for consistente. Este é o espírito do critério de existência objetiva enunciado que, acredito, deve sustentar uma ontologia matemática sem o pressuposto da existência independente de um domínio de objetos matemáticos, sem o empobrecimento que lhe impõem as diferentes versões construtivistas e sem a aniquilação que lhe infringe o formalismo sem objetos.

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Curso de Treinamento em Problemas de Desenvolvimento Econômico: Teoria e programação do desenvolvimento econômico

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Incluye Bibliografía

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Exploratory behavior is done by animals to increase their interaction to the environment after be stimulated by curiosity, when animal feels that is in a secured place. The objective of this study was to evaluate exploratory behavior of foals front of introduction of new objects in their environment. Four foals and mares were observed in seven day sections of 60 minutes each one, always with a new object. No differences were verified about frequencies of looking, going to or touching into foals and mares. Total time of touching was 45,6 minutes, divided in 64 touches, mainly in first 20 minutes of each observation. However there is no statistical difference into solitary or impaired approaches and in impaired approaches there is no differences into foals or mares initiatives, foals done more solitary approaches than mares. Four animals touched the objects in first place, suggesting predisposition to this position based in individual differences. So, we concluded that new objects can stimulate similarly foals and mares to exhibit exploratory behavior, but foals show more manipulation activity, suggesting that are more curious than mares and predisposition to touch objects first depends of individual differences.

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