1000 resultados para Criação de conteúdos
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Pós-graduação em Docência para a Educação Básica - FC
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Introduction: Health indicators tend to be altered due to the participation of people in social networks. Objective: To find out ideas of individuals belonging to Portuguese speaking communities in Toronto, Canada, about the possibility of creating a social support network for women experiencing breast cancer. Method: Nineteen participants of the present ethnographic and critical study answered to questions, providing their opinions regarding to the social support network and its positive and negative aspects. Also, the participants suggested other possible individuals who could participate and help in the creation of such network. Discussions were transcribed, analysed and coded using qualitative software called Atlas ti 6.0. Results: The main components for the creation of the social support network were: the demystification of breast cancer and its prevention, emphasis in health education, dissemination of the need of volunteers and a direct social support to those women. The positive aspects were the participation of oldest women as social leaders and the utilization of schools and religious institutions for publicity. Negative aspects that were perceived as barriers are: the belief that breast cancer is a disease lived by women, the lack of knowledge about its cure and rehabilitation, as well as a collective sensitiveness to it. Also, about the participation of community leaders, the suggestions were: diplomats, priests and pastors, schools directors and communication entrepreneurs. Conclusion: The creation of the social support network should consider the cultural sensitiveness and the inner diversity of the consulted Portuguese speaking communities. Due to the insufficient number of Angolan participants to sustain a major analysis, a special recommendation was that Angolan social leaders and professionals should be invited to design the structure of such network according to their specific cultural traits.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Pós-graduação em Relações Internacionais (UNESP - UNICAMP - PUC-SP) - FFC
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This paper proposes a model of educative content structuring for interactive digital television programs. Its intent was to provide references for collaborative production processes and content organization in learning networks associated with university and educative television broadcasting services. The model defines terms, actors, events, environments, as well as content categories, classes and attributes, indicating criteria for their synchronic or asynchronic association in a dynamic television schedule. The model is presented in both descriptive and visual formats, with the use of conceptual maps. The results indicate that interactive use of digital television in education requires systematic content models covering communitarian participation in both media production and distribution processes, in order to enhance learning instruments beyond vertical, hierarchical and centralized communication sustained by traditional broadcast channels.
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Este artigo trata de uma pesquisa exploratória, de cunho bibliográfico, com o objetivo de estabelecer relações entre os conceitos de Telejornalismo Regional em TV Digital (TVD) com o gênero do Infotretenimento, definido como o modelo de programa que adota a fórmula de uma produção híbrida, seguindo uma linha que se situa entre informação e entretenimento. Considerando-se que, do ponto de vista do produtor de conteúdos comunicacionais, a “Era da Digitalização” requer um aperfeiçoamento e uma devida utilização dos recursos disponibilizados pela TVD, o artigo torna-se relevante, pois abre o caminho para se pensar numa programação para a TVD, antes mesmo de sua efetiva possibilidade de produção e programação. Pretende-se com este artigo pesquisar as ferramentas necessárias que justifiquem a possibilidade de um telejornal regional interativo atrair o seu público-alvo para as informações noticiadas por esse veículo.
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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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Produce radio advertisements to convey social UNESP FM Radio. This is the purpose of “Agência PropagAção”, extension project of the Faculty of Arts, Architecture and Communication Unesp, Bauru, SP, composed of 15 students of Communication and Design, coordinated by the teacher responsible. This extension project, however, over the four years of operation, has evolved from a manufacturing space of advertisements for a creative environment where teaching and learning are associated with teaching, research and extension. In this group, converge knowledge from different areas of social communication, resulting in scientific research initiation, completion of course work and professional practice with the provision of community services. Organized as an advertising agency, teachers and students experience education tutorial, extracurricular, adding, as a collective, integrated and interdisciplinary knowledge for the training of professionals with technical expertise, scientific, technological and academic.
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O objetivo do artigo é de investigar, sob o fundo referencial principal de Deleuze Guattari, o processo criativo mediado pelas tecnologias digitais, discutindo conceitos como: virtualização, atualização e emergência. Nos processos de criação analisados, é examinada a forma como a mídia digital condiciona, mas não determina tais processos. As tecnologias digitais atuam como fator que produz diferenças em acontecimentos nos quais se criam novos territórios e subjetividades. Os processos de criação pesquisados foram divididos em 2 grupos: a) intervenções urbanas, destacando o processo criativo da instalação AirCity:arte#ocupaSM, e b) a participação da mídia digital no campo social e político, analisando o fenômeno das Smart Mobs. O artigo ainda propôs a identificar elementos capazes de atuar na criação de espaços de representação, bem como detectar linhas de desterritorialização e reterritorialização, ou ainda, potências que circulam nos territórios de tais processos de criação e as forças que concorrem para atualizá-los.
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A utilização da Web como plataforma para a educação a distância (e-learning), tem sido uma das grandes alternativas para a educação em sala de aula tradicional. Embora esses sistemas sejam amplamente utilizados, existem limitações quanto à dificuldade de busca, integração e reuso dos materiais existentes. Neste contexto, neste trabalho é apresentada uma arquitetura multiagente para o desenvolvimento de sistemas Web semânticos para a gestão de conteúdos educacionais – SWSGC, onde de acordo com os requisitos do usuário são propostos os conteúdos educacionais (OAs) do curso. Tais conteúdos são recuperados de repositórios heterogêneos de OAs, anotados mediante padrões de metadados educacionais e ontologias de domínio. Esta arquitetura proposta visa automatizar atividades relacionadas à gestão de OAs tais como: a autoria de OAs, a autoria de curso, e a busca e a anotação semântica de OAs.
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“Virtual Studio” is a system developed for the creation of virtual sets, as well as any threedimensional virtual objects that can be digitally integrated to the scenes captured on a real television studio. Through techniques such as chroma-key, computer graphics , augmented reality and virtual reality is possible flexibility in producing content for digital TV, reduce cost and meet 12.485/2011 law, the Brazilian “Law of Pay TV”, which has among its objectives “to increase the production and circulation of diverse and quality Brazilian audiovisual content, generating jobs, income, royalties, professionalism and strengthening of national culture” (ANCINE , Brazilian Nacional Cinema Agency ). Based on this background, an overview of the benefits of using the technologies mentioned for the production of content for digital television is presented. This work involves the development of a system of Interactive Virtual Studio called ARSTUDIO per team of researchers from the Posgraduate Program in Digital Television: Information and Knowledge at UNESP, São Paulo State University in Bauru, State of São Paulo, Brazil.
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This paper discusses the possibility of receiver’s participation in the production of television content mediated by online social networks. Buoyed by media convergence, this research demonstrates how the receiver has been working in online digital media such as TV can take advantage of the specific interaction between the medias to promote the creation of collaborative content, in which the user of social network may interfere the result of the product developed, becoming a new mediatic protagonist. Tool not so used for the production of television that slowly begins to enter the virtual reality, the forging of this new compose process would not only entertain the receiver, but also enrich the language and content television constantly criticized. This study shows the influence of the television medium in which is discussed online, the attitude still shy of the user in content production, and discusses the potential of social networks as a channel of communication between producers and receivers. This work is structured from the definition of social network, in addition to conducting the study what kind of interaction between TV and online social networks is practiced today. Finally, debate whether the potential interaction between TV and social networks is used to its fullest.
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Virtual Studio is a system developed for the creation of virtual sets , as well as any three-dimensional virtual objects that can be digitally integrated to the scenes captured on a real television studio . Through techniques such as chroma-key , computer graphics , augmented reality and virtual reality is possible flexibility in producing content for digital TV , reduce cost and meet 12.485/2011 law , the Brazilian Law of Pay TV , which has among its objectives to increase the production and circulation of diverse and quality Brazilian audiovisual content, generating jobs, income , royalties, professionalism and strengthening of national culture (ANCINE , Brazilian Nacional Cinema Agency ). Based on this background , an overview of the benefits of using the technologies mentioned for the production of content for digital television is presented . This work involves the development of a system of Interactive Virtual Studio called ARSTUDIO per team of researchers from the Posgraduate Program in Digital Television: Information and Knowledge at UNESP , São Paulo State University in Bauru , State of São Paulo, Brazil .
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With the deployment of Digital TV in Brazil, there is a need to foment the development and production of interactive audiovisual quality content, especially for programs that present educational messages from the entertainment concept - defined as Edutertainment. The objective of this study is to propose application of the gamification as a link of communication to encourage and modify user behavior, through a narrative that encourages intrinsic motivation for learning and entertainment in this media. This paper points out that there are few models of screenplays for applications production, particularly educational, with simultaneous interactive applications for television flow or complementary programming content offered. For this reason, a special attention is given to the screenplay, by virtue of inserting in its construction, the elements that make up the mechanics and dynamics of games. As a result, is shown the entry "Gamification-iDTV", which defines these two scenarios, as well as the development of a modeling methodology of a content and process, supported by conceptual maps, wireframes and roadmaps, substantiating the conception and elaboration of screenplay's prototype with elements of gamification for educational programs and its interaction applications.