997 resultados para REVISTA DIGITAL
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The influence of the type of rotary cutting instrument on bone repair after osteotomy in swine jaw, was evaluated using digital and densitometric radiographic examinations, at controlled times. Two cross-sectional dissections were made through the base of the right jaw, one using a high speed rotary instrument and the other using low speed, both with liquid cooling. After established periods the animals were sacrificed and their jaws removed for direct and indirect digital radiographic and densitometric studies using the CROMOX, DIGORA and ODR systems. In the initial periods (7 and 28 days) the bone density was higher in osteotomy areas performed with high rotation speeds, and in the final periods (60 and 90 days) the bone density was higher in the osteotomies performed with low rotation, indicating a better final bone repair with the use of low rotation. The qualitative analysis of the repair process was made by the ODR system which obtained three-dimensional and coloured digital images, which enable the bone thickness to be measured using an aluminium wedge. This showed that by twenty-eight days the bone repair was already apparently complete. © 2010 SECOM.
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Incluye Bibliografía
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En este estudio se analiza la inclusión digital en la educación secundaria del Distrito Educativo de Tarija, Estado Plurinacional de Bolivia, en la gestión 2012-2013, conforme con los indicadores del Plan de Acción Regional elac. Esta investigación es exploratoria y de carácter descriptivo, con una muestra de 311 estudiantes, 108 profesores y 15 directores de establecimientos educacionales. Según los resultados, los adolescentes acceden a Internet buscando información y entretenimiento; la expansión de las tecnologías móviles entre ellos ofrece múltiples posibilidades educativas y la insuficiente formación de los profesores para la integración de las tecnologías de la información y las comunicaciones (tic) en el proceso de enseñanza-aprendizaje es uno de los desafíos más importantes. Se ha determinado la existencia de las tic en los establecimientos educacionales, pero no su uso. Los esfuerzos locales y nacionales están contribuyendo a reducir la brecha digital y promover la igualdad de oportunidades para los jóvenes.
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O livro analisa a revista Gil Blas, fundada por Álvaro Bomilcar e Alcebiades Delamare em 1919, no Rio de Janeiro, e cuja importância histórica reside principalmente no extremado nacionalismo de sua linha editorial. Em quatro anos, foram publicadas 164 edições da revista, que passou por várias fases, caracterizadas por propostas nacionalistas diversas, as quais imprimiram um caráter bastante dinâmico a seus objetivos. A publicação alcançou tamanha relevância em sua época que chegou a servir como porta voz do governo Epitácio Pessoa (1919-1923) e a reunir o que se tornaria o arcabouço das várias concepções nacionalistas que vigorariam ao longo da década de 1920. O objetivo deste trabalho foi, principalmente, distinguir os projetos defendidos nas páginas da revista e, ainda, esclarecer se havia consonância entre seu ecletismo e seu posicionamento político e doutrinário. O autor também se debruça sobre o projeto temático-editorial da revista, que continha grande diversidade de seções e artigos, cobrindo as mais diferentes áreas, de esporte e literatura a política, passando pelas questões relativas ao operariado, quase sempre com viés nacionalista que beirava a xenofobia
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
Trayectoria tecnológica Web y el orden digital en Latinoamérica: reflexiones históricas desde Brasil
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The emergence of the digital order renewed the Victorian civilizing ideal and strengthened a world order of techno-economic dependence. The new grand narrative is the urgency of digital transformation of societies; a dream pursued without reflection by the populations of the periphery that ended into in a collision between McLuhan's two informational orders: cold and hot societies. Latin America as part of the periphery did not participate in the development of the informatic technologies and its historical legacy made the appropriation of these technologies more difficult. This paper examines the historical circumstances of this process: the development of a discourse around the digital networks, the consequences of this social construction in the region, the fragile efforts of Brazil to create technology, and the entrance of IT networks in the region. The results showed that the status of this kind of research in the region is weak so we alert about its consequences. We concluded that to create an informational order that may serve as a space of self-affirmation, freedom and heterogeneity, it is necessary to have a deep knowledge of the social and historical context that created its basic technologies, but Latin America is indifferent in such regard. Information Science has a central role in the region within this process but it has not developed it yet.
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O objetivo deste Trabalho de Conclusão de Curso é divulgar experiências bem sucedidas no campo de atenção psicossocial através de uma revista customizada desenvolvida para o Projeto Tear “Terapia e Arte”, da cidade de Guarulhos, segunda cidade mais populosa do estado de São Paulo. Mais do que levar credibilidade e, consequentemente, visibilidade às práticas desenvolvidas por eles, o produto tem a intenção de colocar em reflexão a questão da inclusão social pelo trabalho e pela arte, as principais atividades do organismo, e explanar a respeito dos avanços das diretrizes da Reforma Psiquiátrica às quais o Projeto Tear está alinhado. Por meio de entrevistas, pesquisas e vivência in loco, buscou-se por em prática as técnicas jornalísticas aprendidas ao longo do curso de graduação e levar ao leitor série de reportagens de forma clara e diversificada, que contribuam para a propagação do tema e para o exercício de um jornalismo com compromisso ético e cidadão
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The objective of this Project Completion of Course is the production of a magazine's variety, monthly, aimed at a mixed audience, between 20 and 60 years old, seeking relevant information from different areas of knowledge. The Destarte,'s proposal, is to be a dynamic magazine, bold and irreverent, which leads the reader information in a way alternative to those already written in publishing today. Through Style magazine, informative and literary genres coexist with a visual language and creative, seductive and flexible. The experimental product has features and well defined parameters so as to result in an editorial project, not just a single publication in a competitive market
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The objective of this project is to foment and promote the themes related to the Hip Hop movement through a product, the H2 Magazine. Based on several forms of journalism, like photos, reports and interviews, we intend to demonstrate the use of Hip Hop as a vindicatory tool for young people living in the outskirts of towns. Moreover, we seek showing distinct visions and develop the issues in a broad and comprehensive way. H2 is an open space for reflections about Hip Hop, a cultural movement present in Bauru, as well as your importance in the social and cultural development of the citizens
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This work aims to investigate more deeply the concept of Newsgame in order to map essencial features for this new type of media product. Based on several examples, we will analyze the different ways in which a game can behave journalistically. We shall seek the author who coined the term “newsgame”, Gonzalo Frasca, and other international authors, based or not on the first, that attempt to point out limits for these electronic games that aspire Journalism. Some models are harsh, while others are more embracing, but all are intended to achieve a new paradigm in communication that releases itself from static representation stemmed from analog media and ventures into the potential of simulation brought from the digital platform. Examples of newsgames and its theories set forth herein also include Brazilian cases, which we will try to prove to be the most laymen on the subject
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Artigo publicado na Eutomia: Revista Online de Literatura e Linguística Ano 3 Edição 1 Julho 2010 Seção: Destaques em Linguística.A revista é uma publicação do Departamento de Letras da UFPE.
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With the development of Digital TV, the equipments are becoming more and more modernized in order to popular- ize the information that soon might reach all Brazilian families. That way, we open a space for discussion about the many directions that the usability applied on ISDB-Tb interactivity (Brazilian System of Digital Television) can take. This paper approaches the questions connected to the concept of usability and also the subjects related to the life cycle of some technologies (existence time, obsolescence) Also talks with the definition of interactivityon Digital Television since it is responsible for the emergence of a new contingent of interacting people which goes from the computer and portable equipments users to the passive TV viewers. It’s possible to conclude that the Human-Digital TV Interaction (HDTVI) comprehends the synergy between three actants on Digital TV: the col- lective (or not) TV viewer; the interface and the issuer who can be represented by an Artificial Intelligence (AI) service.
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This work had as objective the development of a prototype of educational content, as an experimental process, making use of resources from Interactive Digital TV. The characteristics of interactive digital terrestrial television are presented, in the form of a media mode capable of performing as a complementary source to education. The methodology used is composed of four phases: deduction, analysis, induction and synthesis. Its conception takes as issue the expressed need stated by UNESCO to use ICT (Information and Communications Technology) towards education, as well as the possibility of applying digital television in an educational process. The content is structured in the form of a quiz, a type of question-answer game as an informal way of education for high school students. The prototype developed in this work is presented as a structural script and map, taking into account the necessary activities and routines to put it into operation in the tested environments, eclipse, virtual set-top-box and Developer Box. The practice of prototyping was carried out in NCLua, based on middleware Ginga. As a result, we concluded that Ginga offers enough support to carry out the task, providing characteristics of interaction to publish the proposed content, at the moment of the actual practice.
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The main objective of this paper is to realize a review of literature about use of Interactive Digital Whiteboard, as a tool for improving the quality of education. We intend to show some results already reported in several studies in this area, and thus contribute to the systematization of knowledge about this resource. We found that the positive impacts of digital interactive whiteboards are specific and depend on the model followed in its implementation. Although the literature on this technology still emerging, there is evidences of good practice and positive results in all areas of the curriculum. The outcome of this research shows that to get potential benefits of digital whiteboard will be necessary, at first, to understand the process implementation and appropriation. If hardware and software of Interactive Digital Whiteboard not available and adequately used all their potential benefits not will take effect.