997 resultados para REVISTA DIGITAL
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The research intends to discuss the process of reception of radio content in the current process of digitalization of media noise. So there will be a retrospective of the formation and consolidation of the radio medium in the country until the current stage of media convergence, focusing on the habits of today’s teens that comprise the calling Generation Y or Generation Internet. They constitute a strategic corpus for research on reception and media culture since they are under intense infl uence of the cultures of computing, audiovisual communication and also the economic and cultural globalization.
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The ideal proposed by Decree No. 4901 of 26 November 2003 establishing the Brazilian System of Digital Television (SBTVD) still seems more remote from reality as possible in 2003, where it was believed more in digital inclusion (and social) through access Digital TV via internet than to the development of specifi c products for this media. The reality still shows up differently and it is possible to believe that there was an innocent vision and too optimistic a project that did not meet even the demands of society: SBTVD. The problem to be solved is to get Digital TV adds value to the needs of today’s consumers of content, space has been occupied quickly by computers and devices connected to the internet and even the informal trade of DVDs and video games.
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Thanks to technological advances and new communication paradigms, the field of music production has changed profoundly. The site MySpace, the social network that connects musicians and fans, enables the development of new forms of cultural mediation. Through literature research on topics such as convergence culture (Jenkins, 2008), affective and immaterial labor (Hardt and Negri, 2010) and the new role of cultural intermediaries (Featherstone, 1995); netnography and case study, it was found that rates of site visibility denote value and trigger the artistic consecration.
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O presente trabalho analisa as tendências apontadas pela configuração de uma sociedade pós-industrial colocando em cheque o atual modelo de TV aberta no Brasil. Com isto, toda relação entre a televisão e a audiência está se reconfigurando e estratégias estão surgindo na tentativa de se manter os mesmos níveis de recepção da TV analógica. Este artigo busca chamar a atenção para estas transformações e sua relação com a nova audiência.
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The deployment of Digital TV in Brazil opens up space for the development of educative content based on the concepts of t-learning and edutertainment. The study proposes the application of the gamification as a link of communication to encourage and modify the users’ behavior. However, bumps into itself on the conceptual problem, once the literature brings several definitions that vary according to the application context. The objective this study, exploratory, is to propose a conceptual approach, in order to build a delimited concept that substantiates the gamification system in Interactive Digital TV.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
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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.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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The objective of this paper is to discuss issues related to digital inclusion and citizenship in Brazil, through the approach of public policies gestated by the State in an attempt to insert Brazil in the Information Society via Digital Television through two projects: Brazilian Digital TV System (SBTVD) and the Brazilian National Internet Broadband Plan (PNBL), also called “Brazil Connected”. The methodology used was exploratory, with the procedures of bibliographic and documentary research, with the goal of pointing out how actions have been articulating and gestated by the Brazilian government.
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OBJETIVO: Estudar a relação entre inclusão digital, na forma de troca de mensagens pela Internet, e capacidade funcional de idosos residentes em Florianópolis, Santa Catarina, Brasil. MÉTODOS: Utilizaram-se dados do EpiFloripa Idoso, um estudo transversal de base populacional com idosos (60+ anos) realizado entre 2009 e 2010. A capacidade funcional foi representada pela dificuldade ou incapacidade na realização de atividades básicas ou instrumentais da vida diária, e constituiu a variável dependente denominada dependência funcional. A variável independente principal foi a capacidade autorreferida de enviar e receber mensagens pela Internet usando um computador. Razões de prevalência (PR) e intervalos de confiança de 95% (IC95%) foram estimados em modelo multivariável por regressão de Poisson. RESULTADOS: A amostra compreendeu 1.656 idosos entre 60 e 102 anos com idade média de 70,39 anos (DP = 7,79). Os idosos que conseguiam enviar e receber mensagens pela Internet sem dificuldade apresentaram prevalência significativamente menor de dependência funcional moderada/grave (RP = 0,61; IC95%: 0,40 - 0,94) após ajuste para fatores demográficos, socioeconômicos, de saúde e comportamentais. CONCLUSÕES: A troca de mensagens pela Internet possui forte associação com independência funcional. Não é possível inferir a relação de causalidade dessa associação. Estudos alicerçam a hipótese de que a troca de mensagens pela Internet e a independência funcional tenham uma associação bidirecional, aditiva e sinérgica. Estudos longitudinais poderiam investigar os mecanismos envolvidos nessa associação, para fundamentar políticas de inclusão digital de idosos e para identificar qual o perfil de idosos que mais se beneficiaria com essa inclusão.
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PURPOSE: To compare the direct and indirect radiographic methods for assessing the gray levels of biomaterials employing the Digora for Windows and the Adobe Photoshop CS2 systems. METHODS: Specimens of biomaterials were made following manusfacturer's instructions and placed on phosphor storage plates (PSP) and on radiographic film for subsequent gray level assessment using the direct and indirect radiographic method, respectively. The radiographic density of each biomaterial was analyzed using Adobe Photoshop CS2 and Digora for Windows software. RESULTS: The distribution of gray levels found using the direct and indirect methods suggests that higher exposure times are correlated to lower reproducibility rates between groups. CONCLUSION: The indirect method is a feasible alternative to the direct method in assessing the radiographic gray levels of biomaterials, insofar as significant reproducibility was observed between groups for the exposure times of 0.2 to 0.5 seconds.