993 resultados para Reality Television


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Pós-graduação em Educação - IBRC

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Pós-graduação em Comunicação - FAAC

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The aim of present work is the interpretation of a Coca Cola soft drink advertising image that is shown on a billboard in the city of Presidente Prudente, in São Paulo state. The billboard shows a scene of the video titled Happiness Factory which was presented on television in 2008. Decoding this kind of image, which is integrated to the theoretical and methodical option, favors the visual perception of shapes and their meanings as a reading of the image and the inclusion of the studies of phenomenology of cultural geography to the social reality could reveal some other dimensions, such as the symbolic, the imaginary, the aesthetic ones.This fact will contribute to widen the social trait of Geography and it represents our object of study.The reading will be done after some reflexion on the function of an external advertisement, that is, within the urban context of Presidente Prudente when refering to billboard being studied. It will also be discussed the importance of becoming a critical reader when interpreting advertising messages presented by the communication means in general.

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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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It is this presentation of search results undergraduates, which had the purpose to analyze the legal regulation constitutional produced during the constituent process of 87/88 on the right of ownership of the media, in order to investigate the ban constitutional monopoly and oligopoly in the appropriation of the means. A research proposal considers that this prohibition is also, as a consequence, the seal of the oligopoly and monopoly in the transmission of information, assuming a market plural and diverse. Further considers that, notwithstanding the statutory prohibition on the plane of reality some media companies monopolize certain sectors of the economy, controlling the flow of information, as can be seen in the recent issue about the monopoly rights to broadcast games of the Championship Football Serie A, by the Globo Television Network, a theme that will be used to justify the illegality pointed to the sector. In this sense, the research revisited the constitutional process in order to analyze the projects and legislative debates that led to the current constitutional regulation of ownership of the media, as well as reviewed the decision of the Administrative Council for Economic Defense (CADE) in against the monopoly of the Globo broadcasts Brasileirão, series A.

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This article purposes the ARBot, a system that has as main objective the presentation of concepts of logic for students of elementary and secondary education. The system was developed using the technology known as Augmented Reality (AR), which allows complement the actual environment where the user is, by adding virtual objects. In this scenario the RA created from a virtual game interface is used, through which cognitive challenges are presented. To solve these challenges, users must set up three-dimensional virtual characters using visual language. As a result it follows that, in a playful way, concepts of algorithms and programming are assimilated by users. In addition, the system enables two users to interact in a cooperative game mode. In cooperative mode, the system focuses on collaborative learning, since it allows users to jointly solve the cognitive challenge presented by the system.

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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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The goal of this article is to describe the production of “Interactive Reality” program, prototype for interactive Digital TV newscast based on the concept of infotainment, defined as a genre hybrid television show between information and entertainment. Therefore, it is proposed a script with interactive content, a prototype of the newscast, its results and implications for future researches.

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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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The mass media have a decisive function in formation of opinion and conduct of population. Among those, the television is a vehicle with great power of spread of information. The objective this study is to analyze the influence of media on occurrences regarding the aggressiveness some participants involved in event soccer, while spectators. The subject's attitude is determined by predominant factors, among them the influences of social and cultural way in that lives, as well as, of the education and sporting influences that it affects. The problem of violence in the sport, in the case of soccer, it cannot be addressed for total responsibility of media. However, collaboration is indispensable, for aspect positive and/or negative, depending on the interest in subject. The models of behavior in television could influence the spectator's behavior for a learning process, for example, the use of the language. Therefore, it is indispensable to rethink the roads of television, their ethical conducts and to discuss the philosophical sense of the crisis. Because, to reject the mass media is to deny the reality and social transformations. The extent of the Physical education, above all in the school, is a fundamental space for the teacher to intermediate the meaning of the sport, in this case, the soccer-spectacle, in social context and their relationships with the media, enlarging the process civilization, so much inside as out of field.

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Free to air television is still an important tool to provide information and communication in many countries. Therefore, the universal access to the television system is very important. This paper presents a set of Digital Television accessible remote control devices designed for the Brazilian Digital Television. A research was conducted, interviewing people with disabilities in Brazil. Three remote control models were proposed, consolidating the main identified requirements, being accessible for a diverse group of impairments.

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The purpose of this study is to explore the mechanisms that influence decisions regarding outsourcing competencies in the operation of project management offices (PMOs). The exploratory research described here involves the use of a web-based survey for enterprises in Brazil. In 78 of the survey's valid cases, the PMO is operated using the organization's internal resources. A possible conclusion is that the PMO is unlikely to positively relate to the culture of external services used by the organization and to use outsourcing to operate the PMO.

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Objectives To evaluate the learning, retention and transfer of performance improvements after Nintendo Wii Fit (TM) training in patients with Parkinson's disease and healthy elderly people. Design Longitudinal, controlled clinical study. Participants Sixteen patients with early-stage Parkinson's disease and 11 healthy elderly people. Interventions Warm-up exercises and Wii Fit training that involved training motor (shifts centre of gravity and step alternation) and cognitive skills. A follow-up evaluative Wii Fit session was held 60 days after the end of training. Participants performed a functional reach test before and after training as a measure of learning transfer. Main outcome measures Learning and retention were determined based on the scores of 10 Wii Fit games over eight sessions. Transfer of learning was assessed after training using the functional reach test. Results Patients with Parkinson's disease showed no deficit in learning or retention on seven of the 10 games, despite showing poorer performance on five games compared with the healthy elderly group. Patients with Parkinson's disease showed marked learning deficits on three other games, independent of poorer initial performance. This deficit appears to be associated with cognitive demands of the games which require decision-making, response inhibition, divided attention and working memory. Finally, patients with Parkinson's disease were able to transfer motor ability trained on the games to a similar untrained task. Conclusions The ability of patients with Parkinson's disease to learn, retain and transfer performance improvements after training on the Nintendo Wii Fit depends largely on the demands, particularly cognitive demands, of the games involved, reiterating the importance of game selection for rehabilitation purposes. (C) 2012 Chartered Society of Physiotherapy. Published by Elsevier Ltd. All rights reserved.

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Abstract Background This study constitutes a clinical and genetic study of all newborn and stillborn infants with birth defects seen in a period of one year in a medical school hospital located in Brazil. The aims of this study were to estimate the incidence, causes and consequences of the defects. Methods For all infants we carried out physical assessment, photographic records, analysis of medical records and collection of additional information with the family, besides the karyotypic analysis or molecular tests in indicated cases. Result The incidence of birth defects was 2.8%. Among them, the etiology was identified in 73.6% (ci95%: 64.4-81.6%). Etiology involving the participation of genetic factors single or associated with environmental factors) was more frequent 94.5%, ci95%: 88.5-98.0%) than those caused exclusively by environmental factors (alcohol in and gestational diabetes mellitus). The conclusive or presumed diagnosis was possible in 85% of the cases. Among them, the isolated congenital heart disease (9.5%) and Down syndrome (9.5%) were the most common, followed by gastroschisis (8.4%), neural tube defects (7.4%) and clubfoot (5.3%). Maternal age, parental consanguinity, exposure to teratogenic agents and family susceptibility were some of the identified risk factors. The most common observed consequences were prolonged hospital stays and death. Conclusions The current incidence of birth defects among newborns and stillbirths of in our population is similar to those obtained by other studies performed in Brazil and in other underdeveloped countries. Birth defects are one of the major causes leading to lost years of potential life. The study of birth defects in underdeveloped countries should continue. The identification of incidence, risk factors and consequences are essential for planning preventive measures and effective treatments.