974 resultados para Gravações de video - Produção e direção


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This research aims to analyze the meaning making by Elementary Education students from public schools of Uberlândia (Minas Gerais, Brazil) about the social and environmental problems of their surroundings as of audiovisual reading and expression skills. The theoretical framework is based on constructivism, through the study of contributions about: cognitive development; meaningful learning; cognitive processes and types of knowledge; principles of learning with technology; educommunication focused on critical media literacy; and critical environmental education. The study object is a video production workshop organized in nine meetings, from September to November 2015, attended by 15 students. The following data collection instruments were used: the materials produced by the participants, specifically guided critical media literacy, agenda, script and final video; researcher observations from his role as a mediator; and focal interviews. The analysis was divided into two axes: procedural knowledge – technical skills of critical media literacy and production; and conceptual and metacognitive knowledge – representation of social and environmental problems and metacognitive skills of critical media literacy. Data were coded in the form of a skill evaluation rubric and also in the form of graphs. Thus, despite the time constraints, it is inferred that the workshop helped students to deepen their understanding about the discussed content, which is reinforced by observing in the graphs how the constant progressive differentiation of more inclusive concepts occurred along the meetings. It is further considered that the workshop contributed to the students reflect on their way of learning through critical use of techniques of media literacy and production, which can be seen from the satisfactory learners performance in most elements evaluated by the rubrics, as well as from the success in identifying interlocutors, values and actions in the read and built texts, something revealed by the graphs.

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Tendo em conta o cenário atual de aumento de população idosa e da esperança média de vida, de proliferação dos meios tecnológicos e da necessidade de permanecer ativo para a melhoria da qualidade de vida, a criação de produtos, que aliem a tecnologia ao exercício físico, mostra-se uma mais-valia. A presente dissertação possui quatro objetivos:I) Identificar as tipologias de exercícios adequados ao público-alvo II) planeamento de três vídeos tutoriais de exercício físico para apoio ao cidadão sénior; III) realização dos três vídeos tutoriais de exercício físico para apoio ao cidadão sénior; IV) avaliação dos três vídeos tutoriais junto a cidadãos seniores para compreender se as características presentes nos tutoriais são adequadas para o público. Para a concretização dos objetivos, anteriormente mencionados, foram utilizadas três diferentes fases metodológicas durante este projeto: Na primeira fase foi utilizada uma metodologia exploratória, isto é, foram estudados trabalhos anteriormente realizados relativos a esta temática, para auxiliar a construção dos tutoriais; Na segunda fase recorrendo à metodologia de investigação de desenvolvimento, foi concretizado um protótipo dos vídeos tutoriais, apresentados a um grupo de especialistas em ambiente de focus group, onde foram sugeridas alterações para melhor se adaptarem ao público-alvo, e posteriormente foi realizada uma versão final dos tutoriais. Por último, os tutoriais foram apresentados a cidadãos seniores para serem avaliados a nível de: vídeo, áudio, exercícios e texto, com o intuito de compreender se estes se encontravam adequados ao público sénior. Em suma, no final da presente investigação consegue-se responder à questão: quais as caraterísticas que devem possuir os tutoriais audiovisuais, de apoio à atividade física, destinados a um público sénior.

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Trabalho de projeto apresentado à Escola Superior de Educação de Paula Frassinetti para obtenção do grau de Mestre em Ciências da Educação Especialização em Supervisão Pedagógica

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Gas-liquid two-phase flow is very common in industrial applications, especially in the oil and gas, chemical, and nuclear industries. As operating conditions change such as the flow rates of the phases, the pipe diameter and physical properties of the fluids, different configurations called flow patterns take place. In the case of oil production, the most frequent pattern found is slug flow, in which continuous liquid plugs (liquid slugs) and gas-dominated regions (elongated bubbles) alternate. Offshore scenarios where the pipe lies onto the seabed with slight changes of direction are extremely common. With those scenarios and issues in mind, this work presents an experimental study of two-phase gas-liquid slug flows in a duct with a slight change of direction, represented by a horizontal section followed by a downward sloping pipe stretch. The experiments were carried out at NUEM (Núcleo de Escoamentos Multifásicos UTFPR). The flow initiated and developed under controlled conditions and their characteristic parameters were measured with resistive sensors installed at four pipe sections. Two high-speed cameras were also used. With the measured results, it was evaluated the influence of a slight direction change on the slug flow structures and on the transition between slug flow and stratified flow in the downward section.

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Dissertação de Mestrado, Produção, Edição e Comunicação de Conteúdos – Ramo Multimédia, Faculdade de Ciências Humanas e Sociais, Universidade do Algarve, 2015

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Dissertação (mestrado)—Universidade de Brasília, Instituto de Letras, Departamento de Línguas Estrangeiras e Tradução, Programa de Pós-Graduação em Linguística Aplicada, 2015.

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Designers need to develop good observational skills in order to conduct user studies that reveal the subtleties of human interactions and adequately inform design activity. In this paper we describe a game format that we have used in concert with wiki-web technology, to engage our IT and Information Environments students in developing much sharper observational skills. The Video Card Game is a method of video analysis that is suited to design practitioners as well as to researchers. It uses the familiar format of a card game similar to "Happy Families,, to help students develop themes of interactions from watching video clips. Students then post their interaction themes on wiki-web pages, which allows the teaching team and other students to edit and comment on them. We found that the tangible (cards), game, role playing and sharing aspects of this method led to a much larger amount of interaction and discussion between student groups and between students and the teaching team, than we have achieved using our traditional teaching methods, while taking no more time on the part of the teaching staff. The quality of the resulting interaction themes indicates that this method fosters development of observational skills.In the paper we describe the motivations, method and results in full. We also describe the research context in which we collected the videotape data, and how this method relates to state of the art research methods in interaction design for ubiquitous computing technology.

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When should a person who has a heart attack not be resuscitated? When should a patient no longer be kept alive on a ventilator, or be provided with food and water by a tube? When should a person not be given a blood transfusion they need to stay alive? The answers to these questions depend on a number of factors including the mental or physical condition of the patient and any wishes they have expressed prior to losing the ability to make this decision, as well as the requirements of good medical practice. This video is a record of a public lecture held on 7 July 2004 by the Faculty of Law at the Queensland University of Technology, in association with the Faculty of Health, the Centre for Palliative Care Research and Education, and Palliative Care Queensland.

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Despite the size and growth of the computer and video gaming industry – as well as the increasing use of the medium for the placement of advertising and product placement – researchers have neglected this area. By drawing on existing literature and research in similar and related areas of film product placement, sponsorship and interactivity, the authors present a conceptual overview and identify areas for research.

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With increasing revenues for video game manufacturers, higher software sales and a more diverse audience, the video games industry has been experiencing strong and rapid growth in recent times, rivalling other forms of entertainment. As a result, games have begun to attract the attention of marketing practitioners who are finding it increasingly difficult to attract consumer attention, and are seeking alternative media for marketing communications. This paper provides a review of the video games industry in the United States and raises the question as to whether games are a viable new medium for marketing messages. Areas for research are identified.