144 resultados para Repositório


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Presents a developing laboratory within History of Culture, subject taught in the Library and Archive Studies at UNESP (Marilia). The project is based upon the foundations of research line Information and Technology: students from the second under graduation year participate in the improving of 27 entries in Portuguese language Wikipedia. The aim is to capacitate for scientific reading and writing in digital media, habilitate for the information identification and recuperation and for the interpretation and understanding of formal and contents aspects and its reorganization. It includes activities of search, selection, remix and republishing of texts, images, audio and videos in the convergence of diverse hypertext information sources, supported by tutors with strategic abilities in digital environments. In this sense it was adhered to the international Wikipedia Foundation University Campus Ambassadors project. It’s also aimed to induce sharing and collaboration behaviors with the purpose of creating necessary habits for the informational empowerment in Brazil. As methodology is to optimize the work of individuals already trained in wiki culture and to create in within the subject information sharing programs with a more specialized bias, giving greater credibility to the digital environment. The environment syntaxes helps in the learning of the complementary skills of reading and writing and offers itself as an open repository from which information can be reused. It is, thus, an empowerment strategy in the search of autonomy and self reliance considering intersemiotic knowledge in the edition, visualization and understanding of information in the social web. A second step of a verifying research on the environment’s credibility after the consolidation and dissemination of the entries improvement work is proposed.

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Digital repositories are currently being used by education and research institutions in Brazil as an alternative for propagating scientific and academic results, mainly to reach institutional memory and visibility. However, the way these results are presented may influence their use, affecting user-system interaction through the interface components. Thus, it is possible to state that an unique digital information environment can offer different ways of visual presentation, customizing informational and visual components for specific users communities. In this context, tools are being developed as a resource to make access and use of information easier, and to increase the usability of digital informational environments. One of these tools, Manakin, is presented in this paper, as well as its integration with the DSpace platform, in order to enable multiple visual presentations, stressing the importance of the differentiation and direction of interfaces by a single repository to the various knowledge fields. So, results and examples of repositories with multiple visual presentations are introduced, to facilitate the use of the presented tool, as well as to reinforce the importance of a differentiated visual identity by areas of knowledge in a single repository, by means of literary and exploratory analysis.

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This artistic-scientific process aims to innovate the concept of Interactive Comics by adding them into the concept of RPG games and Single-Adventures. To make it properly done, there will be some issues about Interactivity, history of the Comic Strip and Mangas, and their techniques of use. Also, there will be other issues involving Electronic Comics and Interactive Comics, in addition to the concept of the RPG games and Single-Adventures, so that the reader of this paper could understand the practical result of every issue combined into one. The identification of these issues is made from a bibliographic and iconographic research, and it will also be displayed throughout the content. Some decisions will be thrown along this paper for the reader to decide and, therefore, understand the Interactivity process in a better way. The combined issues’ result will be presented in my interactive website, http://a3studios.com.br/iss/home (address not final) or http://amstarproductions.net (final address), where the readers will have to experience the “Play&Read” phenomenon. Furthermore, this work is inserted in the line of the research Artistic Processes and Procedures of the Department of Fine Arts from the Art Institute of UNESP, whose methodology used was the Freinet Educational Cybernetics, developed in the research group Media Arts and Videoclip leaded by the leading advisor for this Final Course Work. The result and discussion of artistic and scientific research were reported in monographs such as this that I present, with the following versions: PDF version for dissemination in the virtual repository of the Institute of Arts’ Library; hardcover version for physical collection at the Library of Institute of Arts; The Printed Version for the board of examiners; and an appropriated template version for submission to International Scientific Congress in the area of Arts.

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This Final Course Work’s main subject comes from a study made on my previous Final Course Work titled “Artemídia Preferente: Fenômeno ‘Jogar&Ler’ nas Histórias em Quadrinhos Interativas (HQI) com os games do RPG”, and it is fed by the shortage of Electronical Comic publications, classes, courses and activities that could suit for educational purposes and experiences for a capable kind of audience to learn it and do it. Specific issues about Electronic Comic will be presented, based on Célestin Freinet’s Pedagogy, on some books about Methodology and on the Brazilian Curriculum Guidelines required for graduation. After that, a Lesson Plan will be developed for a 14 year-old-or-older kind of audience where they will be capable of making their own Electronic Comic, being it educational-themed or not. This study also cares about the participants’ influences on their lives to be completed. Furthermore, this work is inserted in the line of the research “Artistic Processes and Procedures” of the Department of Fine Arts from the Art Institute of UNESP, whose methodology used was the Freinet Educational Cybernetics, developed in the research group “Media Arts and Videoclip” leaded by the leading advisor for this Final Course Work. The result and discussion of artistic and scientific research were reported in monographs such as this that I present, with the following versions: PDF version for dissemination in the virtual repository of the Institute of Art’s Library; hardcover version for physical collection at the Institute of Art’s Library; the printed version for the board of examiners, and an appropriated template version for submission to the International Scientific Congress in the area of Arts.

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The term “independent media art” expresses an artistic-scientific process performed in the Art- Science Communication interface presented as Final Paper in Visual Arts baccalaureate modality. The first part consists in gather, in artisticscientific research, an overview of the production of independent comics, mainly in Brazil, as well as some of the manifestations that were derived from it. The identification is made from bibliographical and iconographical survey, both printed and virtual materials. The second part discusses the production of a comic of my own - Imperfect Lives - published independently. This work is inserted in the line of research “Artistic Processes and Procedures” of the Department of Fine Arts of the Art Institute of UNESP and describes: Creative process, production, dissemination and influences. The third and final section brings together the work done by me during the four-year course, whose theme has some relation with comics. Experiments are in various media, using one or another characteristic intrinsic to them. The monography includes as an appendix a copy of each issue of the fanzine Imperfect Lives. The methodology used was Freinetiana Educational Cybernetics, developed in the research group “Art media and Videoclip”, whose leading advisor is the one from this Final Paper. The result and discussion of the artistic research and scientific monography were reported in the following versions: PDF File repository for dissemination in the virtual library of the Institute of Arts. Hardcover version for physical collection in the Library of the Institute of Arts. Paper version for the committee. Template version appropriate for submission to International Scientific Congress in the area of Arts

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The term “writing media art” expresses an artisticscientific process performed in the Art-Science Communication interface presented as Final Paper in Visual Arts baccalaureate modality. The first part gathers, in artistic-scientific research, a historical overview of the relation between image and writing, which its main focus is calligraphy and its different expressions in art and design, including their interrelations. The identification is made from bibliographical and iconographical survey, both printed and virtual materials. This approach involves the selection of authors’ statements and comments in order to offer a deeper historical basis, since it comes to facts and events. The second part relates to the set of works produced during the four-year period of the Visual Arts course, including a reflection about the creation process and all that surrounds it – influences, memories, visions etc. – to finally establish a connection between all these elements in order to make clear this incredible web of creation. This work is inserted in the line of research “Artistic Processes and Procedures” of the Department of Fine Arts of the Art Institute of UNESP and describes: creative process, production and influences. The methodology used was Freinetiana Educational Cybernetics, developed in the research group “Art media and Videoclip”, whose leading advisor is the one from this Final Paper. The result and discussion of the artistic-scientific research were reported in monography in the following versions: PDF File repository for dissemination in the virtual library of the Institute of Arts; hardcover version for physical collection in the Library of the Institute of Arts; paper version for the committee; template version appropriate for submission to International Scientific Congress in the area of Arts

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Collaborative Systems are designed to support individuals in order to solve a problem together, or cooperatively (or collaboratively). Such systems have the advantage of not requiring the presence in the same location of the participants. The basis of any Collaborative System is communication, where users interact with each other in order to exchange information. Communication among individuals is accomplished through collaborative tools such as chat, email, document repository, etc.. Using these tools, companies can reduce operational costs, saving on travel and accommodation of its employees to attend meetings. The project members only need a computer with internet access to use collaborative tools. Project management is essential to the quality of the nal product. To perform a proper management, methodologies must be applied using methods, tools and procedures. There are some phases that are considered generic for all software process models, they are: de nition, development, maintenance and activity to support the software process. In this paper is described a platform for project management using the concepts and features of Collaborative Systems. The goal of this platform is to unify various collaborative tools (such as chat and document repository) in a project management system. Using the system, it becomes possible to manage projects, and the ability to maintain an active constant communication between members of each project

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Lying under the contribution of a display of characteristics with multiple meanings (Catholicism, Surrealism, unite of contraries, and the dialogue with other types of art), Murilo Mendes focalizes some subjects that are made to become appealing in his works. Some of these subjects appear in his 1945’s poetry book, As metamorfoses, the object of analysis in this present work: the poet’s figure, insert in the historical view of the World War II and by the poet devastated; the muse’s figure, carrier of the sacred and the profane, whose body represents a repository of descriptions with surrealistic meanings, that is shown indistinctly as the poetry itself; and, concluding, the poetry (or the metapoetry) expressed in this context (historical and literary). Therefore, we intend to search, based in the analysis of poems, how each of this instances are configured inside the poetic universe of Murilo Mendes, with the intention of enlighten the constitution of the sewing made of them by the poet from Juiz de Fora; instances that are very precious when we deal with the poetry that gives to his writings the patent feature of modernity.

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Once the use of historical data serves as an articulator of senses in journalistic narratives, this article proposes to study the cases in which the discursive constructions of the future are structured from the evocation of the past. It is possible to discern how images of the future built on stories parting from the past is related to a specific conception of history and how this history is seen, by journalism, as a repository of examples enrolled in a temporal continuum and fixed as a judging instance able to measure and anticipate the future consequences.

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Pós-graduação em História - FCLAS

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Pós-graduação em Ciência da Informação - FFC

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Pós-graduação em Ciência da Informação - FFC

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Pós-graduação em Ciência da Informação - FFC

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O cenário atual de repositórios digitais mundialmente distribuídos estimula estudos diversificados com os quais esse trabalho visa contribuir, objetivando um levantamento dos repositórios de instituições de ensino superior no Brasil, verificando a eficácia de uma ferramenta experimental no tratamento e análise dos dados e usando como fontes os diretórios Registry of Open Access Repositories (ROAR), Directory of Open Access Repositories (OpenDOAR), Diretório Luso-Brasileiro de Periódicos e Repositórios de Acesso Livre e a lista L_repositories. A ferramenta experimental Google Fusion Tables foi aplicada nos dados dos repositórios institucionais pesquisados, categorizando suas principais características: Instituição mantenedora, Natureza da instituição, Local, Região geográfica, Software adotado e sua versão, adoção do padrão Dublin Core e quantidade de trabalhos disponibilizados na data do estudo. Foram identificados 49 repositórios que em agosto de 2013 disponibilizavam 396.881 itens, sendo as instituições federais as com maior povoamento e o repositório LUME o primeiro em volume de itens; a região Sudeste com o maior número de repositórios e volume de itens disponibilizados; o DSpace o software predominante, com maior utilização da versão 1.6.2 e o padrão de metadados Dublin Core em todas as aplicações desse software. Este estudo comprovou a eficácia e utilidade do FusionTables, permitindo caracterizar o panorama atual de repositórios de instituições de ensino superior no Brasil. Os resultados foram disponibilizados em um Catálogo de Repositórios de Instituições de Ensino Superior no Brasil e um Mapa interativo dos Repositórios de Instituições de Ensino Superior no Brasil.

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Atualização do DSPACE, implemenção de todas as funcionalidades e as novas funções da versão 3.1 Comparação das versões utilizadas do DSpace para avaliação dos benefícios no desempenho, com a adoção de novos serviços e implementações, plug-ins e integração com banco corporativo da Universidade.