937 resultados para digital tools


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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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This research focuses on methods and strategies for educational-based digital tools, aimed at the public school. Thus, we present possibilities, and the main actions of the national museum institutions in several online educational services that exemplify some forms of virtual mediation in order to verify the relevance of using these tools. The study discusses the need for museums to follow the advance of new technologies to engage and retain the public school, consisting of a highly connected generation with new technologies. It also brings a brief overview of the evolution of the museum in the Western world and presents the formation and nature of art collections that comprise the Artistic-Cultural Collection of the Governmental Palaces of the State of São Paulo, focusing on the management policy of each period, highlighting the educational program and the relationship with the website. As a practical exercise, the research presented suggests applying a form of mediation for the virtual site of Artistic-Cultural Collection of the Governmental Palaces to extend relations sector educational institution for the virtual context

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The high competitiveness and the search for newtechnologies that differentiate the product from the project,require the use of new digital tools. The computer aideddesign - Computed Aided Design (CAD), with electronicmodeling, simulation, structural analysis and production,performed in a virtual environment through the applicationof specific software, are available but their use is stilllimited. There are various software available in languagesand extensions to industrial production which, from 3Dmodeling, they can manage through Computer NumericalControl - Computed Numerical Control (CNC) machiningcenters, laminating, stamping, mold making and otherprocesses productive. This project aims to encouragecreativity and entrepreneurship in the community throughthe provision of technology computer aided design - CAD,with a view to implementation of machining technology.

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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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This paper makes an analysis on the new technological resources related to architectural drawing that make use of the hand drawing. It tests and evaluates the use of new tools such as tablets (e.g. Wacom Bamboo), graphic tablets (e.g. iPad), tablet/screen hybrids (e.g. Wacom Cintiq) and electronic pens (e.g. Wacom Inkling) in the making of free drawings oriented for the developing of graphic products related to the projective act in architecture and design. The paper makes a comparative e interpretative analysis through the reading of those products.

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“Cartographic heritage” is different from “cartographic history”. The second term refers to the study of the development of surveying and drawing techniques related to maps, through time, i.e. through different types of cultural environment which were background for the creation of maps. The first term concerns the whole amount of ancient maps, together with these different types of cultural environment, which the history has brought us and which we perceive as cultural values to be preserved and made available to many users (public, institutions, experts). Unfortunately, ancient maps often suffer preservation problems of their analog support, mostly due to aging. Today, metric recovery in digital form and digital processing of historical cartography allow preserving map heritage. Moreover, modern geomatic techniques give us new chances of using historical information, which would be unachievable on analog supports. In this PhD thesis, the whole digital processing of recovery and elaboration of ancient cartography is reported, with a special emphasis on the use of digital tools in preservation and elaboration of cartographic heritage. It is possible to divide the workflow into three main steps, that reflect the chapter structure of the thesis itself: • map acquisition: conversion of the ancient map support from analog to digital, by means of high resolution scanning or 3D surveying (digital photogrammetry or laser scanning techniques); this process must be performed carefully, with special instruments, in order to reduce deformation as much as possible; • map georeferencing: reproducing in the digital image the native metric content of the map, or even improving it by selecting a large number of still existing ground control points; this way it is possible to understand the projection features of the historical map, as well as to evaluate and represent the degree of deformation induced by the old type of cartographic transformation (that can be unknown to us), by surveying errors or by support deformation, usually all errors of too high value with respect to our standards; • data elaboration and management in a digital environment, by means of modern software tools: vectorization, giving the map a new and more attractive graphic view (for instance, by creating a 3D model), superimposing it on current base maps, comparing it to other maps, and finally inserting it in GIS or WebGIS environment as a specific layer. The study is supported by some case histories, each of them interesting from the point of view of one digital cartographic elaboration step at least. The ancient maps taken into account are the following ones: • three maps of the Po river delta, made at the end of the XVI century by a famous land-surveyor, Ottavio Fabri (he is single author in the first map, co-author with Gerolamo Pontara in the second map, co-author with Bonajuto Lorini and others in the third map), who wrote a methodological textbook where he explains a new topographical instrument, the squadra mobile (mobile square) invented and used by himself; today all maps are preserved in the State Archive of Venice; • the Ichnoscenografia of Bologna by Filippo de’ Gnudi, made in the 1702 and today preserved in the Archiginnasio Library of Bologna; it is a scenographic view of the city, captured in a bird’s eye flight, but also with an icnographic value, as the author himself declares; • the map of Bologna by the periti Gregorio Monari and Antonio Laghi, the first map of the city derived from a systematic survey, even though it was made only ten years later (1711–1712) than the map by de’ Gnudi; in this map the scenographic view was abandoned, in favor of a more correct representation by means of orthogonal projection; today the map is preserved in the State Archive of Bologna; • the Gregorian Cadastre of Bologna, made in 1831 and updated until 1927, now preserved in the State Archive of Bologna; it is composed by 140 maps and 12 brogliardi (register volumes). In particular, the three maps of the Po river delta and the Cadastre were studied with respect to their acquisition procedure. Moreover, the first maps were analyzed from the georeferencing point of view, and the Cadastre was analyzed with respect to a possible GIS insertion. Finally, the Ichnoscenografia was used to illustrate a possible application of digital elaboration, such as 3D modeling. Last but not least, we must not forget that the study of an ancient map should start, whenever possible, from the consultation of the precious original analogical document; analysis by means of current digital techniques allow us new research opportunities in a rich and modern multidisciplinary context.

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La ricerca ha scelto di affrontare una serie di problemi connessi alla valorizzazione e alla conservazione del materiale pubblicitario rispetto a un caso studio selezionato, l’archivio dell’Art Directors Club Italiano conservato presso il Centro Studi e Archivio della Comunicazione dell’Università di Parma. Questo archivio è costituito principalmente da materiali della comunicazione pubblicitaria - suddivisi in categorie corrispondenti a media e tecniche - iscritti dal 1998 al 2003 agli ADCI Awards, il premio italiano di riferimento dedicato alla pubblicità e organizzato dall’Art Directors Club Italiano - ADCI a partire dall’anno della sua fondazione, il 1985. La sua storia è quindi connessa strettamente con quella dell’associazione, che rappresenta e riunisce professionisti della pubblicità che condividono obiettivi comuni, e in particolare il riconoscimento e la valorizzazione della creatività come elemento fondante della comunicazione d’impresa e istituzionale. Lo CSAC in parallelo, il contesto archivistico all’interno del quale questi fondi sono venuti a trovarsi in seguito alla donazione da parte dell’ADCI nel 2002-2003, è un centro di ricerca dell’Università di Parma dedicato alla conservazione e allo studio di archivi provenienti da diversi ambiti culturali. A partire da una mappatura dell’archivio e dalla ricostruzione di contesti e dibattiti fondamentali per studiare e organizzare i fondi, questa tesi si propone di individuare, in particolare attraverso gli strumenti digitali, possibili modalità di analisi, esposizione e accesso ai materiali, che possano aprire una rete di connessioni verso altri ambiti di ricerca e nuove prospettive in funzione delle storie della pubblicità.

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Among Small and Medium Sized Enterprises (SMEs) in particular, the UK Government’s ambitions regarding BIM uptake and diffusion across the construction sector may be tempered by a realpolitik shaped in part by interactions between the industry, Higher Education (HE) and professional practice. That premise also has a global perspective. Building on the previous 2 papers, Architectural technology and the BIM Acronym 1 and 2, this third iteration is a synthesis of research and investigations carried out over a number of years directly related to the practical implementation of BIM and its impact upon BE SMEs. First challenges, risks and potential benefits for SMEs and micros in facing up to the necessity to engage with digital tools in a competitive and volatile marketplace are discussed including tailoring BIM to suit business models, and filtering out achievable BIM outcomes from generic and bespoke aspects of practice. Second the focus is on setting up and managing teams engaging with BIM scenarios, including the role of clients; addresses a range of paradigms including lonely BIM and collaborative working. The significance of taking a whole life view with BIM is investigated including embedding soft landings principles into project planning and realisation. Thirdly procedures for setting up and managing common data environments are identified and the value of achieving smooth information flow is addressed. The overall objective of this paper is to provide SMEs with a practical strategy to develop a toolkit to BIM implementation.

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Virtual learning environments (VLEs) have witnessed a high evolution, namely regarding their potentialities, the tools and the activities they provide. VLEs enable us to access large quantities of data resulting from both students and teachers’ activities developed in those environments. Monitoring undergraduates’ activities in VLEs is important as it allows us to showcase, in a structured way, a number of indicators which may be taken into account to understand the learning process more deeply and to propose improvements in the teaching and learning strategies as well as in the institution’s virtual environment. Although VLEs provide several data sectorial statistics, they do not provide knowledge regarding the institution’s evolution. Therefore, we consider the analysis of the activity logs in VLEs over a period of five years to be paramount. This paper focuses on the analysis of the activities developed by students in a virtual learning environment, from a sample of undergraduate students, approximately 7000 per year, over a period of five academic years, namely from 2009/2010 to 2013/2014. The main aims of this research work are to assess the evolution of activity logs in the virtual learning environment of a Portuguese public higher education institution, in order to fill possible gaps and to hold out the prospect of new forms of use of the environment. The results obtained from the data analysis show that overall, the number of accesses to the virtual learning environment increased over the five years under study. The most used tools were Resources, Messages and Assignments. The most frequent activities developed with these tools were respectively consulting information, sending messages and submitting assignments. The frequency of accesses to the virtual learning environment was characterized according to the number of accesses in the activity log. The data distribution was divided into five frequency categories named very low, low, moderate, high and very high, determined by the percentiles 20, 40, 60, 80 and 100, respectively. The study of activity logs of virtual learning environments is important not only because they provide real knowledge of the use that undergraduates make of these environments, but also because of the possibilities they create regarding the identification of a need for new pedagogical approaches or a reinforcement of previously consolidated approaches.

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No presente trabalho investigou-se a adoção por parte das instituições educacionais dos recursos e ferramentas disponíveis nas mídias digitais sociais, que permitem a comunicação síncrona e assíncrona, estimula a comunicação para maior interatividade, dialogicidade e colaboração entre os atores envolvidos no processo ensino-aprendizagem da educação a distância. Para tanto, verificou-se como os alunos que estudam na EAD reagem às novas possibilidades oferecidas com o advento das novas tecnologias da informação e comunicação - NTICs. O estudo focou os alunos que estavam, no momento da pesquisa, cursando os segundos bimestres dos Cursos de Tecnólogos em: Marketing, Logística, Recursos Humanos e Gestão Comercial em EAD, das universidades Anhanguera e Metodista, dos pólos de São Caetano do Sul e Mauá. Na seleção da amostra, optou-se pelo modelo não probabilístico do tipo intencional, adotando-se o critério de que os alunos selecionados conheciam os recursos e as ferramentas utilizadas nas mídias digitais sociais das instituições. Como instrumento de medida, utilizou-se um questionário tipo Likert composto por 7 dimensões e 32 assertivas, além da técnica de entrevista de grupo focal, totalizando 5 encontros. Resgatou-se historicamente alguns pontos sobre o movimento das novas tecnologias, sobretudo as digitais, bem como a educação na modalidade a distância, desde o século passado até a atualidade. Além disso, procurou-se entender o quanto as ações governamentais têm apoiado as transformações tecnológicas que impactam direta e indiretamente nos aspectos educacionais. Outro tema abordado para a discussão desse trabalho foi a Sociedade do Conhecimento, que tem papel de suma importância para o desenvolvimento e avanço das Novas Tecnologias da Comunicação e Informação. As discussões para as análises dos resultados foram norteadas pela Teoria da Ação Comunicativa de Habermas que ajudou a compreender e indicar a importância dos conceitos vistos sobre o mundo da Vida e o mundo do Sistema, dentro da realidade atual da EAD e das NTCs. Os dados apontaram que os alunos que estudam nessas duas Universidades são em sua maioria, casados, possuidores de filhos e pretendem com seus estudos dar um salto qualitativo em suas carreiras, acessam a internet de suas residências, local de trabalho e nas universidades que estudam. São conhecedores e aproveitam as Mídias Digitais Sociais - MDS oferecidas por suas universidades e as utilizam para se comunicarem com seus colegas e seus professores, mas, interagem melhor com as ferramentas oferecidas pelo mercado, que estão disponíveis na Internet e fazem uso de forma bastante significativa do mensageiro e-mail para a comunicação entre seus colegas. A pesquisa também assinalou que, o público pesquisado pertencente à geração de imigrantes digitais se adapta e utiliza relativamente bem as ferramentas oferecidas por ambas as Universidades. Entretanto, também indicou que, os recursos e as ferramentas digitais oferecidas pela instituição de ensino que podem facilitar o processo comunicacional dentro das instituições educacionais são conhecidos, mas, ainda se encontram aquém, frente às possibilidades oferecidas pelas novas tecnologias digitais utilizadas no mercado. Para a maioria, as MDS são de grande importância e facilitam o processo comunicacional dentro da relação de ensino-aprendizagem, entretanto, apontam que o diálogo poderia ser mais dinâmico se houvesse por parte dos professores ou tutores EAD maior interação on-line. A pesquisa assinalou que as mídias digitais sociais e suas ferramentas, oferecidas pelo mercado e que são utilizadas fora da rede do EAD, por serem mais interativas e intuitivas e estarem vinculadas a um ambiente mais descontraído, permitem maior colaboração e uma comunicação muito mais ágil do que as vivenciadas na rede EAD.

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Nossa Tese postula a existência de uma cibercultura ambientalista, própria do movimento ambiental, que conta com uma dinâmica comunicativa caracterizada por estratégias de discurso e mobilização específicas. O movimento ambiental, aqui representado pela organização de espectro internacional Greenpeace, soube se apropriar das ferramentas digitais, difundir a problemática em um cenário de redes sociais digitais, ciberativismo, interatividade e composição de uma esfera pública em rede, que colocamos em debate. Para entender esse panorama realizamos uma ampla discussão teórica, em permanente diálogo com nosso objeto de estudo, abrangendo a trajetória do ambientalismo e seu lugar enquanto movimento social; as tecnologias da sociabilidade, a Internet e suas mídias como espaço de resistência e controle, assinalando a cibercultura como a própria cultura contemporânea, pautada pelas influências tecnológicas. Realizamos entrevistas com voluntários, seguidores, além de responsáveis pela comunicação do Greenpeace que nos permitiram traçar as motivações da participação e confirmar que o engajamento na causa ambiental foi fortemente impulsionado pelas facilidades do ciberespaço. As estratégias discursivas foram desvendadas com as coordenadas metodológicas da Análise do Discurso, focada na identificação do ethos e das cenas de enunciação, com base em um protocolo de análise que formulamos para compreender a maneira de dizer que leva os sujeitos aderirem maciçamente ao discurso ambiental. Na primeira etapa da análise realizamos diagnóstico de perspectiva quantitativa e caráter exploratório para levantar as campanhas/temáticas principais e avaliar a repercussão dos assuntos nas redes sociais digitais e na mídia convencional. Posteriormente, selecionamos os textos das principais campanhas que passaram pela fase qualitativa, que abarcou os itens lexicais, as técnicas argumentativas e os elementos de destacabilidade, além de aspectos externos ao texto linguístico, como fotos, vídeos, cores e cenas predominantes. O discurso na cibercultura ambiental desvela o ethos do amigo, do parceiro, que oscila entre o drama e a agressividade para chamar atenção à causa. Problemas graves como denúncias ambientais são tratados com um ethos lúdico, até mesmo infantil, usando de linguagem coloquial e de códigos da cultura contemporânea desenhos animados, jogos virtuais, belos animais que cantam e dançam que para os nossos olhos revelam uma cenografia esquizofrênica, mas é justamente o que garante o êxito das campanhas.

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Computing devices have become ubiquitous in our technologically-advanced world, serving as vehicles for software applications that provide users with a wide array of functions. Among these applications are electronic learning software, which are increasingly being used to educate and evaluate individuals ranging from grade school students to career professionals. This study will evaluate the design and implementation of user interfaces in these pieces of software. Specifically, it will explore how these interfaces can be developed to facilitate the use of electronic learning software by children. In order to do this, research will be performed in the area of human-computer interaction, focusing on cognitive psychology, user interface design, and software development. This information will be analyzed in order to design a user interface that provides an optimal user experience for children. This group will test said interface, as well as existing applications, in order to measure its usability. The objective of this study is to design a user interface that makes electronic learning software more usable for children, facilitating their learning process and increasing their academic performance. This study will be conducted by using the Adobe Creative Suite to design the user interface and an Integrated Development Environment to implement functionality. These are digital tools that are available on computing devices such as desktop computers, laptops, and smartphones, which will be used for the development of software. By using these tools, I hope to create a user interface for electronic learning software that promotes usability while maintaining functionality. This study will address the increasing complexity of computing software seen today – an issue that has risen due to the progressive implementation of new functionality. This issue is having a detrimental effect on the usability of electronic learning software, increasing the learning curve for targeted users such as children. As we make electronic learning software an integral part of educational programs in our schools, it is important to address this in order to guarantee them a successful learning experience.

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Computing devices have become ubiquitous in our technologically-advanced world, serving as vehicles for software applications that provide users with a wide array of functions. Among these applications are electronic learning software, which are increasingly being used to educate and evaluate individuals ranging from grade school students to career professionals. This study will evaluate the design and implementation of user interfaces in these pieces of software. Specifically, it will explore how these interfaces can be developed to facilitate the use of electronic learning software by children. In order to do this, research will be performed in the area of human-computer interaction, focusing on cognitive psychology, user interface design, and software development. This information will be analyzed in order to design a user interface that provides an optimal user experience for children. This group will test said interface, as well as existing applications, in order to measure its usability. The objective of this study is to design a user interface that makes electronic learning software more usable for children, facilitating their learning process and increasing their academic performance. This study will be conducted by using the Adobe Creative Suite to design the user interface and an Integrated Development Environment to implement functionality. These are digital tools that are available on computing devices such as desktop computers, laptops, and smartphones, which will be used for the development of software. By using these tools, I hope to create a user interface for electronic learning software that promotes usability while maintaining functionality. This study will address the increasing complexity of computing software seen today – an issue that has risen due to the progressive implementation of new functionality. This issue is having a detrimental effect on the usability of electronic learning software, increasing the learning curve for targeted users such as children. As we make electronic learning software an integral part of educational programs in our schools, it is important to address this in order to guarantee them a successful learning experience.

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Traditional classrooms have been often regarded as closed spaces within which experimentation, discussion and exploration of ideas occur. Professors have been used to being able to express ideas frankly, and occasionally rashly while discussions are ephemeral and conventional student work is submitted, graded and often shredded. However, digital tools have transformed the nature of privacy. As we move towards the creation of life-long archives of our personal learning, we collect material created in various 'classrooms'. Some of these are public, and open, but others were created within 'circles of trust' with expectations of privacy and anonymity by learners. Taking the Creative Commons license as a starting point, this paper looks at what rights and expectations of privacy exist in learning environments? What methods might we use to define a 'privacy license' for learning? How should the privacy rights of learners be balanced with the need to encourage open learning and with the creation of eportfolios as evidence of learning? How might we define different learning spaces and the privacy rights associated with them? Which class activities are 'private' and closed to the class, which are open and what lies between? A limited set of set of metrics or zones is proposed, along the axes of private-public, anonymous-attributable and non-commercial-commercial to define learning spaces and the digital footprints created within them. The application of these not only to the artefacts which reflect learning, but to the learning spaces, and indeed to digital media more broadly are explored. The possibility that these might inform not only teaching practice but also grading rubrics in disciplines where public engagement is required will also be explored, along with the need for consideration by educational institutions of the data rights of students.

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Tämä tutkielma käsittelee mikroyrityksen ja tilitoimiston välistä yhteistyötä sekä sen edistämistä sähköistämisen keinoin. Aihetta käsitellään ulkoistamisen näkökulmasta, jolloin taloushallinnon prosessit käsittävät tilitoimiston ja yrityksen välisen tiedonvaihdon ja yhteistyön. Tutkielmassa käsitellään taloushallinnon roolia ja prosesseja sekä taloushallinnon ulkoistamisen teoreettisia lähtökohtia. Tämän jälkeen syvennytään taloushallinnon sähköistämiseen sekä sen etuihin ja haittoihin. Aiheita pyritään käsittelemään sekä yleisellä tasolla että mikroyritysten näkökulmasta. Tutkielman tavoitteena on teorian ja empiirisen tutkimuksen avulla selvittää, millaisia sähköisiä keinoja valitun kohdeyrityksen ja tilitoimiston yhteistyön kehittämiseen on tarjolla ja kuinka nämä keinot edistäisivät osapuolten välistä yhteistyötä. Työssä käytetty tutkimusmenetelmä on kvalitatiivinen ja tutkittavaa ilmiötä on tarkasteltu tapaustutkimuksen keinoin. Tutkimusaineisto kerättiin kohdeyrityksen omistajayrittäjältä keskusteluin sekä kohdeyrityksen käyttämälle tilitoimistolle sähköpostitse lähetetyllä kyselyllä. Tutkielmassa päädyttiin siihen, että sähköisistä menetelmistä on saatu apua esimerkiksi kuittikirjanpidossa. Käytössä olevien sähköisten palveluiden määrää sen sijaan voitaisiin vähentää ainakin poistamalla yksi laskujenhallintaohjelma käytöstä. Tämä edistäisi tositteiden kulkua yritykseltä kirjanpitäjälle ja samalla päästäisiin eroon myös yhdestä käyttöominaisuuksiltaan kehnosta laskujenhallintajärjestelmästä. Toisaalta todettiin, että ydinongelmat eivät loppujen lopuksi liity heikkoon teknologiaan vaan ihmisten välisiin suhteisiin eivätkä nämä ongelmat ole ratkaistavissa teknologian keinoin.