983 resultados para digital agency
Resumo:
O uso dos métodos tradicionais de levantamento do uso das terras, em razão do custo elevado dos instrumentos e a dificuldade de disponibilizar as informações de maneira rápida aos tomadores de decisão, torna proibitivo seu emprego de forma sistemática e repetitiva sobre grandes extensões de território. Desta forma, existe a necessidade de se utilizar métodos que possibilitem o levantamento do uso das terras de maneira eficiente, rápida e que tenham relativamente baixo custo. Neste contexto, a forma mais eficiente e rápida para caracterizar o uso atual das terras é por meio dos recursos instrumentais oferecidos pelo sensoriamento remoto (SR), com auxílio dos Sistemas de Informações Geográficas (SIGs) e dos Sistema de Posicionamento Global (GPSs). O processo de levantamento e caracterização do uso das terras, nesse caso, pode ser grandemente facilitado pela utilização de imagens de satélites e outros recursos de sensoriamento remoto, que podem gerar dados passíveis de serem geocodificados, ou seja, integrados, relacionados e espacializados nos SIGs. Esses, em conjunto com os GPSs, são considerados, atualmente, como a maneira mais eficiente de levantamento e identificação do uso das terras. Desta forma, o trabalho teve como objetivo o mapeamento de uso das terras utilizando o processamento digital de imagem de sensoriamento remoto, utilizando-se a interpretação visual, a classificação digital supervisionada, e a classificação híbrida (classificação digital + interpretação visual), utilizando-se imagem TM do satélite LANDSAT 7.
Resumo:
With the rapid increase in low-cost and sophisticated digital technology the need for techniques to authenticate digital material will become more urgent. In this paper we address the problem of authenticating digital signals assuming no explicit prior knowledge of the original. The basic approach that we take is to assume that in the frequency domain a "natural" signal has weak higher-order statistical correlations. We then show that "un-natural" correlations are introduced if this signal is passed through a non-linearity (which would almost surely occur in the creation of a forgery). Techniques from polyspectral analysis are then used to detect the presence of these correlations. We review the basics of polyspectral analysis, show how and why these tools can be used in detecting forgeries and show their effectiveness in analyzing human speech.
Resumo:
2008
Resumo:
This thesis examines a complete design framework for a real-time, autonomous system with specialized VLSI hardware for computing 3-D camera motion. In the proposed architecture, the first step is to determine point correspondences between two images. Two processors, a CCD array edge detector and a mixed analog/digital binary block correlator, are proposed for this task. The report is divided into three parts. Part I covers the algorithmic analysis; part II describes the design and test of a 32$\time $32 CCD edge detector fabricated through MOSIS; and part III compares the design of the mixed analog/digital correlator to a fully digital implementation.
Resumo:
Panorama geral sobre os métodos de mapeamento de solos e/ou de suas propriedades, assim como sobre as principais técnicas quantitativas usadas.
Resumo:
2005
Resumo:
2007
Resumo:
Esta publicação procura fornecer aos profissionais da engenharia florestal, as principais etapas de campo e escritório para construção do modelo digital de exploração e manejo florestal. As etapas foram selecionadas e descritas de modo que um profissional da área com conhecimento básico de sistema de informação geográfica (GIS) possa planejar os trabalhos de campo e obter um mapa de exploração florestal com a apropriação das coordenadas verdadeiras de todas as árvores, detalhes da hidrografia, relevo e curvas de nível e, ainda, executar a exploração florestal com receptores GPS e navegadores veiculares.
Resumo:
The digital divide has been, at least until very recently, a major theme in policy as well as interdisciplinary academic circles across the world, as well as at a collective global level, as attested by the World Summit on the Information Society. Numerous research papers and volumes have attempted to conceptualise the digital divide and to offer reasoned prescriptive and normative responses. What has been lacking in many of these studies, it is submitted, is a rigorous negotiation of moral and political philosophy, the result being a failure to situate the digital divide - or rather, more widely, information imbalances - in a holistic understanding of social structures of power and wealth. In practice, prescriptive offerings have been little more than philanthropic in tendency, whether private or corporate philanthropy. Instead, a theory of distributive justice is required, one that recovers the tradition of emancipatory, democratic struggle. This much has been said before. What is new here, however, is that the paper suggests a specific formula, the Rawls-Tawney theorem, as a solution at the level of analytical moral-political philosophy. Building on the work of John Rawls and R. H. Tawney, this avoids both the Charybdis of Marxism and the Scylla of liberalism. It delineates some of the details of the meaning of social justice in the information age. Promulgating a conception of isonomia, which while egalitarian eschews arithmetic equality (the equality of misery), the paper hopes to contribute to the emerging ideal of communicative justice in the media-saturated, post-industrial epoch.
Resumo:
The digital divide continues to challenge political and academic circles worldwide. A range of policy solutions is briefly evaluated, from laissez-faire on the right to “arithmetic” egalitarianism on the left. The article recasts the digital divide as a problem for the social distribution of presumptively important information (e.g., electoral data, news, science) within postindustrial society. Endorsing in general terms the left-liberal approach of differential or “geometric” egalitarianism, it seeks to invest this with greater precision, and therefore utility, by means of a possibly original synthesis of the ideas of John Rawls and R. H. Tawney. It is argued that, once certain categories of information are accorded the status of “primary goods,” their distribution must then comply with principles of justice as articulated by those major 20th century exponents of ethical social democracy. The resultant Rawls-Tawney theorem, if valid, might augment the portfolio of options for interventionist information policy in the 21st century
Resumo:
Within the UK, there is a growing awareness to better understand what online educational technologies can offer in relation to learning and teaching, and how social technologies are changing communication and collaboration out with formal education. The concept of the ‘digital university’ is being widely debated within the UK Higher education sector (McCluskey and Winter, 2012), becoming embedded in educational policy, and beginning to be explored within many institutions. This session will report on one such institutional initiative, undertaken at Edinburgh Napier University in Scotland. A Digital Futures Working Group was established to: benchmark best practice in key areas including digitally enhanced education and digital literacies development; identify areas for short term action; and to produce a robust ‘digital agenda’ to inform the future direction of the university. Pivotal to this was the recognition to evolve staff digital pedagogical practices and to harness emerging digital opportunities, meet learner expectations, and meet wider expectations for contemporary able citizens. This session will be delivered in two parts. Firstly we will provide an insight into the focus of the project and the rich picture methodology used to consult with staff and students. Secondly we will specify the outcomes produced, and provide a case study of how the Faculty of Health, Life and Social Sciences engaged with the process and the progression of their digitally enabled educational practices.
Resumo:
The creative industries sector faces a constantly changing context characterised by the speed of the development and deployment of digital information systems and Information Communications Technologies (ICT) on a global scale. This continuous digital disruption has had significant impact on the whole value chain of the sector: creation and production; discovery and distribution; and consumption of cultural goods and services. As a result, creative enterprises must evolve business and operational models and practices to be sustainable. Enterprises of all scales, type, and operational model are affected, and all sectors face ongoing digital disruption. Management consultancy practitioners and business strategy academics have called for new strategy development frameworks and toolkits, fit for a continuously changing world. This thesis investigates a novel approach to organisational change appropriate to the digital age, in the context of the creative sector in Scotland. A set of concepts, methods, tools, and processes to generate theoretical learning and practical knowing was created to support enterprises to digitally adapt through undertaking journeys of change and organisational development. The framework is called The AmbITion Approach. It was developed by blending participatory action research (PAR) methods and modern management consultancy, design, and creative practices. Empirical work also introduced to the framework Coghlan and Rashford’s change categories. These enabled the definition and description of the extent to which organisations developed: whether they experienced first order (change), second order (adaptation) or third order (transformation) change. Digital research tools for inquiry were tested by a pilot study, and then embedded in a longitudinal study over two years of twentyone participant organisations from Scotland’s creative sector. The author applied and investigated the novel approach in a national digital development programme for Scotland’s creative industries. The programme was designed and delivered by the author and ran nationally between 2012-14. Detailed grounded thematic analysis of the data corpus was undertaken, along with analysis of rich media case studies produced by the organisations about their change journeys. The results of studies on participants, and validation criteria applied to the results, demonstrated that the framework triggers second (adaptation) and third order change (transformation) in creative industry enterprises. The AmbITion Approach framework is suitable for the continuing landscape of digital disruption within the creative sector. The thesis contributes to practice the concepts, methods, tools, and processes of The AmbITion Approach, which have been empirically tested in the field, and validated as a new framework for business transformation in a digital age. The thesis contributes to knowledge a theoretical and conceptual framework with a specific set of constructs and criteria that define first, second, and third order change in creative enterprises, and a robust research and action framework for the analysis of the quality, validity and change achieved by action research based development programmes. The thesis additionally contributes to the practice of research, adding to our understanding of the value of PAR and design thinking approaches and creative practices as methods for change.
Resumo:
The PIC model by Gati and Asher describes three career decision making stages: pre-screening, in-depth exploration, and choice of career options. We consider the role that three different forms of support (general career support by parents, emotional/instrumental support, and informational support) may play for young adults in each of these three decision-making stages. The authors further propose that different forms of support may predict career agency and occupational engagement, which are important career decision precedents. In addition, we consider the role of personality traits and perceptions (decision-making window) on these two outcomes. Using an online survey sample (N = 281), we found that general career support was important for career agency and occupational engagement. However, it was the combination of higher general career support with either emotional/instrumental support or informational support that was found to lead to both greater career agency and higher occupational engagement. Personality also played a role: Greater proactivity also led to greater occupational engagement, even when there was little urgency for participants to make decisions (window of decision-making was wide open and not restricted). In practical terms, the findings suggest that the learning required in each of the three PIC processes (pre-screening, in-depth exploration, choice of career options may benefit when the learner has access to the three support measures.
Resumo:
As an animator and practice-based researcher with a background in games development, I am interested in technological change in the video game medium, with a focus on the tools and technologies that drive game character animation and interactive story. In particular, I am concerned with the issue of ‘user agency’, or the ability of the end user to affect story development—a key quality of the gaming experience and essential to the aesthetics of gaming, which is defined in large measure by its interactive elements. In this paper I consider the unique qualities of the video game1 as an artistic medium and the impact that these qualities have on the production of animated virtual character performances. I discuss the somewhat oppositional nature of animated character performances found in games from recent years, which range from inactive to active—in other words, low to high agency. Where procedural techniques (based on coded rules of movement) are used to model dynamic character performances, the user has the ability to interactively affect characters in real-time within the larger sphere of the game. This game play creates a high degree of user agency. However, it lacks the aesthetic nuances of the more crafted sections of games: the short cut-scenes, or narrative interludes where entire acted performances are mapped onto game characters (often via performance capture)2 and constructed into relatively cinematic representations. While visually spectacular, cut-scenes involve minimal interactivity, so user agency is low. Contemporary games typically float between these two distinct methods of animation, from a focus on user agency and dynamically responsive animation to a focus on animated character performance in sections where the user is a passive participant. We tend to think of the majority of action in games as taking place via playable figures: an avatar or central character that represents a player. However, there is another realm of characters that also partake in actions ranging from significant to incidental: non-playable characters, or NPCs, which populate action sequences where game play takes place as well as cut scenes that unfold without much or any interaction on the part of the player. NPCs are the equivalent to supporting roles, bit characters, or extras in the world of cinema. Minor NPCs may simply be background characters or enemies to defeat, but many NPCs are crucial to the overall game story. It is my argument that, thus far, no game has successfully utilized the full potential of these characters to contribute toward development of interactive, high performance action. In particular, a type of NPC that I have identified as ‘pivotal’3—those constituting the supporting cast of a video game—are essential to the telling of a game story, particularly in genres that focus on story and characters: adventure games, action games, and role-playing games. A game story can be defined as the entirety of the narrative, told through non-interactive cut-scenes as well a interactive sections of play, and development of more complex stories in games clearly impacts the animation of NPCs. I argue that NPCs in games must be capable of acting with emotion throughout a game—in the cutscenes, which are tightly controlled, but also in sections of game play, where player agency can potentially alter the story in real-time. When the animated performance of NPCs and user agency are not continuous throughout the game, the implication is that game stories may be primarily told through short movies within games, making it more difficult to define video games animation as a distinct artistic medium.