998 resultados para Digital Artifact


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Identity achievement is related to personality, as well as cognitive and interpersonal development. In tandem with the deep structural changes that have taken place in society, education must also shift towards a teaching approach focused on learning and the overall development of the student. The integration of technology may be the drive to foster the needed changes. We draw on the literature of multiple subject areas as basis for our work, namely: identity construction and self-representation, within a psychological and social standpoint; Higher Education (HE) in Portugal after Bologna, college student development and other intrinsic relationships, namely the role of emotions and interpersonal relationships in the learning process; the technological evolution of storytelling towards Digital Storytelling (DS) – the Californian model – and its connections to identity and education. Ultimately we propose DS as the aggregator capable of humanizing HE while developing essential skills and competences. Grounded on an interpretative/constructivist paradigm, we implemented a qualitative case study to explore DS in HE. In three attempts to collect student data, we gathered detailed observation notes from two Story Circles; twelve student written reflections; fourteen Digital Stories and detailed observation notes from one Story Show. We carried out three focus groups with teachers where we discussed their perceptions of each student prior to and after watching the Digital Stories, in addition to their opinion on DS in HE as a teaching and learning method and its influence on interpersonal relationships. We sought understandings of the integration of DS to analyze student selfperception and self-representation in HE contexts and intersected our findings with teachers’ perceptions of their students. We compared teachers’ and students’ perspectives, through the analysis of data collected throughout the DS process – Story Circle, Story Creation and Story Show – and triangulated that information with the students’ personal reflections and teacher perceptions. Finally we questioned if and how DS may influence teachers’ perceptions of students. We found participants to be the ultimate gatekeepers in our study. Very few students and teachers voluntarily came forth to take part in the study, confirming the challenge remains in getting participants to see the value and understand the academic rigor of DS. Despite this reluctance, DS proved to be an asset for teachers and students directly and indirectly involved in the study. DS challenges HE contexts, namely teacher established perception of students; student’s own expectations regarding learning in HE; the emotional realm, the private vs. public dichotomy and the shift in educational roles.

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This co-edited book focuses on core theories and research on technologies, from the first audio guides to contemporary and future mobile digital devices, which inform practical design considerations. It is framed in case studies and focuses generally on informal learning by museum and gallery visitors. The book fills a significant gap in the literature on museum practice with regard to uses of digital technologies, which are not generally grounded in rigorous research, and is intended to retain its relevance as technologies evolve and emerge. The book includes chapters by invited authors from the USA, UK and Europe who contribute expertise in a number of areas of museum research and practice. The research resulted in invited keynote speeches in France (‘Technologie de l’apprentissage humain dans les musées’ seminar at Laboratoire d’Informatique de Grenoble on 5 March 2009), Iceland (keynote at ‘NODEM Network of Design and Digital Heritage’ conference on 3 December 2008) and London (Keynote at ‘Mobile Learning Conference’ on 26 January 2009). The book was given the highest recommendation ('Essential') by the American Library Association, and was reviewed in MedieKultur (2011, 50, 185–92). Walker’s chapter includes some of the initial findings from his PhD research on visitor-constructed trails in museums, which shifts focus from the design of technologies to the design of activities intended to structure the use of technologies, and constitutes some of the first published research on visitor-generated trails using mobile technologies. Structures such as trails are shown to act as effective mental models for museum visitors, especially structures with a narrow subject focus and manageable amount of data capture; those created as a narrative or a conversation; and those that emphasise construction, rather than data capture. Walker also selected most of the other chapter authors, suggested their topics and led the editing of the publication.

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This Ph.D., by thesis, proposes a speculative lens to read Internet Art via the concept of digital debris. In order to do so, the research explores the idea of digital debris in Internet Art from 1993 to 2011 in a series of nine case studies. Here, digital debris are understood as words typed in search engines and which then disappear; bits of obsolete codes which are lingering on the Internet, abandoned website, broken links or pieces of ephemeral information circulating on the Internet and which are used as a material by practitioners. In this context, the thesis asks what are digital debris? The thesis argues that the digital debris of Internet Art represent an allegorical and entropic resistance to the what Art Historian David Joselit calls the Epistemology of Search. The ambition of the research is to develop a language in-between the agency of the artist and the autonomy of the algorithm, as a way of introducing Internet Art to a pluridisciplinary audience, hence the presence of the comparative studies unfolding throughout the thesis, between Internet Art and pionners in the recycling of waste in art, the use of instructions as a medium and the programming of poetry. While many anthropological and ethnographical studies are concerned with the material object of the computer as debris once it becomes obsolete, very few studies have analysed waste as discarded data. The research shifts the focus from an industrial production of digital debris (such as pieces of hardware) to obsolete pieces of information in art practice. The research demonstrates that illustrations of such considerations can be found, for instance, in Cory Arcangel’s work Data Diaries (2001) where QuickTime files are stolen, disassembled, and then re-used in new displays. The thesis also looks at Jodi’s approach in Jodi.org (1993) and Asdfg (1998), where websites and hyperlinks are detourned, deconstructed, and presented in abstract collages that reveals the architecture of the Internet. The research starts in a typological manner and classifies the pieces of Internet Art according to the structure at play in the work. Indeed if some online works dealing with discarded documents offer a self-contained and closed system, others nurture the idea of openness and unpredictability. The thesis foregrounds the ideas generated through the artworks and interprets how those latter are visually constructed and displayed. Not only does the research questions the status of digital debris once they are incorporated into art practice but it also examine the method according to which they are retrieved, manipulated and displayed to submit that digital debris of Internet Art are the result of both semantic and automated processes, rendering them both an object of discourse and a technical reality. Finally, in order to frame the serendipity and process-based nature of the digital debris, the Ph.D. concludes that digital debris are entropic . In other words that they are items of language to-be, paradoxically locked in a constant state of realisation.

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Dissertação de Mestrado, Marketing, Faculdade de Economia, Universidade do Algarve, 2015

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Dissertação de mestrado, Marketing, Faculdade de Economia, Universidade do Algarve, 2014

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Der vorliegende Artikel analysiert sowohl das in der Entwicklung stehende Projekt, die Digitalisierung von Herbarbelegen, als auch den dafür vorhandenen Markt. Bei der Produktanalyse wird das Kernprodukt in die 3 Einzelprodukte gegliedert und diese in Funktion und Zusammensetzung näher erklärt. Besonderen Wert wird hier auf die bisher angefallenen Entwicklungskosten gelegt, da sie die Basis für die Kalkulation der Umsatzanalyse bilden. Die Marktanalyse besteht aus einer genauen Analyse des deutschen Marktes sowie einer gröberen des europäischen- und des Weltmarktes. Die anschließend durchge-führte Umsatzanalyse basiert auf den Daten aus der Produktanalyse und der recherchierten Märkten. Ziel hiervon ist es, erste Vorstellungen eines möglichen Umsatzes auf dem deutschen, europäischen und weltweiten Markt zu erstellen.

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Das virtuelle soziale Netzwerk Facebook feiert seinen zehnten Geburtstag. Mit über einer Milliarde aktiver Nutzer ist es seit seiner Entstehung zur weltweit größten Internetplattform zur Kommunikation avanciert. Dennoch gibt es in Deutschland eine große Anzahl an Menschen, die sich zwar täglich im Internet bewegt, aber auf eine Mitgliedschaft bei Facebook verzichtet. In dieser Arbeit werden die Gründe untersucht, warum manche Personen Facebook nicht nutzen. Die Leitfrage der Arbeit lautet: „Warum nutzen ausgewählte deutsche Internetnutzer Facebook nicht?“. Es wird zwischen zwei unterschiedlichen Personenkreisen, den Nicht- und den Ex-Nutzern, unterschieden. Basierend auf Leitfadeninterviews mit 25 Befragten, die mittels einer qualitativen Inhaltsanalyse ausgewertet werden, werden elf verschiedene Gründe für eine Verweigerung von Facebook identifiziert. Für die Nicht-Nutzer stellt die Art der Kommunikation den zentralen Grund dar, Facebook nicht zu verwenden. Die Ex-Nutzer wiederum sehen den fehlenden Nutzen der Anwendung als wichtigstes Argument gegen Facebook.

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Tese de doutoramento, Sociologia (Cultura, Comunicação e Estilos de Vida), Universidade de Lisboa, Instituto de Ciências Sociais, 2014