902 resultados para Interactive Digital TV


Relevância:

90.00% 90.00%

Publicador:

Resumo:

Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

Relevância:

90.00% 90.00%

Publicador:

Resumo:

This study proposes to present the process of implementation of Digital TV, the available resources found in the Japanese standard employed in the country and the form in which news programs will adapt to the new technology. Following the presentation of the technological tools, the current state of Brazilian television is discussed, focusing on two nationally broadcast programs, Jornal da Band on Bandeirantes channel and Jornal da Record on Record channel. As a case study, three editions of each show are evaluated with an individual and comparative analysis. Following the analyses, perspectives on the future of television journalism in the digital TV age are given. Additionally, the possibilities for interaction between the TV viewer and the channel and the forms of interaction that may exist within particular programs are discussed, thus allowing for active participation from the part of the viewer. The newly developed functions of journalists in the digital age are also broken down in the research. In order to gain a full understanding of the phases of this process of technological convergence and how programs will adapt to these tools, interviews with professionals who work in the production of televised news programs are conducted in the study

Relevância:

90.00% 90.00%

Publicador:

Resumo:

This paper is an exploratory research based on bibliography which aims to establish relationships between the concepts of TV Journalism in the Digital TV with characteristics of Infotainment genre, defined as the model program that adopts the formula of a hybrid production. It follows a concept which is between the information and the entertainment. From this study, it is argued the possibility of the elaboration of news program to the Digital TV that transmits information with through entertainment (Infotainment)

Relevância:

90.00% 90.00%

Publicador:

Resumo:

Pós-graduação em Comunicação - FAAC

Relevância:

90.00% 90.00%

Publicador:

Resumo:

The main objective of this paper is to realize a review of literature about use of Interactive Digital Whiteboard, as a tool for improving the quality of education. We intend to show some results already reported in several studies in this area, and thus contribute to the systematization of knowledge about this resource. We found that the positive impacts of digital interactive whiteboards are specific and depend on the model followed in its implementation. Although the literature on this technology still emerging, there is evidences of good practice and positive results in all areas of the curriculum. The outcome of this research shows that to get potential benefits of digital whiteboard will be necessary, at first, to understand the process implementation and appropriation. If hardware and software of Interactive Digital Whiteboard not available and adequately used all their potential benefits not will take effect.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

The text is the initial result of a project called Global iTV, Interactive and systems Hybrid TV: a new advanced scheme for future services and applications in a global environment, contemplated by Call MCTI / CNPq 13/2012 – EUBrazil Cooperation Program in the field of Information and Communication Technologies (ICT) which has as its central theme the development of a standard that enables interoperability between the various digital TV systems operating jointly, exchanging and using information. Thus, using bibliographical and documentary research, the article goes on to demonstrate how this perspective panorama is drawing from the advent of digital television and the use of technology in Latin America, seeking to identify similarities, differences, problems and solutions arising from the use and consumption of digitizing television signal in the region. The results demonstrate the importance of media convergence, but point out that there are still large sections of the population on the margin of the Digital Society and the benefits provided by digital networks and that poverty and poor education are important contributions to this scenario.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

In Brazil, the discussion about thereplacement of analog television signals to digitaland its impact on society, in media companies andgovernment began in the 90s. Embryonic steps towardsdigitalisation of the television signal ground were thegovernment of Fernando Collor de Mello (1990-1992),with advances during the government of FernandoHenrique Cardoso (1994-2001) and in the governmentof Luiz Inacio Lula da Silva (2002). The academy startsthe discussion in 1996. This article aims to bring to lightthe results obtained from the survey Digital television:a historical perspective , which received the supportof CNPq for funding of two scholarships for scientifi cinitiation between August 2008 and July 2009. Theproject sought to identify what has been published onthe subject in the fi eld of Social Sciences and from threemacrodescritores (information management, publicpolicy and value chain), providing the li ing of a virtualcollection Zotero bibliographic innovative platform.The mapping serves to show the growing interest anddevelopment of research in the country during theperiod - when the number jumped to three works inthe fi rst seven years (1995-2001) to 198 in the last sevenyears (2002-2008). The research sought to identify themajor authors and works related to digital televisionand published in the country. The survey took intoaccount books, articles published in books, journals,Annals of Compós and Intercom, and dissertations andtheses. Data and refl ections on the survey are containedin this communication.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

This article presents considerations concerning the interaction between communication and digital platforms and applications developed to perform computerized climate monitoring and issue alerts about natural disasters. From work in the Center for Integrated Natural Disaster Alert (CIADEN), which processes meteorological data provided by Platform Monitoring, Analysis and Warning TerraMA2 designed by the National Institute for Space Research (INPE) to conduct monitoring and fi ring warning about climate risk environment, we propose the expansion of interactivity with the various possibilities of digital communication available today for signifi cant portion of society. On another front, the CIADEN has articulated teaching and research on climate monitoring and warning of natural disasters, weather, and geoprocessing environment, involving teachers and students both in school and in higher and technical.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

This article presents a study on the concept of social TV and the user’s experience. We made a literature review in search of the several meanings and features given to the subject. We have analyzed the aspects that express changes in the field, beginning with the TV set connected to the internet, which allows users to new experiences of socialization, previously available only in other devices. This new scenario provides a new platform called “TV everywhere”, the ubiquitous television that is everywhere, regardless of location, time or space. We have researched the origin of social TV and the process that altered the old television model. Finally, we propose a new term to express such changes regarding social television: “Social TV”, representing the user’s experience through the convergence between television and the Internet, shared locally and remotely through any technological means.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

The objective of this paper is to discuss issues related to digital inclusion and citizenship in Brazil, through the approach of public policies gestated by the State in an attempt to insert Brazil in the Information Society via Digital Television through two projects: Brazilian Digital TV System (SBTVD) and the Brazilian National Internet Broadband Plan (PNBL), also called “Brazil Connected”. The methodology used was exploratory, with the procedures of bibliographic and documentary research, with the goal of pointing out how actions have been articulating and gestated by the Brazilian government.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

In this paper we discuss the problem of how to discriminate moments of interest on videos or live broadcast shows. The primary contribution is a system which allows users to personalize their programs with previously created media stickers-pieces of content that may be temporarily attached to the original video. We present the system's architecture and implementation, which offer users operators to transparently annotate videos while watching them. We offered a soccer fan the opportunity to add stickers to the video while watching a live match: the user reported both enjoying and being comfortable using the stickers during the match-relevant results even though the experience was not fully representative.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

Wireless networks rapidly became a fundamental pillar of everyday activities. Whether at work or elsewhere, people often benefits from always-on connections. This trend is likely to increase, and hence actual technologies struggle to cope with the increase in traffic demand. To this end, Cognitive Wireless Networks have been studied. These networks aim at a better utilization of the spectrum, by understanding the environment in which they operate, and adapt accordingly. In particular recently national regulators opened up consultations on the opportunistic use of the TV bands, which became partially free due to the digital TV switch over. In this work, we focus on the indoor use of of TVWS. Interesting use cases like smart metering and WiFI like connectivity arise, and are studied and compared against state of the art technology. New measurements for TVWS networks will be presented and evaluated, and fundamental characteristics of the signal derived. Then, building on that, a new model of spectrum sharing, which takes into account also the height from the terrain, is presented and evaluated in a real scenario. The principal limits and performance of TVWS operated networks will be studied for two main use cases, namely Machine to Machine communication and for wireless sensor networks, particularly for the smart grid scenario. The outcome is that TVWS are certainly interesting to be studied and deployed, in particular when used as an additional offload for other wireless technologies. Seeing TVWS as the only wireless technology on a device is harder to be seen: the uncertainity in channel availability is the major drawback of opportunistic networks, since depending on the primary network channel allocation might lead in having no channels available for communication. TVWS can be effectively exploited as offloading solutions, and most of the contributions presented in this work proceed in this direction.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

While sound and video may capture viewers' attention, interaction can captivate them. This has not been available prior to the advent of Digital Television. In fact, what lies at the heart of the Digital Television revolution is this new type of interactive content, offered in the form of interactive Television (iTV) services. On top of that, the new world of converged networks has created a demand for a new type of converged services on a range of mobile terminals (Tablet PCs, PDAs and mobile phones). This paper aims at presenting a new approach to service creation that allows for the semi-automatic translation of simulations and rapid prototypes created in the accessible desktop multimedia authoring package Macromedia Director into services ready for broadcast. This is achieved by a series of tools that de-skill and speed-up the process of creating digital TV user interfaces (UI) and applications for mobile terminals. The benefits of rapid prototyping are essential for the production of these new types of services, and are therefore discussed in the first section of this paper. In the following sections, an overview of the operation of content, service, creation and management sub-systems is presented, which illustrates why these tools compose an important and integral part of a system responsible of creating, delivering and managing converged broadcast and telecommunications services. The next section examines a number of metadata languages candidates for describing the iTV services user interface and the schema language adopted in this project. A detailed description of the operation of the two tools is provided to offer an insight of how they can be used to de-skill and speed-up the process of creating digital TV user interfaces and applications for mobile terminals. Finally, representative broadcast oriented and telecommunication oriented converged service components are also introduced, demonstrating how these tools have been used to generate different types of services.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

O trabalho é um estudo exploratório sobre o processamento de mensagens de entretenimento. O objetivo do trabalho foi propor e testar um modelo de processamento de mensagens dedicado à compreensão de jogos digitais. Para realizar tal tarefa realizou-se um extenso levantamento de técnicas de observação de usuários diante de softwares e mídias, para conhecer as qualidades e limitações de cada uma dessas técnicas, bem como de sua abordagem do problema. Também foi realizado um levantamento dos modelos de processamento de mensagens nas mídias tradicionais e nas novas mídias. Com isso foi possível propor um novo modelo de análise de processamento de mensagens de entretenimento. Uma vez criado o modelo teórico, fez-se preciso testar se os elementos propostos como participantes desse processo estavam corretos e se seriam capazes de capturar adequadamente as semelhanças e diferenças entre a interação entre jogadores e as diferentes mídias. Por essa razão, estruturou-se uma ferramenta de coleta de dados, que foi validada junto a designers de jogos digitais, uma vez que esses profissionais conhecem o processo de criação de um jogo, seus elementos e objetivos. Posteriormente, foi feito um primeiro teste, junto a praticantes de jogos digitais de diversas idades em computadores pessoais e TV digital interativa, a fim e verificar como os elementos do modelo relacionavam-se entre si. O teste seguinte fez a coleta de dados de praticantes de jogos digitais em aparelhos celulares, tendo como objetivo capturar como se dá a formação de uma experiência através do processamento da mensagem de entretenimento num meio cujas limitações são inúmeras: tamanho de tela e teclas, para citar algumas delas. Como resultado, verificou-se, por meio de testes estatísticos, que jogos praticados em meios como computadores pessoais atraem mais por seus aspectos estéticos, enquanto a apreciação de um jogo em aparelhos celulares depende muito mais de sua habilidade de manter a interação que um jogo praticado em PC. Com isso conclui-se que o processamento das mensagens de entretenimento depende da capacidade dos seus criadores em entender os limites de cada meio e usar adequadamente os elementos que compõe o ambiente de um jogo, para conseguir levar à apreciação do mesmo.(AU)

Relevância:

90.00% 90.00%

Publicador:

Resumo:

O trabalho é um estudo exploratório sobre o processamento de mensagens de entretenimento. O objetivo do trabalho foi propor e testar um modelo de processamento de mensagens dedicado à compreensão de jogos digitais. Para realizar tal tarefa realizou-se um extenso levantamento de técnicas de observação de usuários diante de softwares e mídias, para conhecer as qualidades e limitações de cada uma dessas técnicas, bem como de sua abordagem do problema. Também foi realizado um levantamento dos modelos de processamento de mensagens nas mídias tradicionais e nas novas mídias. Com isso foi possível propor um novo modelo de análise de processamento de mensagens de entretenimento. Uma vez criado o modelo teórico, fez-se preciso testar se os elementos propostos como participantes desse processo estavam corretos e se seriam capazes de capturar adequadamente as semelhanças e diferenças entre a interação entre jogadores e as diferentes mídias. Por essa razão, estruturou-se uma ferramenta de coleta de dados, que foi validada junto a designers de jogos digitais, uma vez que esses profissionais conhecem o processo de criação de um jogo, seus elementos e objetivos. Posteriormente, foi feito um primeiro teste, junto a praticantes de jogos digitais de diversas idades em computadores pessoais e TV digital interativa, a fim e verificar como os elementos do modelo relacionavam-se entre si. O teste seguinte fez a coleta de dados de praticantes de jogos digitais em aparelhos celulares, tendo como objetivo capturar como se dá a formação de uma experiência através do processamento da mensagem de entretenimento num meio cujas limitações são inúmeras: tamanho de tela e teclas, para citar algumas delas. Como resultado, verificou-se, por meio de testes estatísticos, que jogos praticados em meios como computadores pessoais atraem mais por seus aspectos estéticos, enquanto a apreciação de um jogo em aparelhos celulares depende muito mais de sua habilidade de manter a interação que um jogo praticado em PC. Com isso conclui-se que o processamento das mensagens de entretenimento depende da capacidade dos seus criadores em entender os limites de cada meio e usar adequadamente os elementos que compõe o ambiente de um jogo, para conseguir levar à apreciação do mesmo.(AU)