945 resultados para Virtual Organization Creation


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New information technologies and new forms of documentary production have led archivists to rethink the role of archival science in the so-called information age. Since the late 1980s, the principles, methods and concepts stated by the well-known manuals of the 19th and the 20th centuries have been reconsidered along with their application to the organic sets of document in the 21st century. In this new scenario of reformulation and reinterpretation regarding the perspectives on archival knowledge organization, two trends with different approaches have emerged in North America and Europe: postmodern archival science and contemporary diplomatics, respectively. The first one was introduced by Terry Cook, who proposed a reformulation of the basic concepts and the functional analysis method focusing on the process and context of document creation. The second approach originated in Italy and incorporated all the theoretical and methodological models of classic diplomatics. The studies following this new trend were disseminated by Luciana Duranti and aimed to ensure the production, access and use of the documentation generated in the present times focusing on document typology, as opposed by the postmodern approach. The purpose of this study is to elucidate the connection points and distinct features between the two trends concerning the organization of archival knowledge.

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Aiming at contributing to the epistemological characterization of the area of knowledge organization, our goal is to analyze the KO journal, since its creation in 1993, as a knowledge domain, from a nuclear community of the most productive and greater impact authors, analyzing the dialogue among citing authors and cited ones, and also the co-citations established by the citing authors. We worked with a corpus of 310 articles published between 1993 and 2011 produced by a total of 360 authors. The relatively more productive authors, a group geographically concentrated in Europe (37%), North America (44%) and Asia (19%), is clearly explained by the historical European origin of the ISKO and by an increasing North American presence along the years. Of the 33 most cited authors, 22 were co-cited in at least 6 works, which suggests that they are the theoretical referential nucleus of the area, in the studied journal. Finally, we observe that the area reveals theme cohesion and coherence in its production, enabling us to clearly visualize its theoretical referential nucleus and to confirm the role performed by the KO magazine as a catalyzing agent of international theoretical construction in the area.

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This work presents the development of a graphical interface to the Lock-in Amplifier, which is used in physiological studies on the motility of the gastrointestinal tract in rats and signal processing. With a simple and low cost instrumentation, the resources offered by the virtual interface of LabVIEW software allows the creation of commands similar to the actual instrument that, through communication via standard serial port, transmits data between a PC and peripheral device performing specific and particular needs in the amplifier. Created for the lock-in amplifier model SR830 Stanford Research Systems, the remote manipulation gives the user greater accessibility in the process of configuration and calibration. And, since the software is installed, there is the advantage of eliminating the need of purchase new devices to upgrade the system. The commands created were made to perform six basic modifications that are used in routine of the Biomagnetism Laboratory. The instrumentation developed has the following controls: Amplitude, Frequency, Time Constant, slope low pass filter, sensitivity and offset

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Pós-graduação em Educação - FCT

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This article presents some results of a study investigating the use of the simulator VLAB, developed by Carnegie Mellon University, to increase the capacity of graduate students in Chemistry in the preparation of experimental procedures. The activity was conducted in two stages, first the students were asked a manuscript describing in detail the procedure and equipment used in the technique of dissolution and delivering it to the teacher. Later in the computer lab, each student performed the same procedure using the simulator. The activity has been proposed to determine if there could be accuracy gains of the description of the process when performed by the simulator. One of the main positive aspects obtained using the simulator students was the recognition of error, important in that the great majority recognized omitted or confused any process step. This reflection showed the students that in addition to testing a procedure using the simulator facilitates the organization of thought and helps arrange it logically. With the use of simulators, students are encouraged to take risks, to explore, to experience a new way, and a real lab usually offers much less room for risk, exploitation and failure.

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Pós-graduação em Educação - FFC

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Information and communication technologies (ICT) pervade the daily lives of people affecting relations and social subsystems. Education is not unrelated to this process and in this scenario the distance education (EaD). Considering as a starting point the information society and its characteristics, the objective of this paper was to analyze the relationship between the new information and communication technologies, teaching and learning in the virtual classroom, seeking to understand what is the design of teaching and learning inherent in the current generation of EaD. Thus, by means of analytical, descriptive and exploratory research, bibliographic and qualitative approach oriented, it was concluded that ICT has a very important role in the context of EaD, allowing the creation of interactive virtual learning environments that enable communication between teachers, tutors and students, making possible the Exchange and sharing of key information on the teaching and learning process.

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Virtual Studio” is a system developed for the creation of virtual sets, as well as any threedimensional virtual objects that can be digitally integrated to the scenes captured on a real television studio. Through techniques such as chroma-key, computer graphics , augmented reality and virtual reality is possible flexibility in producing content for digital TV, reduce cost and meet 12.485/2011 law, the Brazilian “Law of Pay TV”, which has among its objectives “to increase the production and circulation of diverse and quality Brazilian audiovisual content, generating jobs, income, royalties, professionalism and strengthening of national culture” (ANCINE , Brazilian Nacional Cinema Agency ). Based on this background, an overview of the benefits of using the technologies mentioned for the production of content for digital television is presented. This work involves the development of a system of Interactive Virtual Studio called ARSTUDIO per team of researchers from the Posgraduate Program in Digital Television: Information and Knowledge at UNESP, São Paulo State University in Bauru, State of São Paulo, Brazil.

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Virtual Studio is a system developed for the creation of virtual sets , as well as any three-dimensional virtual objects that can be digitally integrated to the scenes captured on a real television studio . Through techniques such as chroma-key , computer graphics , augmented reality and virtual reality is possible flexibility in producing content for digital TV , reduce cost and meet 12.485/2011 law , the Brazilian Law of Pay TV , which has among its objectives to increase the production and circulation of diverse and quality Brazilian audiovisual content, generating jobs, income , royalties, professionalism and strengthening of national culture (ANCINE , Brazilian Nacional Cinema Agency ). Based on this background , an overview of the benefits of using the technologies mentioned for the production of content for digital television is presented . This work involves the development of a system of Interactive Virtual Studio called ARSTUDIO per team of researchers from the Posgraduate Program in Digital Television: Information and Knowledge at UNESP , São Paulo State University in Bauru , State of São Paulo, Brazil .

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[ES]Diseño e instalación de un servicio web de tienda virtual en un entorno de computación en clúster para proporcionar alta disponibilidad y balanceo de carga del mencionado servicio. La infraestructura requerida para este despliegue será virtual, utilizándose como plataforma de virtualización KVM. Las tareas se organizan en : 1.Tareas para la creación de un clúster de balanceo de carga donde una máquina será la encargada de recibir las peticiones de los clientes y de redirigirlas a los servidores web según la carga de éstos. 2. Tareas para la creación de un clúster de alta disponibilidad para que en caso de fallo siempre haya un servidor de base de datos que pueda atender a las peticiones de los servidores web.

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The subject of the present research is related to the field of computer technology applied to support intellectual activities such as text translation, screenwriting and content organization of popular and education courses, especially concerning museum visits. The research has started with the deep analysis of the cognitive process which characterizes a screenwriter while working. This choice has been made because a screenplay is not only an aid to the realization of a show but, more in general, it can be considered as the planning of an education, popular and formative intellectual activity. After this analysis, the research has focused on the specific area of the planning, description and introduction of topics related to the history of science, and in particular, of computer science. To focus on this area it has been fundamental to analyse subjects concerning the didactics of museum visits organization. The aim was to find out the guide lines that a teacher should follow when planning the visit of a museum (virtual museum of the history of computer science). The consequent designing and realisation of an automatic support system for the description and the production of a formative, education and popular multimedia product (for the history of computer science), has been possible thanks to the results achieved through this research. The system obtained is provided by the following features: ·management of multimedia slides (such as texts, video, audio or images) which can be classified on the bases of the topic and of the profile of the user; ·automatic creation of a sequence of multimedia slides which introduce the topic; ·management of the interaction with the user to check and give validity to the product. The most innovative aspect of the present research is represented by the fact that the product is realised on the bases of the profile of the user.

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My aim is to develop a theory of cooperation within the organization and empirically test it. Drawing upon social exchange theory, social identity theory, the idea of collective intentions, and social constructivism, the main assumption of my work implies that both cooperation and the organization itself are continually shaped and restructured by actions, judgments, and symbolic interpretations of the parties involved. Therefore, I propose that the decision to cooperate, expressed say as an intention to cooperate, reflects and depends on a three step social process shaped by the interpretations of the actors involved. The first step entails an instrumental evaluation of cooperation in terms of social exchange. In the second step, this “social calculus” is translated into cognitive, emotional and evaluative reactions directed toward the organization. Finally, once the identification process is completed and membership awareness is established, I propose that individuals will start to think largely in terms of “We” instead of “I”. Self-goals are redefined at the collective level, and the outcomes for self, others, and the organization become practically interchangeable. I decided to apply my theory to an important cooperative problem in management research: knowledge exchange within organizations. Hence, I conducted a quantitative survey among the members of the virtual community, “www.borse.it” (n=108). Within this community, members freely decide to exchange their knowledge about the stock market among themselves. Because of the confirmatory requirements and the structural complexity of the theory proposed (i.e., the proposal that instrumental evaluations will induce social identity and this in turn will causes collective intentions), I use Structural Equation Modeling to test all hypotheses in this dissertation. The empirical survey-based study found support for the theory of cooperation proposed in this dissertation. The findings suggest that an appropriate conceptualization of the decision to exchange knowledge is one where collective intentions depend proximally on social identity (i.e., cognitive identification, affective commitment, and evaluative engagement) with the organization, and this identity depends on instrumental evaluations of cooperators (i.e., perceived value of the knowledge received, assessment of past reciprocity, expected reciprocity, and expected social outcomes of the exchange). Furthermore, I find that social identity fully mediates the effects of instrumental motives on collective intentions.

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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.

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The article presents the design process of intelligent virtual human patients that are used for the enhancement of clinical skills. The description covers the development from conceptualization and character creation to technical components and the application in clinical research and training. The aim is to create believable social interactions with virtual agents that help the clinician to develop skills in symptom and ability assessment, diagnosis, interview techniques and interpersonal communication. The virtual patient fulfills the requirements of a standardized patient producing consistent, reliable and valid interactions in portraying symptoms and behaviour related to a specific clinical condition.

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Virtual worlds have moved from being a geek topic to one of mainstream academic interest. This transition is contingent not only on the augmented economic, societal and cultural value of these virtual realities and their effect upon real life but also on their convenience as fields for experimentation, for testing models and paradigms. User creation is however not something that has been transplanted from the real to the virtual world but a phenomenon and a dynamic process that happens from within and is defined through complex relationships between commercial and non-commercial, commodified and not commodified, individual and of the community, amateur and professional, art and not art. Accounting for this complex environment, the present paper explores user created content in virtual worlds, its dimensions and value and above all, its constraints by code and law. It puts forward suggestions for better understanding and harnessing this creativity.