940 resultados para Digital Virtual Space
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Against the background of the emerging multicultural migration society, acquisition of intercultural competences is getting vitally important for youngsters to actively and effectively engage with intercultural dialogue in a co-existent life context. Contingencies for such intercultural dialogue and to foster intercultural competences of youngsters are opened in virtual space when youth with different ethnic, social and cultural background go online. However, differences in Internet use and competences acquisition as “digital inequality” also exist among youth with different socio-cultural background. This article reports on a quantitative survey of 300 Turkish migrant youth in Germany as empirical sample about how Internet use generally fosters their intercultural competences, what differences exist among them and which indicators can explain the differences. Preliminary findings show that the contingencies of Internet in fostering intercultural competences are still not much employed and realised by Turkish migrant youth. Four online groups connected with bonding, bridging, both (bonding and bridging) and none socio-cultural networks are found out based on the cluster analysis with SPSS. These different networks, from the perspective of social cultural capital, can explain the differences concerning development of intercultural competences among them. It is indicated in this research that many Turkish migrant youth still lack recognition and capabilities to construct their intercultural social networks or relations through using Internet and further to employ the relations as intercultural social capital or social support in their life context. This therefore poses a critical implication for youth work to help migrant youth construct and reconstruct their socio-cultural networks through using Internet so as to extend social support for competences acquisition.
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Americans are accustomed to a wide range of data collection in their lives: census, polls, surveys, user registrations, and disclosure forms. When logging onto the Internet, users’ actions are being tracked everywhere: clicking, typing, tapping, swiping, searching, and placing orders. All of this data is stored to create data-driven profiles of each user. Social network sites, furthermore, set the voluntarily sharing of personal data as the default mode of engagement. But people’s time and energy devoted to creating this massive amount of data, on paper and online, are taken for granted. Few people would consider their time and energy spent on data production as labor. Even if some people do acknowledge their labor for data, they believe it is accessory to the activities at hand. In the face of pervasive data collection and the rising time spent on screens, why do people keep ignoring their labor for data? How has labor for data been become invisible, as something that is disregarded by many users? What does invisible labor for data imply for everyday cultural practices in the United States? Invisible Labor for Data addresses these questions. I argue that three intertwined forces contribute to framing data production as being void of labor: data production institutions throughout history, the Internet’s technological infrastructure (especially with the implementation of algorithms), and the multiplication of virtual spaces. There is a common tendency in the framework of human interactions with computers to deprive data and bodies of their materiality. My Introduction and Chapter 1 offer theoretical interventions by reinstating embodied materiality and redefining labor for data as an ongoing process. The middle Chapters present case studies explaining how labor for data is pushed to the margin of the narratives about data production. I focus on a nationwide debate in the 1960s on whether the U.S. should build a databank, contemporary Big Data practices in the data broker and the Internet industries, and the group of people who are hired to produce data for other people’s avatars in the virtual games. I conclude with a discussion on how the new development of crowdsourcing projects may usher in the new chapter in exploiting invisible and discounted labor for data.
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Pós-graduação em Educação - FFC
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OBJETIVO: comparar medidas de tamanhos dentários, suas reprodutibilidades e a aplicação da equação de regressão de Tanaka e Johnston na predição do tamanho dos caninos e pré-molares em modelos de gesso e digital. MÉTODOS: trinta modelos de gesso foram escaneados para obtenção dos modelos digitais. As medidas do comprimento mesiodistal dos dentes foram obtidas com paquímetro digital nos modelos de gesso e nos modelos digitais utilizando o software O3d (Widialabs). A somatória do tamanho dos incisivos inferiores foi utilizada para obter os valores de predição do tamanho dos pré-molares e caninos utilizando equação de regressão, e esses valores foram comparados ao tamanho real dos dentes. Os dados foram analisados estatisticamente, aplicando-se aos resultados o teste de correlação de Pearson, a fórmula de Dahlberg, o teste t pareado e a análise de variância (p < 0,05). RESULTADOS: excelente concordância intraexaminador foi observada nas medidas realizadas em ambos os modelos. O erro aleatório não esteve presente nas medidas obtidas com paquímetro, e o erro sistemático foi mais frequente no modelo digital. A previsão de espaço obtida pela aplicação da equação de regressão foi maior que a somatória dos pré-molares e caninos presentes nos modelos de gesso e nos modelos digitais. CONCLUSÃO: apesar da boa reprodutibilidade das medidas realizadas em ambos os modelos, a maioria das medidas dos modelos digitais foram superiores às do modelos de gesso. O espaço previsto foi superestimado em ambos os modelos e significativamente maior nos modelos digitais.
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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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El proyecto titulado Creación y diseño de la plataforma web y aplicación móvil para la realización de la revista digital de carácter académico-estudiantil (Arkhé), tuvo como objetivo instaurar un medio propio para la Carrera de Comunicación Social, destinado a la publicación de trabajos e investigaciones de docentes y estudiantes. El proyecto fue estructurado visual y conceptualmente. En cuanto a la estructura visual, se crearon elementos que identifican a la revista, como: logotipo, colores y todo lo relacionado al diseño visual y funcional de la página y su aplicación móvil. En lo referente a la parte conceptual, se elaboraron las bases fundamentales para que exista una revista como: misión, visión, sostenibilidad, concepto de su nombre, creación de la línea editorial, Consejo Editorial, políticas de calidad y normas de publicación; para convertir a Arkhé en una fuente de referencia confiable con posibilidades de indexación. El presente proyecto comprende una investigación teórica y práctica. En el primer capítulo se partió de un marco teórico y se desarrollaron conceptos indispensables para la elaboración de una revista digital. En el segundo se mostró los resultados de la aplicación de encuestas y entrevistas realizadas a estudiantes y profesores. En el tercero se elaboraron las bases de la revista académica y de la estudiantil. Finalmente en el cuarto capítulo se creó el espacio web en donde consta toda la información de la revista para que puedan publicar sus trabajos. En consecuencia, Arkhé es un medio que apoya al proceso de aprendizaje, en el que profesores y estudiantes desarrollan sus habilidades a través de la práctica.
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As novas Tecnologias da Informa????o e Comunica????o (TIC), entre as quais se destacam a internet, as redes de computadores, a transmiss??o via sat??lite e a telefonia m??vel, criaram condi????es para o surgimento de Sociedades do Conhecimento. Nesse contexto, o Estado, por interm??dio do governo eletr??nico, ?? o principal instrumento de que os cidad??os disp??em atualmente para enfrentar os desafios impostos pela globaliza????o, por meio de intera????es in??ditas da sociedade, empresas e governos. O objetivo deste trabalho foi estabelecer rela????es entre a governan??a do setor p??blico e o governo eletr??nico, partindo-se de um marco referencial te??rico das duas ??reas de estudo. Para tanto, foram delineados seus escopos e limites de atua????o, instituindo-se v??nculos, de acordo com a????es do Governo Eletr??nico brasileiro: certifica????o digital; Portal da Transpar??ncia; vota????o eletr??nica; preg??es eletr??nicos e Portal da Previd??ncia Social. Conclui-se que, apesar dos avan??os recentes observados pela an??lise de v??rias dimens??es da governan??a, baseados em iniciativas de governo eletr??nico aqui inventariadas, ainda h?? muito que fazer em dire????o ?? inclus??o social no Brasil, assim como em outros pa??ses. As TIC podem vir a ser um poderoso agente de inclus??o digital, apoiando a governan??a com a cria????o de espa??os virtuais para participa????o democr??tica e di??logo c??vico e expans??o da participa????o em tomada de decis??o coletiva, promovendo a igualdade e a cidadania.
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Relatório de Estágio apresentada para cumprimento dos requisitos necessários à obtenção do grau de Mestre em Ciências da Informação e da Documentação
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Brain-computer interfaces (BCIs) are becoming more and more popular as an input device for virtual worlds and computer games. Depending on their function, a major drawback is the mental workload associated with their use and there is significant effort and training required to effectively control them. In this paper, we present two studies assessing how mental workload of a P300-based BCI affects participants" reported sense of presence in a virtual environment (VE). In the first study, we employ a BCI exploiting the P300 event-related potential (ERP) that allows control of over 200 items in a virtual apartment. In the second study, the BCI is replaced by a gaze-based selection method coupled with wand navigation. In both studies, overall performance is measured and individual presence scores are assessed by means of a short questionnaire. The results suggest that there is no immediate benefit for visualizing events in the VE triggered by the BCI and that no learning about the layout of the virtual space takes place. In order to alleviate this, we propose that future P300-based BCIs in VR are set up so as require users to make some inference about the virtual space so that they become aware of it,which is likely to lead to higher reported presence.
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La collaboration et le contenu généré par les usagers, aussi appelé « Web 2. 0 », sont des phénomènes nouveaux, qui bâtissent sur l'ouverture et le foisonnement d'Internet. Les environnements numériques qui emploient ces moyens mettent à contribution la communauté qui gravite autour d'une présence virtuelle afin d'en enrichir l’expérience. Suivant une approche constructiviste, nous explorons commnent la collaboration peut servir les usagers d'une banque de donnée de jugements en accès libre par Internet, comme le site de l'Institut canadien d'information juridique (www.CanLIT.org). La collaboration s'articule grâce à un gabarit d'analyse que nous nommons «Cadre de diffusion de la collaboration». Il comporte deux classes d'objets, les usagers et les documents, qui interagissent selon quatre relations : les liens documentaires, les échanges entre usagers, l'écriture (de l'usager vers le document) et la consommation (du document vers l'usager). Le Cadre de diffusion de la collaboration met en lumière les modalités de la collaboration comme mécanisme de création de contenu dans un contexte numérique, au profit d'une classe de documents. Suite à une analyse les modalités de la jurisprudence comme système documentaire et d'un exposé illustratif des besoins des usagers de la société civile, le Cadre de diffusion de la collaboration est employé pour explorer les mécanismes à retenir pour enrichir le contenu d'un système diffusant des jugements par Internet.