930 resultados para Media Technology
Resumo:
RIO TECHNOLOGY SAS es una empresa que lleva 11 años en el mercado de la distribución al por mayor de tecnología a todo nivel y suministros para oficina en Bogotá y en algunas otras ciudades del país. Fue constituida formalmente en el año 2001 ante la cámara de comercio de Bogotá como una sociedad anónima, y en el año 2010 cambió su tipo de sociedad, y se convirtió en sociedad por acciones simplificada, aprovechando los beneficios que este tipo de sociedad comercial brinda a las empresas medianas y pequeñas en Colombia. La idea de este proyecto nace porque desde Julio del año 2013, la marca RIO® se encuentra registrada, lo que genera grandes inquietudes acerca del cómo poder aprovechar esta situación para que la empresa RIO TECHNOLOGY se dé a conocer en el mercado y lograr un mayor crecimiento de la misma mediante la promoción y fortalecimiento de su marca, generando mayores utilidades. El mercadeo online podría ser una excelente alternativa para lanzar la marca RIO® al mercado; usando las redes sociales, por ejemplo, pues estas han sido creadas para conectar personas, grupos, páginas, etc. Y además son un medio de comunicación muy efectivo, por lo que la empresa RIO TECHNOLOGY podría estar en contacto permanente y cercano con sus clientes, dando a conocer en todo momento su marca RIO® mediante estrategias promocionales. En la actualidad, las redes sociales han significado una gran oportunidad tanto para las grandes empresas como para las Pymes; pues por medio de ellas se llega a una gran cantidad de personas en cuestión de segundos, con lo cual, usando estrategias eficientes, se logran resultados potenciales que se ven reflejados en un fortalecimiento de marca. El objetivo de este proyecto es presentar a RIO TECHNOLOGY un plan estratégico de mercadeo online para lanzar y fortalecer su marca. Se busca que la empresa mejore potencialmente el nivel de sus ventas y comience a posicionar su marca en el mercado.
Resumo:
2016 is the outbreak year of the virtual reality industry. In the field of virtual reality, 3D surveying plays an important role. Nowadays, 3D surveying technology has received increasing attention. This project aims to establish and optimize a WebGL three-dimensional broadcast platform combined with streaming media technology. It takes streaming media server and panoramic video broadcast in browser as the application background. Simultaneously, it discusses about the architecture from streaming media server to panoramic media player and analyzing relevant theory problem. This paper focuses on the debugging of streaming media platform, the structure of WebGL player environment, different types of ball model analysis, and the 3D mapping technology. The main work contains the following points: Initially, relay on Easy Darwin open source streaming media server, built a streaming service platform. It can realize the transmission from RTSP stream to streaming media server, and forwards HLS slice video to clients; Then, wrote a WebGL panoramic video player based on Three.js lib with JQuery browser playback controls. Set up a HTML5 panoramic video player; Next, analyzed the latitude and longitude sphere model which from Three.js library according to WebGL rendering method. Pointed out the drawbacks of this model and the breakthrough point of improvement; After that, on the basis of Schneider transform principle, established the Schneider sphere projection model, and converted the output OBJ file to JS file for media player reading. Finally implemented real time panoramic video high precision playing without plugin; At last, I summarized the whole project. Put forward the direction of future optimization and extensible market.
Resumo:
This qualitative study examines five young Afro-Franco Caribbean males in the Diaspora and their experiences with systems of technology as a tool of oppression and liberation. The study utilized interpretive biography and participatory video research to examine the issues of identity, power/control, surveillance technology, love and freedom. The study made use of a number of data collection methods including interviews, round table discussions, and personal narratives. A hermeneutic theoretical framework is employed to develop an objective view of the problems facing Afro-Franco Caribbean males in the schools and community. The purpose of the study is to provide an environment and new media technology that Afro-Franco Caribbean males can use to engage and discuss their views on issues mentioned above and to ultimately develop a video project to share with the community. Moreover, the study sought to examine an epistemological approach (Creolization) that young black males, particularly Afro-Franco-Caribbean males, might use to communicate, document, and share their everyday experiences in the Diaspora. The findings in the study reveal that the participants are experiencing: (a) a lack of community involvement in the urban space they currently reside, (b) frustration with the perspective of their home country, Haiti, that is commonly shown in mainstream media, and (c) ridicule, shame, and violence in the spaces (school and community) that should be safe. The study provides the community (both local and scholarly) with an opportunity to hear the voices and concerns of youth in the urban space. In addition the study suggests a need for schools to create a critical pedagogical curriculum in which power can be democratically shared.
Resumo:
The energy barrier distribution E(b) of five samples with different concentrations x of Ni nanoparticles using scaling plots from ac magnetic susceptibility data has been determined. The scaling of the imaginary part of the susceptibility chi""(v, T) versus T ln (iota t/tau(0)) remains valid for all samples, which display Ni nanoparticles with similar shape and size. The mean value < E(b)> increases appreciably with increasing x, or more appropriately with increasing dipolar interactions between Ni nanoparticles. We argue that such an increase in < E(b)> constitutes a powerful tool for quality control in magnetic recording media technology where the dipolar interaction plays an important role. (c) 2011 American Institute of Physics. [doi: 10.1063/1.3533911]
Resumo:
Trabalho de Projeto submetido à Escola Superior de Teatro e Cinema para cumprimento dos requisitos necessários à obtenção do grau de Mestre em Teatro - especialização em Encenação
Online teaching of inflammatory skin pathology by a French-speaking International University Network
Resumo:
INTRODUCTION: Developments in technology, web-based teaching and whole slide imaging have broadened the teaching horizon in anatomic pathology. Creating online learning material including many types of media such as radiologic images, whole slides, videos, clinical and macroscopic photographs, is now accessible to most universities. Unfortunately, a major limiting factor to maintain and update the learning material is the amount of resources needed. In this perspective, a French-national university network was initiated in 2011 to build joint online teaching modules consisting of clinical cases and tests. The network has since expanded internationally to Québec, Switzerland and Ivory Coast. METHOD: One of the first steps of the project was to build a learning module on inflammatory skin pathology for interns and residents in pathology and dermatology. A pathology resident from Québec spent 6 weeks in France and Switzerland to develop the contents and build the module on an e-learning Moodle platform under the supervision of two dermatopathologists. The learning module contains text, interactive clinical cases, tests with feedback, virtual slides, images and clinical photographs. For that module, the virtual slides are decentralized in 2 universities (Bordeaux and Paris 7). Each university is responsible of its own slide scanning, image storage and online display with virtual slide viewers. RESULTS: The module on inflammatory skin pathology includes more than 50 web pages with French original content, tests and clinical cases, links to over 45 virtual images and more than 50 microscopic and clinical photographs. The whole learning module is being revised by four dermatopathologists and two senior pathologists. It will be accessible to interns and residents in the spring of 2014. The experience and knowledge gained from that work will be transferred to the next international resident whose work will be aimed at creating lung and breast pathology learning modules. CONCLUSION: The challenges of sustaining a project of this scope are numerous. The technical aspect of whole-slide imaging and storage needs to be developed by each university or group. The content needs to be regularly updated and its accuracy reviewed by experts in each individual domain. The learning modules also need to be promoted within the academic community to ensure maximal benefit for trainees. A collateral benefit of the project was the establishment of international partnerships between French-speaking universities and pathologists with the common goal of promoting pathology education through the use of multi-media technology including whole slide imaging.
Resumo:
Die vorliegende Arbeit befasst sich mit der Präsenz deutscher Dialekte im Internet, wobei der Schwerpunkt auf dem österreichischen Dialekt Steirisch liegt. Es wird untersucht, in welchem Maße dieser Dialekt im Rahmen der Kommunikation via Internet verwendet wird
Resumo:
INTRODUCTION: Developments in technology, web-based teaching and whole slide imaging have broadened the teaching horizon in anatomic pathology. Creating online learning material including many types of media such as radiologic images, whole slides, videos, clinical and macroscopic photographs, is now accessible to most universities. Unfortunately, a major limiting factor to maintain and update the learning material is the amount of resources needed. In this perspective, a French-national university network was initiated in 2011 to build joint online teaching modules consisting of clinical cases and tests. The network has since expanded internationally to Québec, Switzerland and Ivory Coast. METHOD: One of the first steps of the project was to build a learning module on inflammatory skin pathology for interns and residents in pathology and dermatology. A pathology resident from Québec spent 6 weeks in France and Switzerland to develop the contents and build the module on an e-learning Moodle platform under the supervision of two dermatopathologists. The learning module contains text, interactive clinical cases, tests with feedback, virtual slides, images and clinical photographs. For that module, the virtual slides are decentralized in 2 universities (Bordeaux and Paris 7). Each university is responsible of its own slide scanning, image storage and online display with virtual slide viewers. RESULTS: The module on inflammatory skin pathology includes more than 50 web pages with French original content, tests and clinical cases, links to over 45 virtual images and more than 50 microscopic and clinical photographs. The whole learning module is being revised by four dermatopathologists and two senior pathologists. It will be accessible to interns and residents in the spring of 2014. The experience and knowledge gained from that work will be transferred to the next international resident whose work will be aimed at creating lung and breast pathology learning modules. CONCLUSION: The challenges of sustaining a project of this scope are numerous. The technical aspect of whole-slide imaging and storage needs to be developed by each university or group. The content needs to be regularly updated and its accuracy reviewed by experts in each individual domain. The learning modules also need to be promoted within the academic community to ensure maximal benefit for trainees. A collateral benefit of the project was the establishment of international partnerships between French-speaking universities and pathologists with the common goal of promoting pathology education through the use of multi-media technology including whole slide imaging.
Resumo:
The problem of understanding how humans perceive the quality of a reproduced image is of interest to researchers of many fields related to vision science and engineering: optics and material physics, image processing (compression and transfer), printing and media technology, and psychology. A measure for visual quality cannot be defined without ambiguity because it is ultimately the subjective opinion of an “end-user” observing the product. The purpose of this thesis is to devise computational methods to estimate the overall visual quality of prints, i.e. a numerical value that combines all the relevant attributes of the perceived image quality. The problem is limited to consider the perceived quality of printed photographs from the viewpoint of a consumer, and moreover, the study focuses only on digital printing methods, such as inkjet and electrophotography. The main contributions of this thesis are two novel methods to estimate the overall visual quality of prints. In the first method, the quality is computed as a visible difference between the reproduced image and the original digital (reference) image, which is assumed to have an ideal quality. The second method utilises instrumental print quality measures, such as colour densities, measured from printed technical test fields, and connects the instrumental measures to the overall quality via subjective attributes, i.e. attributes that directly contribute to the perceived quality, using a Bayesian network. Both approaches were evaluated and verified with real data, and shown to predict well the subjective evaluation results.
Resumo:
Se analiza la relación entre movimientos sociales y nuevos medios en Colombia, preguntando en particular por las posibilidades narrativas que tienen los movimientos sociales en el nuevo espacio comunicativo abierto por internet. Para ello, se lleva a cabo un estudio descriptivo del relato elaborado en la red social Twitter por activistas virtuales del movimiento de indignación surgido en Bogotá tras la destitución del alcalde mayor, Gustavo Petro, a finales de 2013. Se encontró que Twitter fue un espacio esencialmente de disputa. El relato del movimiento fue construido en permanente contrapunteo no solo con las informaciones de los medios de comunicación tradicionales y las intervenciones de los líderes políticos, sino también con expresiones ciudadanas rivales, que se movilizaron paralelamente en la misma red social en un ejercicio de contestación. Esta investigación emplea como marco analítico la “autocomunicación de masas” propuesta por Manuel Castells.
Resumo:
Thinking about improving public education in Brazil means thinking not only on what we wish to develop, skills and abilities in individuals, but understand and clearly identify the type of citizens we are devoloping and what kind of society we want for the future. In this context it is important to note that the practice in the classroom today can not be considered without regard to education steeped in culture and, therefore, in the forms of modern communication. So if there is a crisis in education, it can not be solved only within the classroom. The challenge for school education is to show students within the classroom how they will be out of school. Quality education is a blueprint for the future, to the unknown, to a world we do not know now. In this sense, to direct the education only for the labor market is a mistake, because the market is so today, but may be another in ten or fifteen years. Precisely because we do not know what are the requirements for citizens of the future, we must focus on what is essential in the formation of our youth. Is essential then to understand the ideas, learn to discuss them, argue and learn to recognize the role of technology in social and cultural evolution of mankind.
Resumo:
The purpose of this paper is to discuss the concept of e-sports (or electronic sports) in sports journalism in transmedia context. To achieve this goal are performed refl ections on the current concept of sport, the strong presence of game culture in contemporary society and their implications in the media ecosystem through the presentation of an on-line platform for electronic sports, called Twitch. Th is thread moves into a new media ecosystem created in interdisciplinary sphere that encompasses sports and media & technology. In this environment sports and video games seek merge into the concept of e-sport (electronic sport), a phenomenon of contemporary digital culture.
Resumo:
This project examined the change in values in the still unfinished transitional period in Serbia during the 1990s and compared it with Greece in the same period. During this period the social and political transition affected the ruling value system primarily through changes in the modes of the production and representation of reality. The most remarkable trait of this period in Serbia is the parallel and interweaving existence of different value systems. The very perception of reality has been blurred by the emergence of a very complex technical and ideological structure. Reality is presented by and through extensions and additions, the models of which are language and media. With the development of media technology and global communication and information systems, representation has become the only available reality. This enables the media to overtly and unlimitedly intervene in reality, to manage and change it without constraint and thus have a direct impact on values. The difference between public and private is abolished, so the media start promoting exclusive collective values. However, since the collective thus loses its counterpart, it itself needs to be redefined. This confusion of values make the possible results of their change uncertain. It will either open up a space for multiculturalism and social pluralism and thus completely replace the old systems of values, or result in an indefinite survival of different, often contradictory, value systems and conceptions of reality, which often lead to all forms of exclusivity and intolerance.