965 resultados para Virtual context
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
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Pós-graduação em Ciências da Motricidade - IBRC
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This study aims to discuss, by assuming the perspective of the Discourse Analysis, the social and cultural implications of the process of teaching Portuguese to foreigners in the virtual context of Teletandem. It also intends to evaluate the levels of Critical Language Awareness presented by the participants, in relation to the linguistic, discursive and social dimensions of the analysis. The data were collected in 2011 in interactions between students from Unesp/Assis and students from North-American universities. The research has been guided by the following questions: (a) how social and historical changes are reflected in language uses; (b) how these implications appear in the context of Teletandem; (c) how is it possible to evaluate the levels of Critical Language Awareness between the participants related to the social dimension of the discourse.
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Pós-graduação em Desenvolvimento Humano e Tecnologias - IBRC
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L’objectif principal de la présente thèse était de déterminer les facteurs susceptibles d’influencer l’efficacité des processus de contrôle en ligne des mouvements d’atteinte manuelle. De nos jours, les mouvements d’atteinte manuelle réalisés dans un environnement virtuel (déplacer une souris d’ordinateur pour contrôler un curseur à l’écran, par exemple) sont devenus chose commune. Par comparaison aux mouvements réalisés en contexte naturel (appuyer sur le bouton de mise en marche de l’ordinateur), ceux réalisés en contexte virtuel imposent au système nerveux central des contraintes importantes parce que l’information visuelle et proprioceptive définissant la position de l’effecteur n’est pas parfaitement congruente. Par conséquent, la présente thèse s’articule autour des effets d’un contexte virtuel sur le contrôle des mouvements d’atteinte manuelle. Dans notre premier article, nous avons tenté de déterminer si des facteurs tels que (a) la quantité de pratique, (b) l’orientation du montage virtuel (aligné vs. non-aligné) ou encore (c) l’alternance d’un essai réalisé avec et sans la vision de l’effecteur pouvaient augmenter l’efficacité des processus de contrôle en ligne de mouvement réalisés en contexte virtuel. Ces facteurs n’ont pas influencé l’efficacité des processus de contrôle de mouvements réalisés en contexte virtuel, suggérant qu’il est difficile d’optimiser le contrôle des mouvements d’atteinte manuelle lorsque ceux-ci sont réalisés dans un contexte virtuel. L’un des résultats les plus surprenants de cette étude est que nous n’avons pas rapporté d’effet concernant l’orientation de l’écran sur la performance des participants, ce qui était en contradiction avec la littérature existante sur ce sujet. L’article 2 avait pour but de pousser plus en avant notre compréhension du contrôle du mouvement réalisé en contexte virtuel et naturel. Dans le deuxième article, nous avons mis en évidence les effets néfastes d’un contexte virtuel sur le contrôle en ligne des mouvements d’atteinte manuelle. Plus précisément, nous avons observé que l’utilisation d’un montage non-aligné (écran vertical/mouvement sur un plan horizontal) pour présenter l’information visuelle résultait en une importante diminution de la performance comparativement à un montage virtuel aligné et un montage naturel. Nous avons aussi observé une diminution de la performance lorsque les mouvements étaient réalisés dans un contexte virtuel aligné comparativement à un contexte naturel. La diminution de la performance notée dans les deux conditions virtuelles s’expliquait largement par une réduction de l’efficacité des processus de contrôle en ligne. Nous avons donc suggéré que l’utilisation d’une représentation virtuelle de la main introduisait de l’incertitude relative à sa position dans l’espace. Dans l’article 3, nous avons donc voulu déterminer l’origine de cette incertitude. Dans ce troisième article, deux hypothèses étaient à l’étude. La première suggérait que l’augmentation de l’incertitude rapportée dans le contexte virtuel de la précédente étude était due à une perte d’information visuelle relative à la configuration du bras. La seconde suggérait plutôt que l’incertitude provenait de l’information visuelle et proprioceptive qui n’est pas parfaitement congruente dans un contexte virtuel comparativement à un contexte naturel (le curseur n’est pas directement aligné avec le bout du doigt, par exemple). Les données n’ont pas supporté notre première hypothèse. Plutôt, il semble que l’incertitude soit causée par la dissociation de l’information visuelle et proprioceptive. Nous avons aussi démontré que l’information relative à la position de la main disponible sur la base de départ influence largement les processus de contrôle en ligne, même lorsque la vision de l’effecteur est disponible durant le mouvement. Ce résultat suggère que des boucles de feedback interne utilisent cette information afin de moduler le mouvement en cours d’exécution.
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Studies about discursive genres peak at a necessity to understand how these genres work in a society that is more and more submissive to the technology of informatics such as ours. In acknowledging that the virtual context of the Internet provides the manifestation and development of new genres of the discourse, we perceived that the online journal, or blog, as commonly known, is responsible for a variety of linguistic phenomena that would normally take severaI years to consolidate. Since its appearance in 1997 blogs rush as a virtual version of the personal diary and in a short time due to communicative demands suffers several changes, making new categories of blog genres emerge. Facing such phenomena, this work intends at first to characterize blogs as a genre that exercises a social action, evidencing its formal, structural and pragmatic characteristics from the notion of recurrence and rhetoric in a discursive-semiotic perspective. The methodological postulates adopted by this research are considered of qualitative basis in the sense that they are not restricted to looking at the discursive events as a product, but mainly they take into consideration a group of situational, cultural and ideologic factors that are present in the constitution of genre.
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
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This project analyses in theory the transformations that have occurred in the information society in the range of the organizational communication, developing the internet historical trajectory as a technology of transformation. We highlight the cyber culture study as a cultural expression that emerges with the current society needs, observed by an optic that focuses on digital communication, emphasizing the digital environment as a space for information trade, in the interior premise of communication: the relationship. The organizations will be approached in the project through a channel for communication, in the digital range, besides the traditional forms. In regards to the enterprises we will study in depth the consumer of this society of consumerism, with a special look at the generation Y, deeply inserted in this virtual context, describing the current type of consumption, mainly the relations of consumption with the social medias. After this transforming process in which individuals are inserted in the digital environment we intend to focus in the corporate digital communication, analyzing the organizational digital communication in the contemporary society. We emphasize the theories of Public Relations, one of the main activities, able to do planning, to put together and execute the strategies that will be used in the social medias as a form of corporate digital communication. We explicit Twitter as a tool of the corporate digital communication, because it reaffirms the theories described throughout the research as one of the most essential social media to turn loyal the relationship between the consumer and the organization in real time, as an example is the organization “camisetaria” that became a success case in the social medias; we detail the participation of the company on Twitter and the reach of this network through it’s strategies in the corporate digital communication
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This research focuses on methods and strategies for educational-based digital tools, aimed at the public school. Thus, we present possibilities, and the main actions of the national museum institutions in several online educational services that exemplify some forms of virtual mediation in order to verify the relevance of using these tools. The study discusses the need for museums to follow the advance of new technologies to engage and retain the public school, consisting of a highly connected generation with new technologies. It also brings a brief overview of the evolution of the museum in the Western world and presents the formation and nature of art collections that comprise the Artistic-Cultural Collection of the Governmental Palaces of the State of São Paulo, focusing on the management policy of each period, highlighting the educational program and the relationship with the website. As a practical exercise, the research presented suggests applying a form of mediation for the virtual site of Artistic-Cultural Collection of the Governmental Palaces to extend relations sector educational institution for the virtual context
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This article chiefly aims at discussing issues concerning reflective teacher education for and in virtual environments for language learning. Given the need for research on reflective practice in new virtual environments, we present the experience of pedagogical supervision through mediation in the virtual context for collaborative learning in teletandem. Some research results in this context, such as in Salomão (2008), Kfouri-Kaneoya (2008), Cândido (2010) and Silva (2010), show how favorable and conducive to the development of reflective pre-service teacher education it seems to be, as it emphasizes the co-construction of knowledge in a dynamic relationship between theory and practice.
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Pós-graduação em Estudos Linguísticos - IBILCE
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Accurate process model elicitation continues to be a time consuming task, requiring skill on the part of the interviewer to extract explicit and tacit process information from the interviewee. Many errors occur in this elicitation stage that would be avoided by better activity recall, more consistent specification methods and greater engagement in the elicitation process by interviewees. Theories of situated cognition indicate that interactive 3D representations of real work environments engage and prime the cognitive state of the viewer. In this paper, our major contribution is to augment a previous process elicitation methodology with virtual world context metadata, drawn from a 3D simulation of the workplace. We present a conceptual and formal approach for representing this contextual metadata, integrated into a process similarity measure that provides hints for the business analyst to use in later modelling steps. Finally, we conclude with examples from two use cases to illustrate the potential abilities of this approach.
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The aim of the present study was to investigate the challenges that relate to the implementation of virtual inquiry practises in middle school. The case was a school course in which a group of Finnish students (N = 14) and teachers (N = 7) completed group inquiries through virtual collaboration, using a web-based learning environment. The task was to accomplish a cross-disciplinary inquiry into cultural issues. The students worked mainly at home and took much responsibility for their course achievements. The investigators analysed the pedagogical design of the course and the content of the participants' interaction patterns in the web-based environment, using qualitative content analysis and social network analysis. The findings suggest that the students succeeded in producing distinctive cultural products, and both the students and the teachers adopted novel roles during the inquiry. The web-based learning environment was used more as a coordination tool for organizing the collaborative work than as a forum for epistemic inquiry. The tension between the school curriculum and the inquiry practises was manifest in the participants' discussions of the assessment criteria of the course.
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Power systems have been through deep changes in recent years, namely with the operation of competitive electricity markets in the scope and the increasingly intensive use of renewable energy sources and distributed generation. This requires new business models able to cope with the new opportunities that have emerged. Virtual Power Players (VPPs) are a new player type which allows aggregating a diversity of players (Distributed Generation (DG), Storage Agents (SA), Electrical Vehicles, (V2G) and consumers), to facilitate their participation in the electricity markets and to provide a set of new services promoting generation and consumption efficiency, while improving players` benefits. A major task of VPPs is the remuneration of generation and services (maintenance, market operation costs and energy reserves), as well as charging energy consumption. This paper proposes a model to implement fair and strategic remuneration and tariff methodologies, able to allow efficient VPP operation and VPP goals accomplishment in the scope of electricity markets.