998 resultados para digital anthropology
Resumo:
The selected publications are focused on the relations between users, eGames and the educational context, and how they interact together, so that both learning and user performance are improved through feedback provision. A key part of this analysis is the identification of behavioural, anthropological patterns, so that users can be clustered based on their actions, and the steps taken in the system (e.g. social network, online community, or virtual campus). In doing so, we can analyse large data sets of information made by a broad user sample,which will provide more accurate statistical reports and readings. Furthermore, this research is focused on how users can be clustered based on individual and group behaviour, so that a personalized support through feedback is provided, and the personal learning process is improved as well as the group interaction. We take inputs from every person and from the group they belong to, cluster the contributions, find behavioural patterns and provide personalized feedback to the individual and the group, based on personal and group findings. And we do all this in the context of educational games integrated in learning communities and learning management systems. To carry out this research we design a set of research questions along the 10-year published work presented in this thesis. We ask if the users can be clustered together based on the inputs provided by them and their groups; if and how these data are useful to improve the learner performance and the group interaction; if and how feedback becomes a useful tool for such pedagogical goal; if and how eGames become a powerful context to deploy the pedagogical methodology and the various research methods and activities that make use of that feedback to encourage learning and interaction; if and how a game design and a learning design must be defined and implemented to achieve these objectives, and to facilitate the productive authoring and integration of eGames in pedagogical contexts and frameworks. We conclude that educational games are a resourceful tool to provide a user experience towards a better personalized learning performance and an enhance group interaction along the way. To do so, eGames, while integrated in an educational context, must follow a specific set of user and technical requirements, so that the playful context supports the pedagogical model underneath. We also conclude that, while playing, users can be clustered based on their personal behaviour and interaction with others, thanks to the pattern identification. Based on this information, a set of recommendations are provided Digital Anthropology and educational eGames 6 /216 to the user and the group in the form of personalized feedback, timely managed for an optimum impact on learning performance and group interaction level. In this research, Digital Anthropology is introduced as a concept at a late stage to provide a backbone across various academic fields including: Social Science, Cognitive Science, Behavioural Science, Educational games and, of course, Technology-enhance learning. Although just recently described as an evolution of traditional anthropology, this approach to digital behaviour and social structure facilitates the understanding amongst fields and a comprehensive view towards a combined approach. This research takes forward the already existing work and published research onusers and eGames for learning, and turns the focus onto the next step — the clustering of users based on their behaviour and offering proper, personalized feedback to the user based on that clustering, rather than just on isolated inputs from every user. Indeed, this pattern recognition in the described context of eGames in educational contexts, and towards the presented aim of personalized counselling to the user and the group through feedback, is something that has not been accomplished before.
Resumo:
Las Start-ups han se consideran el medio por el cual personas independientes puedan dar a conocer sus nuevas e innovadoras ideas. Estas nuevas ideas son las que hoy en día invaden el mundo de la tecnología, mueven el mercado y la inversión por parte de diferentes empresas. El auge de los smartphones y la tecnología que manejan, han permitido que diferentes Start-ups puedan sobresalir con sus ideas y poder mostrarlas el mercado. El éxito de este modelo de negocio ha permitido que haya más competencia y variabilidad en el mercado, de igual forma ha rompido con estereotipos que muchos profesionales han tenido por años. Estas pequeñas empresas a través de las aplicaciones móviles, o “Apps”, han hecho la vida del ser humano más simple dándole soluciones digitales en el teléfono celular o diferentes artefactos tecnológicos. La relación del hombre y la tecnología ha sido objeto de estudio para la antropología digital, pues el interactuar con el mundo tecnológico el ser humano ha cambiado su estilo de vida y comportamientos. Por otro lado, los medios que las industrias digitales ofrecen, han sido de gran ayuda para poder generar un mayor contacto, o empatía, con el ser humano. De esta manera muchas empresas acuden a estas ideas creativas para que sus productos puedan generar una mayor empatía con los consumidores y así haya fidelidad hacia éstos. Esta tesis buscará dar una solución a la empresa TTidh, para que pueda promocionar y dar a conocer al público, sus videojuegos en el formato de aplicaciones móviles. La solución a este problema se dará a través de un cómic el cual se hará con el videojuego Pesty Veggies. Este tendrá tres objetos de estudio principales. El Primero será el estudio de la antropología digital, las necesidades digitales y análogas. El segundo será analizar la historia de los cómics y cómo surgió su éxito. Finalmente, la realización del comic.
Resumo:
En el presente texto se busca mostrar las capacidades explicativas que puede tener la conjunción entre las perspectivas de la ética hacker y la defensa de la propiedad intelectual para dar cuenta de las reacciones generalizadas de rechazo ante las normatividades de derechos de autor en el espacio digital. Así, se lleva a cabo un resumen de los principios de cada una de estas perspectivas dando cuenta de sus capacidades explicativas y características teóricas para, posteriormente, aplicarlas a la realidad empresarial, laboral y de opinión en el marco social contemporáneo. Cómo conclusión de este trabajo se logra observar que a pesar de que en principio ambas perspectivas podrían parecer contradictorias, existen aspectos comunes que permiten vislumbrar como un trabajo en conjunto permitiría generar normatividades que se acoplen a las realidades contemporáneas.
Resumo:
Palatal rugoscopy, or palatoscopy, is the process by which human identification can be obtained by inspecting the transverse palatal rugae inside the mouth. Aim: This study evaluated a digital method for human identification using palatoscopy, by comparing photographs of the palate against the images of cast models of the maxilla photographed with and without highlighting of the palatal rugae. Methods: Condensation silicone impressions were made from the upper arches of 30 adult subjects of both genders and their palates were then photographed. The first impression was made with heavy silicone, the second impression with light silicone, and then the models were cast in improved type IV dental stone. The casts were photographed, the palatal rugae of each one were highlighted with a pencil, and then the models were photographed again. Using a free image-editing software, the digital photographs were overlapped over the images of the palatal rugae of the models with and without highlighting of the palatal rugae, in order to identify the pairs. Results: The result of overlapping the digital photographs with the images of the models without highlighted palatal rugae resulted in 90% positive identification. For the overlapping of the digital photographs with the images of models with highlighted palatal rugae, there was 100% positive identification. Conclusions: The digital method evaluated in this study was proven effective for human identification.
Resumo:
Background: In the international scientific literature, there are few studies that emphasize the presence or absence of hair in forensic facial reconstructions. There are neither Brazilian studies concerning digital facial reconstructions without hair, nor research comparing recognition tests between digital facial reconstructions with hair and without hair. The miscegenation of Brazilian people is considerable. Brazilian people, and, in particular, Brazilian women, even if considered as Caucasoid, may present the hair in very different ways: curly, wavy or straight, blonde, red, brown or black, long or short, etc. For this reason, it is difficult to find a correct type of hair for facial reconstruction (unless, in real cases, some hair is recovered with the skeletal remains). Aims and methods: This study focuses on the performance of three different digital forensic facial reconstructions, without hair, of a Brazilian female subject (based on one international database and two Brazilian databases for soft facial-tissue thickness) and evaluates the digital forensic facial reconstructions comparing them to photographs of the target individual and nine other subjects, employing the recognition method. A total of 22 assessors participated in the recognition process; all of them were familiar with the 10 individuals who composed the face pool. Results and conclusions: The target subject was correctly recognized by 41% of the 22 examiners in the International Pattern, by 32% in the Brazilian Magnetic Resonance Pattern and by 32% in the Brazilian Fresh Cadavers Pattern. The facial reconstructions without hair were correctly recognized using the three databases of facial soft-tissue thickness. The observed results were higher than the results obtained using facial reconstructions with hair, from the same skull, which can indicate that it is better to not use hair, at least when there is no information concerning its characteristics. © 2013 Elsevier B.V. All rights reserved.
Resumo:
One of the areas of human identification is Cheiloscopy, the name given to the study of the lips, their characteristics (such as thickness, position of the grooves and grooves) and the record of the impressions left by them. There are variations in the layout of the lines and fissures of the lips, which are unique to each individual, permanent and unchanging. The lip print rarely changes, enduring minor traumas such as inflammation or sores. In criminal investigations, lip prints, visible through the presence of lipstick, can be found on glasses, napkins, clothes, cigarettes, indicating a relationship between the subject and the scene of the crime. Latent impressions may be revealed employing specific chemicals such as powder of silver and aluminum nitrate. Although it is not a very common method, Cheiloscopy may become very useful in forensics due to the extensive amount of valuable information that it brings. The objective of this study was to review the literature on the use of Cheiloscopy in human identification, using traditional and digital methods. It was found that the literature is still in need of studies in this area. The advent of new digital technologies can facilitate the implementation of technical expertise, generating speed and objectivity. New research studies are necessary, especially in the development of digital methods. The application of Cheiloscopy can greatlyhelp with Law, in the identification of living suspects and dead individuals. In the end the benefit will fall to society as a whole.
Resumo:
In the face of increasing globalisation, and a collision between global communication systems and local traditions, this book offers innovative trans-disciplinary analyses of the value of traditional cultural expressions (TCE) and suggests appropriate protection mechanisms for them. It combines approaches from history, philosophy, anthropology, sociology and law, and charts previously untravelled paths for developing new policy tools and legal designs that go beyond conventional copyright models. Its authors extend their reflections to a consideration of the specific features of the digital environment, which, despite enhancing the risks of misappropriation of traditional knowledge and creativity, may equally offer new opportunities for revitalising indigenous peoples' values and provide for the sustainability of TCE.This book will appeal to scholars interested in multidisciplinary analyses of the fragmentation of international law in the field of intellectual property and traditional cultural expressions. It will also be valuable reading for those working on broader governance and human rights issues.
Resumo:
In the face of increasing globalisation, there is a pressing need for innovative trans-disciplinary analyses of the value of traditional cultural expressions (TCE) that also suggest appropriate protection mechanisms for them. The book to which this preface belongs combines approaches from history, philosophy, anthropology, sociology and law, and charts previously untravelled paths for developing new policy tools and legal designs that go beyond conventional copyright models. It reflects also upon the specific features of the digital environment, which, despite enhancing the risks of misappropriation of traditional knowledge and creativity, may equally offer some opportunities for revitalising indigenous peoples' values and provide for the sustainability of TCE.
Resumo:
Digital game environments are of increasing economic, social and cultural value. As their influence on diverse facets of life grows, states have felt compelled to intervene and secure some public interests. Yet, the contours of a comprehensive governance model are far from recognisable and governments are grappling with the complexity and fluidity of online games and virtual worlds as private spaces and as experimentation fields for creativity and innovation. This book contributes to a more comprehensive and fine-grained understanding of digital game environments, which is a precondition for addressing any of the pressing governance questions posed. Particular attention is given to the concept and policy objective of cultural diversity, which also offers a unique entry point into the discussion of the appropriate legal regulation of digital games. Governance of Digital Game Environments and Cultural Diversity will be of interest to researchers of media law, internet law and governance, cultural studies, anthropology and sociology. As the book addresses a highly topical theme, it will attract the attention of policymakers at national, regional and international levels and will also serve as a great resource tool for scholars in new media and, in particular, digital games and virtual worlds.
Resumo:
Shaped by factors like global outreach and immediacy, particularly the internet represents the multi-layered nature of contemporary globalization (cf Held et al. 2002). How have digital newspapers, social media and other internet platforms altered the situation of smaller music microcultues, especially in regions that have been on the fringes of global networks? This paper analyses the situation of the Latvian postfolklore band Ilgi between 2001 and 2008. Focusing on the group’s label UPE, the paper highlights how the internet became a significant means of existence during this specific period. Having established a local niche with a sound studio and CD shops, UPE combined this physical basis with outreach strategies, such as marketing and direct internet sales, which guaranteed the survival of the independent label. This strategy was also taken up by the band itself who started to develop a strong presence on social media like MySpace. At the same time, Ilgi has been using the internet as a central means of communicating with diasporic communities in the U.S. and Canada – hereby creating structures that were described as « intercultures » by Slobin (1993). This indicates that the local-global dichotomy can no longer be sufficiently addressed by a horizontal or vertical two-dimensional perception. Falling also back on the fieldwork experiences gained in Latvia, the paper finally addresses the question of how internet representation relates to the actual local situation – and how this has been altering the fieldwork perception. With regard to this situation – how useful are the approaches that have been developed within the context of « Media Anthropology » that investigates mass media items as multi-layered, densified symbolic objects?