Dissertationen zum Thema „Artefactos Concretos e Digitais“
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Pires, Claudio Henrique de Souza. „ENUNCIADOS CONCRETOS DIGITAIS: ASPECTOS DIALÓGICO-DISCURSIVOS EM PÔSTERES DA REDE SOCIAL MOVIMENTO CONTRA CORRUPÇÃO, NO FACEBOOK“. Instituto de Letras, 2014. http://repositorio.ufba.br/ri/handle/ri/26651.
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O presente trabalho propõe-se constituir conhecimentos sobre as discursividades e analisar enunciados de pôsteres de página de movimentos sociais anticorrupção da Rede social na Internet, o Facebook. Tal tarefa se desenvolve com o concurso da teoria marxista da linguagem e do enunciado concreto, em diálogo com estudos das redes e movimentos sociais. A definição de Redes Sociais na Internet parte de uma revisão de literatura dos elementos em comum que as caracterizam: interação social; laços sociais e capital social (Recuero, 2009). Para compreender os usos linguagens na comunicação mediada por computador, recorremos a Lévy (2011) e a Xavier (2009) e também buscamos Castells (2013) e suas análises das manifestações que surgiram por meio das redes sociais na internet. Na interface entre estudos do discurso e redes sociais, buscam-se estudos sociológicos sobre os movimentos sociais (Chazel, 1999) e novos movimentos sociais (Gohn, 2013; Touraine, 2009). A partir desses conhecimentos e da observação dos pôsteres do Movimento Contra a Corrupção (MCC) em página do Facebook, propomos uma análise dialógico-discursiva dos enunciados, a partir dos pressupostos teóricos do Circulo de Bakhtin e mediante as categorias de relações dialógicas, enunciado concreto, gêneros do discurso, heteroglossia e ideologias do cotidiano, e dos estudos linguísticos da argumentação (Ducrot, 1987), pois o enunciado é também um enunciado linguístico. Os elementos da verbo visualidade são considerados a partir de uma abordagem também dialógica, conforme a proposta de Brait (2012). Os diálogos entre a fundamentação teórica e os pôsteres do Facebook permitem uma análise do Enunciado Concreto Digital.
The present work proposes to constitute knowledge about the discursivities and to analyze statements of page posters of anti-corruption social movements of the Internet Social Network, Facebook. This task is developed with the help of the Marxist theory of language and concrete statement, in dialogue with studies of networks and social movements. The definition of Social Networks on the Internet starts from a literature review of the elements in common that characterize them: social interaction; Social ties and social capital (Recuero, 2009). In order to understand the uses of languages in computer-mediated communication, we turn to Lévy (2011) and Xavier (2009) and also look for Castells (2013) and their analyzes of the manifestations that have emerged through social networks on the Internet. At the interface between discourse studies and social networks are sought sociological studies on social movements (Chazel, 1999) and new social movements (Gohn, 2013; Touraine, 2009). From this knowledge and the observation of the posters of the Movement against Corruption (MCC) on Facebook page, we propose a dialogical-discursive analysis of the statements, from the theoretical presuppositions of the Circle of Bakhtin and through the categories of dialogic relations, concrete statement , Discourse genres, heteroglossia and ideologies of daily life, and linguistic studies of argumentation (Ducrot, 1987), since the statement is also a linguistic statement. The elements of the verb visuality are considered from a dialogical approach, as proposed by Brait (2012). The dialogues between the theoretical foundation and the Facebook posters allow an analysis of the Digital Concrete Statement
Amaral, Caroline Bohrer do. „Desafio da ciberinfância : modos de composição de práticas pedagógicas utilizando artefatos tecnológicos digitais“. reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2010. http://hdl.handle.net/10183/24154.
Der volle Inhalt der QuelleEsta disertación de el Master trata de una investigación sobre las prácticas pedagógicas con los artefactos tecnológicos digitales para una infancia que se esta haciendo cada vez más presente en las escuelas: la ciber infancia. Estos niños manipulan fácilmente los equipos electrónicos, dispensando, muchas veces, cualquier instrucción. La forma como ellas utilizan estos equipos es muy personal y esta vinculada, en la mayoría de los casos, a las actividades de ocio. Sin embargo, la tecnología puede ofrecer más recursos a los niños y la educación. Por lo tanto, los educadores necesitan para acercarse a los intereses de su audiencia y mejorar la forma de aprender a utilizar y dominar las tecnologías. Así, esta investigación tiene como objetivo principal el pensamiento, junto con los profesores y otros profesionales de la educación en la creación de las prácticas pedagógicas mediante artefactos tecnológicos, destinados a los niños. Para eso, presento, en primer lugar, un contexto histórico de la infancia, la computadora, la internet y la cibercultura. En un segundo paso, el desarrollo de un objeto de aprendizaje (en línea) de este marco teórico. Por último, el desarrollo de cursos de extensión para los profesores de los primeros años de Educación Primaria, para recoger datos sobre la creación de las prácticas educativas que implican los dispositivos de tecnología digital para afrontar el reto de la ciber infancia. En el análisis de datos, analizo los temas que aparecieron en el habla y la escritura docentes participantes de los cursos, y se cree que los debates de gran importancia en la preparación de los artefactos en la escuela. Con eso, destaco los aspectos que pueden contribuir a la creación de prácticas educativas con los artefactos tecnológicos digitales tales como: los profesores saben los artefactos tecnológicos digitales que son de interés para los niños, la atención de maestros a los factores que lleva a la escuela basada en cuestiones la formación del profesorado de la práctica pedagógica, entre otros.
Saracura, Rafael Gonçalves de Moraes. „Estudo da fissuração de concretos refratários durante o processo de cura auxiliado pela técnica de correlação de imagens digitais“. Universidade Federal de São Carlos, 2015. https://repositorio.ufscar.br/handle/ufscar/9054.
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
The growing demand of the steel industry for cheaper and more efficient production processes creates a necessity for new refractory materials. These requirements are written in terms of more robust concretes, with a longer life cycle, and ease of installation and maintenance. New materials that fulfill these criteria are the Mgo-based refractory castable. However, during curing and drying stages these materials have a critical magnesia hydration reaction that can lead to damage and cracks. The resonance measurement of elastic modulus technique is one of the techniques used to study the effects of magnesia hydration on the castables. As an alternative to this technique is proposed a digital image correlation (DIC) method to monitor the cracks network evolution of refractory castables during the curing stage. Samples (CDPs) of freshly molded castables were subjected to a controlled environment to cure and to dry and images were captured of CDPs with a high resolution digital camera. The DIC is an optical full-field displacement measurement technique. This method is based on the registration of digital images recorded in the undeformed and deformed configurations to measure displacements. A Correli-Q4 based software were developed to detect the cracks and measures their surface crack density and its average crack opening in the sample. The study of some variables such as the paint technique used in the samples (required for application of the CID technique) and the positioning of samples within the thermal chamber were required to evaluate the robustness of the software. As a result of that effort it was possible to compare the CID technique with resonance measurement of elastic modulus. The conclusion is that both detect simultaneously the cracks network beginning. The results claim that the DIC technique is promising because it promotes possibility of measure and compare parameters relative to the crack network (surface crack density and average crack opening) for different compositions of castables, temperatures and relative humidity maintained during curing. The analysis of these cracks network paraviii meters was consistent with the theory in the literature demonstrating the potential of the proposed method.
A crescente busca da indústria siderúrgica por processos de produção mais eficientes cria uma demanda por novos materiais refratários. Isto significa, concretos mais robustos, com ciclo de vida maior e, de maior facilidade de instalação e manutenção. Entre os novos materiais que preenchem estes requisitos estão os concretos aluminosos contendo magnésia. Entretanto, o processamento destes materiais possui algumas etapas críticas devido à reação de hidratação da magnésia que pode causar trincas. Dentre as técnicas já utilizadas para quantificar esse processo, destaca-se o monitoramento do módulo elástico por meio da técnica de ressonância de barra. Este trabalho visa gerar uma nova alternativa de avaliação da fissuração de concretos refratários durante a etapa de cura do processamento desses materiais com o auxílio da técnica de correlação de imagens digitais (CID). Corpos de prova (CDPs) de concreto recém-moldados foram submetidos a um processo controlado de cura e secagem e, durante este, foram capturadas imagens de uma das faces dos CDPs com uma câmera digital de alta resolução. A partir das imagens, o programa Correli-Q4 é utilizado para calcular os campos de deslocamentos de uma região de interesse. Por meio destes campos, um método desenvolvido detecta as trincas formadas e mede o seu comprimento total e a sua abertura média. A partir do método desenvolvido foi possível comparar a técnica de CID com a de ressonância de barra e conclui-se que ambas detectam a formação da rede de fissuras sendo, portanto, complementares. A técnica de CID se mostrou promissora, visto que foi possível medir e comparar diversos parâmetros da rede de fissuras (densidade superficial e abertura média das trincas) para diversas composições de concretos, diferentes temperaturas e umidades relativas mantidas durante a cura. A análise desses parâmetros da rede de fissuras foi coerente com a literatura demonstrando o potencial do método.
Serra, Ana Sofia Ferreira. „Uso da plataforma Hypatiamat e de artefactos concretos na compreensão dos números racionais não negativos“. Master's thesis, 2021. http://hdl.handle.net/10400.26/36897.
Der volle Inhalt der QuelleSantos, Vasco Alexandre Milne. „Quantificação da criatividade no processo de design: inovação e ideação de artefactos através dos processos analógico e digital“. Doctoral thesis, 2018. http://hdl.handle.net/10400.26/28125.
Der volle Inhalt der QuelleThe present research project focuses on the understanding of the effect of the relationship between analogical and digital forms of representation, upon the reflective act and consequently, with the creative result in the product design field. The action field is characterized by the operative constituents of the design process. The conceptual, metaphysical space coexists with mental processing, and is responsible for creation, organization, synthesis and decision making. The physical space is designated by practice and by materialization, which promotes reflection. The interaction of the designer with the representation tools, and the act of modeling, provide what Schön (1989), called "reflection-in-action". This method consists of the interpretation and the description of the concepts, which develops the co-evolutionary concept of the problem space and solution space framework (Dorst and Cross, 2001). The relationship between these spaces, provide innovative and creative results. Since the 90's until today, the approach to project thinking and project doing, have changed. This is partly due to the evolution of economic and social structures and systems, and more significantly, by fundamental advancements of technology and integration of digital resources. These progressions have modified the representative practice and communicative nature of the project. Oxman (2006, p.242) focused on the preponderance of this phenomenon by saying that digital processes are contributing to the emergence of the knowledge domain and "Information has become a new material for the designers". The new paradigm of project practice describes the emerging need for the formulation of new methodologies. It is fundamental for the design thinking construction to be restructured using new semantics to conceptually describe and materialize the projects. This new breadth of reflection, which spotlights the relation between the designer and digital tools, defined the starting question: “Are we articulating and using the best exteriorization and reflection tools (analog and digital) in the phase of ideation in the development of the project?” Through a questionnaire survey and class exercise, it was concluded that there is no synergy of use between the analog and digital means in the development of the projects. The phase of ideation is essentially structured by the application of analogical tools, prevailing a culture of sketching. The results of these two methods of the teaching field, revealed an uncomfortable aspect, that we believe the separation of the methods to have a negative impact, on the creative xiii results of the students' projects. In the questionnaire survey, it was mentioned by the students, that they have great sketching difficulty, drawing and using digital media. It is significant that they cannot represent in both forms and that they cannot process the reflection-in-action. Consequently, they cannot achieve optimized creative results. In order to understand if the synergistic use of analogical and digital models in the ideation phase can constitute, a better body of knowledge and a greater creative dimension, our study defends the thesis that "The synergistic use of analogical and digital modulations, in the ideation phase of the design project, create best creative results." We seek with this study, to understand the semantics of the reflection process in design, which is responsible for the creation action. This will aid in understanding how to better manage the forms of representation in order to guarantee the new competences formation onto future professional designers. We aim to formulate transdisciplinary and innovative knowledge that integrates the current body of research knowledge in design. This will constitute the creation of new methodological, curricular structures with theoretical and practical foundations to promote better design education. The study we propose, applied an experimental case study with IADE-EU students, which sought to investigate the most influential elements, responsible for the relationship dialogue between the designer and the process. The study desired to understand the function of analogical and digital instruments within the ideas. We recognize that the criteria tested in the analog, digital and hybrid experimentation phases have generated similar results in terms of statistical variation. However, under a micro-analysis, we perceive that the frequencies between conditions in the cases of fluency analysis (ability to identify problem requirements), flexibility (ability to see the problem in a broad context), relationships between problem framing and the solution, and the degree of novelty, tendentially present the prevalence of hybrid modeling as the best enhancer of creative results. Several researchers have debated creativity in the design process about study materials, that relate to the operational mode of cognition, process of structuring ideas, typologies of thought, methods of promoting ideas, external conditioning factors, and stimulators of the process. However, few studies have focused on the tangible process and the contextualizing and materializing idea tools in the teaching field. Existing investigations are mostly linked to the effect of sketch modeling, where we highlight the works of Nigel Cross, Kees Dorst, Teresa Amabile, Katja Tcshimmel, Gabriela Goldschmidt, Bryan Lawson, Henry Cristiaans, and Herbert Simon, among others. We believe, however, that the synergy of analogical and digital modeling can xiv unlock idea gestation by enabling an expansion of the dialectical mechanisms between the designer, environment and the problem. To understand this phenomenon, we proposed in our study a set of five phases: the constitution of the research question and the purpose, the theoretical framework and the problematic constitution, analysis model construction and identification of the hypothesis and application of the case study, data treatment. Finally, the results discussion and conclusion, identifying the trend that, through hybrid modeling exist a better tendency to promote more creative results, opens the way for this research to be further explored. In experimenting with other study variables and developing new hybrid tools in the continuation of the studies of Dorta and Lesage (2008), this approach will optimize the idea exteriorization of designers. With the accomplishment of this study, we aim to provide greater awareness for the importance of the means of representation in design and the forms of modeling associated with the reflexive structure of the act of creation. Life is a system that evolves, with every experimental step we take.
Dias, Pedro João Jacinto da Silva. „Design e auto-produção : novos paradigmas para o design de artefactos na sociedade pós-industrial : a contribuição das tecnologias digitais“. Doctoral thesis, 2014. http://hdl.handle.net/10451/17815.
Der volle Inhalt der QuellePartindo de um plano de fundo identificado com os princípios que definem a sociedade pós-industrial, aborda-se nesta tese as relações da nova conjuntura societal com a produção de bens físicos e as várias contexturas que delineiam a acção do design, com enfoque na actual pertinência alternativa para o design auto-produzido. Observando-se o processo de mutação da sociedade, mercê do desenvolvimento preponderante no sector das tecnologias e da sequente globalização, com todas as suas implicações sociais, políticas e económicas, também os fundamentos do design para a indústria se transformam, conquanto o sistema industrial, a sua tecnologia e o seu mercado, estão em concorde mudança. A actual praxis do design estabeleceu-se na predominância do sector dos serviços que caracteriza a sociedade pós-industrial, e hoje concentra-se no seu serviço, diluindo-se nos conceitos estratégicos, distribuídos e partilhados de criatividade e inovação – disseminando-se por múltiplos sectores e por diversificados níveis e funções nas multíplices tipologias dos processos. Assim o design tende hoje a tornar-se um campo sem uma configuração definitivamente estabelecida, conquanto os pontos de referência assentam fugazmente em instáveis novos paradigmas a serem explorados. Por outro lado as actuais contexturas sociais e técnico/produtivas, compreendem processos habilitantes que levam a novas viabilidades para o exercício do design autónomo, auto-produzido, através das emergentes capacidades digitais. Assim, após as revoluções digitais no mundo da informação e da comunicação, assiste-se agora à emergência de uma outra revolução, desta vez no âmbito da matéria – a manufactura digital. Esta tese pretende assim analisar as origens do sistema económico/produtivo actual e os modelos alternativos que se apresentam no momento da sua crise, em particular os relativos à auto-produção. Constitui-se assim como um trabalho de prospecção de possibilidades e princípios para uma nova praxis do design através da produção própria, assentes nas viabilidades que a actual sociedade sustenta.
Once identified the principles that we identify with post-industrial society, this thesis uses them as a starting point to discuss the relationships of this new social paradigm with the production of physical objects, together with the different context the various that delineate the action of design, focusing on the current alternative relevance of the self-produced design. Observing the process of a changing society, due to major developments in the technology sector and its consequential globalization, linked to social, political and economical changes, the fundamentals of design for industry have changed hand in hand with the shifts in the industrial system, its technology and market. The current praxis of design was established favouring the service sector which characterizes the post-industrial society. Today it focuses on their service, diluting itself in the strategic concepts, distributed and shared, of creativity and innovation - by multiplying itself within various sectors, levels and functions in a variation of process types. Thus today design tends to become a field without a definitely established configuration, while its benchmarks are based on unstable fleetingly new paradigms to be explored. On the other hand the current social and technical/productive contexts entail qualifying processes that lead to new possibilities for the exercise of autonomous, self-produced design, through emerging digital capacities. Once experienced a revolution in the digital world and in the world of information and communication, we are witnessing now the emergence of another revolution: a revolution which deals with the matter itself - the digital manufacturing. This thesis therefore aims to analyse the origins of the current economic / productive system and alternative models present in times of crisis, in particular those related to self-production. It constitutes itself as a work of prospecting possibilities and principles for a new praxis of design through self-production, based on the feasibilities that our current society sustains.
Ventura, Humberto G. „Tutankamón“. Master's thesis, 2016. http://hdl.handle.net/10400.2/5631.
Der volle Inhalt der QuelleThe present work intends to present and discuss the methodology and procedural considerations that underpin the creation of an interactive digital artifact constructed so that the some of its two-dimensional elements are manipulated in such a way that create the illusion of threedimensionality. In 1992 Id Software with Wolfenstein 3D game, introduced a visual reference to the three-dimensionality, using 2D technology to create it, which, through a system of positioning and resizing of images, could convey the notion of depth, using the irst-person type of jogability game, ie the player experience a visual ield that aims to replicate the experience of the tactile world in relation to it between the spaces and objects. Through Processing, a programming language that is based on Java, these conceptual goals will be played, seeking on the one hand, convey this apparent illusion of three-dimensionality and the other does not use a type of digital device that provides a irst-person gameplay but rather allow the player a visual experience that covers the entire space in which it is allowed to circulate, which is above the adversities that you need to overcome to progress. To make this possible, the player assumes the role of a character and through its interaction with the artifact, will building a visual narrative that seeks their involvement with the subject represented. As a theme is used a representation of the search for the sarcophagus of Tutankhamun, pharaoh of the 18th Dynasty (1323 BC 1332) by brithish explorer Howard Carter (1874 - 1939) which expedition in 1922 is still the most famous archaeological discovery related to ancient Egypt. Throughout this Dissertation topics are aimed to create solutions both in technical and technology, through programming and its language, as in the visual and aesthetic ield that seeks a conscious connection to the theme to represent and to be experienced are addressed.
Natálio, Carlos. „Modelo de ebook multimédia para divulgação cultural investigação e desenvolvimento de um protótipo no formato EPUB“. Master's thesis, 2014. http://hdl.handle.net/10400.2/5536.
Der volle Inhalt der QuelleThe present study was aimed at investigating the possibilities to create a model of an interactive ebook, entitled "A Lagoa de Óbidos" in EPUB3 format, and to understand advantages and disadvantages of its sustained implementation on a panel with 21 participants. The EPUB format (electronic publication) defines a set of specific characteristics for the creation and distribution of digital publications. These specifications have been developed and implemented by the International Digital Publishing Forum (IDPF), which in 2011 approved version 3, designated as EPUB3. The inclusion of new technologies – HTML5, CSS3, JavaScript - in digital publishing has set ground for this research, generated a case-study, and aimed to meet the potentialities of making such integration in interactive ebooks and their possible use in different areas of knowledge. Text collection and their analysis allowed the creation of an interactive prototype ebook, whose goal was to structure the specifications that comprise the EPUB3 version. Opinions regarding the possibilities that this model presents, in terms of resources and its usability, were collected through an "Opinion Questionnaire" where 21 volunteers have participated. The theme for the ebook "The Obidos Lagoon" was chosen by considering a place of cultural memory, with recognized landscape, historical, social and environmental characteristics and giving an identity worthy of being publicized through texts, images, videos, animations and games. The results obtained in the "Opinion Questionnaire" leads us to conclude that the majority of participants expressed a varied, interesting and active experience while reading this ebook. The majority of respondents agreed that interactivity provided a significant improvement of content comprehension. In summary, the opinion of the respondents in relation to the ebook "The Obidos Lagoon” was very positive. However, the differences of opinion among participants were too restrictive and the relationship between variables studied was too narrow. Thus, the need to proceed with further studies on the subject.
Souza, Rogéria Eler Silva. „A educação do século XXI nas mãos da inteligência coletiva : narradores midiáticos nos reflexos dos narcisos digitais“. Doctoral thesis, 2016. http://hdl.handle.net/10400.2/5477.
Der volle Inhalt der QuelleWith the proliferation of media, connected to the World Wide Web, the opportunities of expression and creation of an increasing public have expanded. This technological advent, associated with the characteristics of the subject belonging to the concept called late modernity, is gradually changing social relationships. The motivation of this work comes from the urgency to signal the educational context, from basic education to the academic, on changes in the profile of its target audience, making it necessary to revise the methods so that these will add approaches to the emerging challenges. The first objective, from the theoretical framework and case study, aims to identify the characteristics of the subject influenced by the media consumerism, pointing to the transmedia storytelling as influences coming from the interactive consumer market, highlighting, however, the interest in the art of storytelling. The second objective, in the same structure, seeks to highlight examples of methodologies that have the academic context as the locus of integration and dialogue between related areas. It also seeks to approximate the context of transmedia in their control systems, to resource consumption and informal training processes arising from these dynamics. The third objective proposes reflections on the results of a proposal with two research groups and the installation spectators of digital art media, entitled e-reflexes. Whose dynamic was to integrate the students, the academic context, in miscegenation, combining methodological approaches to previous knowledge, to create narratives and games at where the concepts and reflections, arising from this work, were problematized and evaluated, also in. The fourth objective integrates reflections on the main results of the above objectives, considering that it is possible to mediate academic context proposals that may reverse the potential emerging media storyteller to the cultural context, highlighting the relevance of Art areas in this formative process.
Reis, Tiago Alexandre Custódio. „Universally accessible mobile multimodal artefacts“. Master's thesis, 2008. http://hdl.handle.net/10451/15253.
Der volle Inhalt der QuelleEsta dissertação apresenta uma alternativa digital aos artefactos de papel utilizados em inúmeras tarefas, inerentes a um vasto conjunto de domínios. Esta solução engloba aspectos móveis e multimodais que a tornam universalmente acessível, permitindo a sua utilização por parte de utilizadores com diferentes características. O resultado do trabalho de investigação desenvolvido deu origem a uma plataforma: MAFra, cuja sigla denota Multimodal Artefact Framework ou, em português, Plataforma de Artefactos Multimodais. Esta plataforma disponibiliza um conjunto de ferramentas que permitem a utilizadores sem qualquer tipo de experiência ou conhecimentos de programação criar, utilizar e analisar artefactos móveis multimodais universalmente acessíveis. Os artefactos criados com esta plataforma podem ser usados para diferentes propósitos, permitindo que utilizadores com diferentes características possam levar a cabo actividades baseadas em papel através de uma solução única que serve para todos, incluindo utilizadores com necessidades especiais. Por outro lado, estes artefactos permitem a extensão destas actividades através da inclusão de elementos multimédia, constituindo uma solução que também é capaz de suportar actividades que não são baseadas em papel e que até então não usufruíam de suporte multimédia. O desenho desta plataforma seguiu uma metodologia centrada no utilizador. Foram empregues várias técnicas de prototipagem na criação de inúmeros protótipos que foram avaliados em sessões conduzidas com utilizadores finais dos artefactos, durante as fases iniciais de desenho dos mesmos. Os resultados da avaliação final da solução desenvolvida validam a sua utilização no suporte universal e extensão de actividades baseadas em papel, validando também as metodologias empregues no desenho da mesma. Em geral, os objectivos inerentes ao trabalho de investigação conduzido foram atingidos com sucesso, resultando num conjunto de ferramentas que demonstrou a sua utilidade pela aceitação por parte dos utilizadores. Este conjunto de ferramentas foi também empregue numa serie de estudos que abriram portas ao trabalho futuro a desenvolver nos domínios da acessibilidade universal, computação móvel, interacção multimodal e adaptação de interfaces, entre outros.
This dissertation presents a universally accessible alternative to paper artefacts. This alternative comprises mobile and multimodal characteristics, which enable users with different characteristics to perform augmented paper-based activities. The result is MAFra, the Multimodal Artefact Framework. MAFra allows users with no programming experience to create, manipulate and analyze universally accessible mobile multimodal artefacts. The artefacts created with MAFra can be used for several different purposes, allowing users with different characteristics to perform paperbased activities through a single solution that fits all. Moreover, these artefacts enable the augmentation of paper-based activities through the inclusion of media elements, such as audio and video, constituting a solution that is also able to support activities that do not rely on paper-based artefacts and for which there was no previous media-based technological support. The design of this framework followed a strongly user-centred methodology. Different prototyping techniques were employed on the creation of several prototypes that were evaluated in sessions conducted with end-users of the artefacts on the early stages of design. The results of the final evaluation of the solution created validate its employment on the universal support and augmentation of paper-based activities, as well as the user-centered design methodology followed. Overall, the challenges in the wake of the research work conducted were successfully achieved, resulting on a set of tools that have proven its utility through end-user acceptance. Moreover, this set of tools enabled studies that have drawn directions on future work to develop on the fields of universal accessibility, mobile computing, multimodal interaction and interface adaptability, amongst others.
Gomes, José. „Mundos virtuais e realidade aumentada : desenvolvimento e implementação de artefactos de média-arte digital para o ensino de educação musical no ensino básico“. Doctoral thesis, 2016. http://hdl.handle.net/10400.2/5789.
Der volle Inhalt der QuelleInformation and Communication Technologies (ICT), ubiquitous in today’s societies, allowed the extension of the contexts and moments of learning, which are associated with multiple sources and learning resources, leading to an extensive network of learning. In recent years, the Web 2.0 and the internet acquired great importance. In this context, Virtual Worlds (VW) and Augmented Reality (AR) present not only challenges but unique opportunities for teaching and learning. This dissertation describes an investigation in the educational field, and aims to contribute to a better perception of the contributions of these technologies in the Musical Education (ME) area, focusing the 2nd Cycle of basic education, by developing and implementing educational resources based in VW and AR technologies. The research followed the principles of the Development Research (DR), a methodology that determines to obtain empirical data on the effectiveness of the prototypes, supported by a User-Centered Design (UCD) approach, a philosophy seeking to involve users in the development process. This research is, essentially, a descriptive mixed-nature study, involving qualitative and quantitative approaches focusing on the development of digital educational resources. The results show that ME teachers are receptive to the use of artifacts based on VW and AR technologies, that students widely use and value computers and mobile devices, that the prototypes meet usability requirements and have positive effects on learning. Finally, users see the prototypes as resources easy to use and learn that they would like to use more in the future.
Neto, Werther Teixeira de Azevedo. „Blendwave: uma ferramenta de sound design para autores audiovisuais“. Master's thesis, 2018. http://hdl.handle.net/10400.2/7890.
Der volle Inhalt der QuelleThis document presents Blendwave, a creativity support tool (CST), product of a practice-based research focused on demystifying and democratizing the sound design process among authors of audiovisual works. Starting from the hypothesis that sound creation has become inaccessible to non-specialized users due to the inadequacy and/or complexity of available digital tooling, the research starts with a state of the art analysis of the current sound design toolset, identifying possible points of friction for inexperienced users. Following the presentation of the methodological approach, we report on the process of designing and building a digital artifact for the rapid prototyping of sound, grounded on the simplicity of similar popular tools. At last, by following an iterative development approach, the software system is tested and evaluated, both qualitatively and quantitatively, in terms of usability and its capacity to support the creative act of designing new sounds.
Santos, Noeli Batista dos. „Transformando blogues em artefatos da mídia-arte : experimentações poético-pedagógicas“. Doctoral thesis, 2019. http://hdl.handle.net/10400.2/7982.
Der volle Inhalt der QuelleThis research, oriented by the studies on the new media and the cyberculture, aimed at transform blogs into media art artefacts. The reason for this choice derives from the understanding that blogs are products of the media language, cultural interfaces, resulting from the advances made by Web 2.0 in the context of participatory culture. In this sense, the research problem sought to understand how the transformation of cultural interfaces into media-art artifacts can create senses of belonging in digital environments. Based on the practice-based art research methodology, four stages were developed. The first stage was to identify the characteristics of the blog sign in research on the topic. The second involved the study of the concept of media, media-art and blog-art, besides the analysis of blogs produced by contemporary artists. The third stage stage involved the experimentation of the production of blogs in pedagogical context, in order to understand under what aspects they would be meant as places of belonging in poetic-pedagogical practices. In the fourth stage were described the experiments of the transformation of blogs, through the application of the poetic function in its hypermedia structure, in the quest to develop transcreated artifacts, that result in visual poetry. Thus, the blogs The Key of Obidos, Untitled and Metaforametrias were described and problematized. Finally, it was reaffirmed the thesis that the poetic thought applied to the creation and the use of cultural interfaces reconfigures the modes of pronunciation and interaction in the scope of the cyberculture.
Marques, Ana Cristina dos Santos. „ARBOR: da árvore das letras à árvore das palavras“. Doctoral thesis, 2020. http://hdl.handle.net/10400.2/9853.
Der volle Inhalt der QuelleTo reflect upon the act of creation, and on the ensuing work, enlarges the dimension of creation itself, valuing the path between the origin of the idea, until it becomes a tangible reality, through experience. It also enriches those who collaborate in this reflection as users. In the densely populated with volatile and virtual work universe of digital media art it is a pleasure to be the co-author of an art installation that goes beyond the digital, into physical three-dimensionality. Or that begins with it. Arbor is an art installation composed of two central elements, an interactive sculpture (1 - Tree of Letters), which transports the action of the user into virtuality (2 - Tree of Words) and disseminates an image rooted in the cadavre-exquis, inheriting the uncertainty of a collective outcome. This research concerns two paradigmatic areas: the creative practice leading to the art installation and the exploration of the prototype in different contexts. These two areas merge in an applied model enabling the analysis and conclusions concerning Arbor's characteristics and the comprehensiveness of digital media art artifacts.
Henriques, João. „Catálogo de características para análise e avaliação de Recursos Educacionais Abertos (REA) : ferramenta de avaliação no formato checklist“. Master's thesis, 2017. http://hdl.handle.net/10400.2/6631.
Der volle Inhalt der QuelleThis study focused on understanding the principles and characteristics of an Open Educational Resource (OER). The objective was to identify the characteristics that a digital artefact must possess in order to be considered an OER. Methodologically, the research was exploratory and the process of obtaining data was based on procedures employed in the Delphi method. A questionnaire survey was used, which was answered by international experts with published works in the OER area. Thus, we obtained a set of evaluation items that reached consensus among the specialists. Based on the answers obtained through the questionnaire, an OER evaluation tool was built in checklist format, with 28 evaluation items, called Characteristics Catalog for OER Analysis and Evaluation. With the objective of validating the OER evaluation tool produced in this study, 18 digital artefacts, deposited in online repositories, were analyzed. It was noticed that of the evaluated resources, only 7 had all the characteristics listed in the characteristics catalog for OER analysis and evaluation. It was also found that all those who were not considered OER have failed in copyright domain items. As a result, it should be noted that the application of the OER evaluation tool in checklist format allows us to understand whether or not a particular digital artefact can be considered open. It was verified that, by this tool, most of the resources deposited in the various repositories do not have the necessary characteristics to be considered OER. It was noted that the OER theme still needs clarification throughout the scientific community. Topics where consensus is verifiable are still scarce. Therefore, it is concluded that continuing to invest in the development and improvement of OER assessment tools can be a key contribution to consolidating free and open education.
Guimarães, Francisco José Rosales Santana. „I-lugar : imersão no património cultural mediado por média-arte digital“. Doctoral thesis, 2018. http://hdl.handle.net/10400.2/7391.
Der volle Inhalt der QuelleA place is a geographical space delimited by the nature or action of man. But some of these places become exceptional, because of the aesthetics set by the action of nature, because they are associated with historical events, because they have served as artistic inspiration or because they themselves are the result of artistic production. These spaces thus become places of cultural (material, immaterial) or natural heritage, with their own memory and poetics, for their delimitation, configuration or artefacts present in them, integrated in a narrative that materializes the concept of the aesthetics of the place. The enjoyment of these places is usually done by physical visit, using information available in the form of leaflets, signage and in some cases, by website or digital guides. However, the evolution of technology in terms of Augmented Reality, hypermedia, use of the Internet and mobile devices, coupled with the concept of digital media art, allows finding other solutions. However, these solutions must also enable a form of immersion and interaction, framed in a narrative, that allows a more reflexive enjoyment of the place in the form of dialogue, in search of its essence. This research uses a digital artifact designated I-Place created in the context of research using website/blog (hypermedia form) and Augmented Reality to test this type of solution. The artifact is centered on the need to create a means of perceiving the essence of the place through reflection by literature, applying the thought of Heidegger (2016) related to the origin of the work of art and literature as a way of reflection according to Candido (2011), in this case, applied to heritage sites. Following a methodology based on case studies, questionnaires and the process of creation in digital art, this research describes the artefact I-Lugar and its application to natural heritage (Calouste Gulbenkian Garden) and cultural heritage (Fernando Pessoa and Street Art Lisbon). As a result of research validation strategy, we present the conclusions about the adequacy of the concept used in the solution, considering the 45 evaluation questionnaires on the intervention with the I-Lugar artifact and 16 questionnaires sent to entities responsible for heritage places management, to evaluate the concept under investigation. In summary, this research aims to study how digital narratives, hypermedia and Augmented Reality can be combined to improve public perception of the discovery of the essence of artefacts in their context as a heritage site. That is, in the aesthetic perception that allows to trigger emotion in the fruition, by immersion, in the poetics of the place, using literature to reflect on the place and its artifacts.
Penacho, Maria Teresa Saruga Barradas Casteleiro. „Explorando e-materiais na construção de um novo design da moda“. Doctoral thesis, 2017. http://hdl.handle.net/10400.2/6609.
Der volle Inhalt der QuelleThe Fashion in the twenty-first century, emerging in a new form of expression and communication resulting from the interaction between the Design and Technology. This symbiosis, new and fascinating visual worlds arise where the random is working on artistic analogies that bring with them two concepts, "Being Digital" and "Mobile". In today's society, witnessing the globalization of portable electronics, the advances in wireless technology and miniaturization in network and fosters-daily use of portable electronic devices. The possibilities offered by certain programming languages, namely Processing - and microprocessors, as exemplified by the Arduino, changed the role and work of the Fashion Designer putting him before a paradigm shift that will lead to new areas of artistic creation and the adoption of new materials and materiality. The thesis presented here was based on this reality reflects our journey of research that is aimed at exploiting the creative potential of the materials with computer features - control, interaction and graphic and audio projection, now commonly referred to as Technology Wearable - when applied to the Design of Fashion.
Carvalho, Isabel Cristina. „Média-arte locativa e mapeamentos dinâmicos na compreensão de fluxos urbanos : o contributo do dispositivo móvel na atividade do caminhar como prática artística“. Doctoral thesis, 2016. http://hdl.handle.net/10400.2/5674.
Der volle Inhalt der QuelleThe interest for the analysis of urban spaces through communicational mobile devices (digital means) aiming their transformation with the collaborative participation of the population- is the general framework of the investigation. The artistic practices, complemented with cities’ studying methods (capable of approaching its complexity in a multi-operative and flexible way) were inserted in the research keeping in mind the marked development those have known for the actual understanding of the urban condition. The result focus the hybridization of processes that allow the addition of collective knowledge about urban structures, expressed in dynamic maps that promote enlarged readings of urban realities. Based on theoretical framing and subsequent revision of literature (including subject areas of locative media art, urban analysis and dynamic map) the development of two complementary artefacts occurred, which elaboration implied three stages: i) pre-production; ii) production; iii) post-production. On the first, the artefacts were conceptualized, defining criteria and specifying analysis parameters. The Programs/software to be used was also taken into consideration, as well as the selection of urban actors that participated in experiences associated to the investigation. In what production is concerned, several actions of appropriation and apprehension of urban spaces selected in the Vila of Caminha, using the technique of walking mediated by technology were used. On the third stage, the information obtained was structured, analyzed, compared and systematized. Marks and appropriations were identified in the Vila of Caminha, integrating approaches of locative media art, of urban morphology and digital technologies. Using this methodology, the response to the objectives of the investigation contributes to the correction of the gap of the art state, due to the relevant demonstration of the operative convergence between urban apprehension and informational and communicational fluxes for the revealing of everyday spacing urban experiences (past and present) that occur concerning the physical structure of the cities. Summing up, artistic practices, derived from locative media art, express - in dynamic map and through the enlarged reality- the collective devir of urban experiences in the spaces of the city, adding up stories to its memory and urban history.
Araujo, Kelson. „Objetos de aprendizagem de auxílio à tradução escrita como recursos educacionais abertos para o ensino superior de línguas“. Doctoral thesis, 2018. http://hdl.handle.net/10400.2/7201.
Der volle Inhalt der QuelleThe present research sought to identify the current status of Higher Education in Portugal and Brazil in the area of Languages - Translation, regarding whether the curricula offered by Higher Education Institutions from these two countries contains enough disciplines about computer-aided translation (CAT) tools or not. The methodology adopted was that of designbased research with the help of techniques like documental analysis and questionnaire survey. Eleven CAT tools have been identified as most relevant ones for the target public choosen: translators participating in a Yahoo Groups' electronic mailing list and from a Facebook group, both related to the area of interest (Languages - Translation). In addition, eleven learning objects (LO) have been created - using a free web-authoring application, eXe Learning, and editing software, Kompozer - about the most important CAT tools identified by the aforementioned questionnaire survey. These eleven LO - as new e-learning materials in Portuguese, in the format of HTML pages following SCORM standard for sharing e-learning content, are available to the academic community in the Open University of Portugal's Open Repository. Such an Open Educational Resources may be useful to teachers and students from Higher Education Institutions which may update their curricula of Languages - Translation courses in an attempt to better coping with the demands from the current job market for Translators.