Dissertations / Theses on the topic 'Digital gesture'
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Meyer, John. "Technological Proximity: Ambient Digital Interaction in Architecture." University of Cincinnati / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1459438801.
Full textDonovan, Jared William Awarua. "Framing Movements for Gesture Interface Design." Thesis, The University of Queensland, 2011. https://eprints.qut.edu.au/56822/1/donovan-Framing_movements_for_gesture_interface_design-reduced-size.pdf.
Full textPonce, Jason Benjamin. "Fractured bodies gesture, pleasure, and politics in contemporary computer music performance /." Diss., Connect to a 24 p. preview or request complete full text in PDF format. Access restricted to UC campuses, 2007. http://wwwlib.umi.com/cr/ucsd/fullcit?p1447328.
Full textTitle from 1st page of PDF file (viewed Mar. 5, 2008). Available via ProQuest Digital Dissertations. Vita. Includes bibliographical references: P. 50-55.
Marrin, Teresa Anne. "Toward an understanding of musical gesture : mapping expressive intention with the digital baton." Thesis, Massachusetts Institute of Technology, 1996. http://hdl.handle.net/1721.1/58262.
Full textMolnàr, Margit. "Tourner la page : autour de la matérialité de l'objet de lecture : observations sémiotiques, perspectives pédagogiques." Thesis, Toulouse 2, 2014. http://www.theses.fr/2014TOU20058/document.
Full textWhat could this title hide? Or reveal instead? It insinuates a certain tendency to a play on words. It hints at style. “Turn the page” since it’s about books, about reading practice. “Turn the page” because the days of books seem numbered, to believe certain prognostication to which this work does not address. However, there are new, digital pages. "About the materiality", since the paper page of the codex is turning literally around a material axis, sewn, stapled or glued. “Materiality", it is as an intrinsic quality of the book object which defines the products of writing. “Reading object,” it means different objects of reading, traditionally represented by printed books. While, now, it is possible to read technological objects too. “Object” once more, for the semio-pragmatic approach that desires to emphasize the material aspect of reading practice versus its linguistic aspect. “Observations,” it specifies and qualifies the approximate tenor of what is said and how it is said. “Semiotics,” it is the definition of the method and of the point of view under which these objects are investigated. “Pedagogical perspectives”, it is to refer to the field from which this study took its inspiration. Also, towards that it returns hoping to create bridges between several disciplines. This summary is a kind of explanation of the title, also intends to indicate the way of the reflection that develops the relationship of man to the written word that is based on the materiality
Zhu, Hong Min. "Real-time hand gesture recognition using motion tracking." Thesis, University of Macau, 2010. http://umaclib3.umac.mo/record=b2182870.
Full textKarlaputi, Sarada. "Evaluating the Feasibility of Accelerometers in Hand Gestures Recognition." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc699862/.
Full textMiranda, Leonardo Cunha de. "Artefatos e linguagens de interação com sistemas digitais contemporâneos = os anéis interativos ajustáveis para a televisão digital interativa." [s.n.], 2010. http://repositorio.unicamp.br/jspui/handle/REPOSIP/275786.
Full textTese (doutorado) - Universidade Estadual de Campinas, Instituto de Computação
Made available in DSpace on 2018-08-16T23:18:27Z (GMT). No. of bitstreams: 1 Miranda_LeonardoCunhade_D.pdf: 4387805 bytes, checksum: b138e75ab0fe002567c99b3af4fd3a50 (MD5) Previous issue date: 2010
Resumo: A digitalização da transmissão da televisão terrestre no Brasil e, consequentemente, a possibilidade de oferta de interatividade na televisão estabelece um novo paradigma de interação do telespectador com essa mídia com extremo potencial de impacto social, especialmente para a população brasileira. Entretanto, a existência de artefatos digitais comumente utilizados para a interação com o sistema de televisão hoje praticado não garante que esses dispositivos sejam os mais adequados aos avanços propostos com a Televisão Digital Interativa (TVDI). Além disso, a convivência de um número cada vez maior de equipamentos que fazem uso de controle remoto leva a interfaces mais complexas considerando os problemas existentes com o controle remoto já discutido na literatura por vários autores. O foco desta pesquisa de doutorado foi, portanto, investigar o design da interação nessa nova mídia com o objetivo de propor, desenvolver e validar novas formas de interação entre os usuários e a TVDI. Com base no entendimento de que uma interação mais direta com a TVDI passa pela necessidade de fazer com que o foco da interação se dirija mais à interface das aplicações interativas do que ao artefato físico de interação, chegamos a alguns resultados desta pesquisa. A tecnologia resultante desta pesquisa de doutorado saiu do plano das ideias, passando pelo seu projeto conceitual, de forma participativa, até sua implementação e validação junto a representantes do público-alvo. Podemos destacar algumas contribuições decorrentes da realização desta pesquisa no contexto dos artefatos físicos de interação com a TVDI: i) taxonomia para os artefatos físicos de interação; ii) recomendações de uso dos artefatos físicos de interação conhecidos na literatura; iii) análise sócio-técnica do domínio/contexto de novos artefatos físicos de interação; iv) diretrizes para novos artefatos físicos de interação; v) modelo de interação baseado em gestos via artefato físico de interação; vi) guidelines de design para novos artefatos físicos de interação; vii) especificações do design do produto e da linguagem de interação de um novo artefato digital para a TVDI; viii) implementações de protótipos de hardware e software do novo artefato digital para a TVDI; e ix) validação das especificações e dos protótipos do novo artefato digital para a TVDI junto ao público-alvo.
Abstract: The digitalization of terrestrial television broadcasting in Brazil and consequently the possibility of offering interactivity on television establish a new paradigm of interaction for the spectator with the media that has great potential to make a social impact, especially for the Brazilian population. However, the existence of digital artifacts commonly used to interact with current television system does not guarantee that those devices are adequate to the developments with the Interactive Digital Television (iDTV). Moreover, the coexistence of an increasing number of devices that make use of the remote control could result in more complex interfaces, considering the problems with remote control already discussed in the literature by several authors. The objective of this Ph.D. research was to investigate the interaction design in the iDTV with the purpose of proposing, developing and validating new ways of interaction with this new media. The research results are grounded in the understanding that a more direct interaction with iDTV involves making the focus of the interaction more on the interface of the interactive applications than on the physical artifact of interaction itself. The technology resulting from this research involved since its conceptual design, with a participatory approach, to its implementation and validation with real users from the target audience. Some contributions of this research in the context of physical artifacts of interaction with the iDTV can be highlighted: i) taxonomy for the physical artifacts of interaction; ii) use recommendations of physical artifacts of interaction known in the literature; iii) socio-technical analysis of the domain/context of new physical artifacts of interaction; iv) guidelines for new physical artifacts of interaction; v) gesture based interaction model via physical artifact of interaction; vi) design guidelines for new physical artifacts of interaction; vii) product design and interaction language specifications for new digital artifact for iDTV; viii) implementations of hardware and software prototypes for the new digital artifact for iDTV; and ix) validation of the specifications and prototypes of the new digital artifact for iDTV with the target audience.
Doutorado
Interação Humano-Computador
Doutor em Ciência da Computação
Perez, Mauricio. "Gesto musical e o uso de interfaces físicas digitais na performance do livre electronics." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/27/27158/tde-03022017-161231/.
Full textThis research analyzes the use of digital physical interfaces in the creation and performance of electroacoustic music in real time, especially the concept of musical gesture. For this purpose, first, we conducted a systematic study of two central objects for research, namely, digital interfaces and the concept of gesture in music. We revisit some core elements of the construction of digital musical instruments, added new perspectives to digital luthiery from the concept of musical gesture as the mapping. In addition, we raised some aesthetic issues both an understanding of these interfaces as musical instruments as their use in musical composition and performance of live electronics. The concept of musical gesture, in turn, is understood in this study as an emerging issue of musical practice nowadays. We pointed to the different understandings of research in music about the meanings contained in this concept, as body and sound dimensions and kinetic and semantic capabilities. Thus, we have expanded the concept of musical gesture in a context that uses these interfaces to ideas such as corporeality, physicality and causality. Subsequently, we propose the junction between the elements present in the concept of musical gesture with the constituent elements of the interfaces and the practice of music creation and performance mediated by them, especially on the point of view of causality. Thus we recognize that the relationship between bodily actions and sound movements contribute to the musical significance in practices that use digital physical interfaces. We identify that these causal relationships may present from physical and natural models of gestural coherence, as artificial relationship between gesture and sound and their surrogates Finally, it is presented a methodology for performances that use these interfaces, as here understood, which include both how the interface is presented to the musician that plays much like the relationship between performer and interface can be understood by the viewer-listener. These proposals demonstrate how the interfaces are inserted in a context that considers the body as an aesthetic element in the practice of the live electroacoustic music.
Sylverberg, Tomas. "A Framework for Mobile Paper-based Computing." Thesis, Linköping University, Department of Computer and Information Science, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-8415.
Full textMilitary work-practice is a difficult area of research where paper-based approaches are still extended. This thesis proposes a solution which permits the digitalization of information at the same time as workpractice remains unaltered for soldiers working with maps in the field. For this purpose, a mobile interactive paper-based platform has been developed which permits the users to maintain their current work-flow. The premise of the solution parts from a system consisting of a prepared paper-map, a cellular phone, a desktop computer, and a digital pen with bluetooth connection. The underlying idea is to permit soldiers to take advantage of the information a computerized system can offer, at the same time as the overhead it incurs is minimized. On one hand this implies that the solution must be light-weight, on the other it must retain current working procedures as far as possible. The desktop computer is used to develop new paper-driven applications through the application provided in the development framework, thus allowing the tailoring of applications to the changing needs of military operations. One major component in the application suite is a symbol recognizer which is capable of recognizing symbols parting from a template which can be created in one of the applications. This component permits the digitalization of information in the battlefield by drawing on the paper-map. The proposed solution has been found to be viable, but still there is a need for further development. Furthermore, there is a need to adapt the existing hardware to the requirements of the military to make it usable in a real-world situation.
Junior, José Augusto Costa Martins. "Interação usuário-TV digital interativa: contribuições via controle remoto." Universidade de São Paulo, 2011. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-28062011-115007/.
Full textThe tradicional Brazilian TV system is being replaced by an interactive digital platform. The Ginga middleware, responsible for allowing the presentation of interactive programs, is able to support user interactions with TV applications by means of key presses on a remote control. Since traditional remotes have usability limitations, this work aimed at investigating the application of ubiquitous computing concepts, such as natural and multimodal interfaces, to provide alternatives for the interaction among users and TV applications. Considering the availability of mobile devices such as smartphones, prototype interfaces based on touch screens, as well as gesture-based, accelerometer-based, and voice-based interfaces have been designed and implemented to allow the interaction usually provided by remote controls. The implementation of those interfaces was supported by the previous development of components providing multimodal interaction and peer-to-peer communication in the context of the Brazilian interactive digital TV system middleware
Puig, Mailhol Vincent. "Le numérique et l'esprit. Prendre soin des technologies numériques de l'esprit à la lumière de Gilbert Simondon, Maurice Merleau-Ponty, Henri Bergson." Electronic Thesis or Diss., Poitiers, 2023. http://www.theses.fr/2023POIT5001.
Full textThis address to designers stems from an approach of anthropological decentering to think and take care of the digital as spiritual in the sense that Derrida designated the process of questioning but also the of technique in Heidegger. This route goes through a critique of the notion of information in Simondon to try to rethink "the soul of objects". It continues with an analysis of the question of the Flesh from Merleau-Ponty to propose the passage from a "digital suffering flesh" to an organology and a pharmacology of the digital gesture. Finally, it approaches what Bernard Stiegler called the technologies of the through the prism of Bergsonian intuition and Simondonian transduction to reintroduce analogical thought into the digital design of a dispositive benevolence, techno-estheú, cosmotechnic, ethical and political condiú)n for the development of the common good and of knowledge
Alam, Usman. "Music in Motion - Smart Soundscapes." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-39880.
Full textPonce, López Víctor. "Evolutionary Bags of Space-Time Features for Human Analysis." Doctoral thesis, Universitat de Barcelona, 2016. http://hdl.handle.net/10803/386310.
Full textL’aprenentatge de la representació (o de característiques) ha estat un concepte emergent en els darrers anys, ja que recopila un conjunt de tècniques que són presents en qualsevol metodologia teòrica o pràctica referent a la intel·ligència artifcial. En la visió per computador, una representació molt comuna ha adoptat la forma de la ben coneguda Bossa de Paraules Visuals (BdPV). Aquesta representació apareix implícitament en la majoria d’aproximacions per descriure imatges, i és també present en un enorme nombre d’àrees i dominis: recuperació de contingut en imatges, detecció de vianants, interacció humà-ordinador, vigilància, e-salut, i la computació social, entre d’altres. Les fases inicials d’aquesta dissertació proporcionen una aproximació per aprendre representacions visuals dins d’algorismes evolutius, que consisteix en evolucionar esquemes de pesat per millorar les representacions BdPV en la tasca de reconèixer les categories de vídeos i imatges. Per tant, demostrem l’aplicabilitat dels esquemes de pesat més comuns, que s’usen sovint en la mineria de textos però es troben amb menys freqüència en tasques de visió per computador. Més enllà d’aprendre representacions visuals, proporcionem una aproximació basada en estratègies de fusió per a l’aprenentatge de representacions espai- temporals, a partir de dades multi-modals obtingudes per sensors de profunditat. A més, el nostre objectiu és especialment el modelatge evolutiu i dinàmic, on el factor temporal és present en la naturalesa de les dades, com les seqüències de gestos i accions. De fet, explorem els efectes del modelatge probabilístic per aquelles aproximacions basades en programació dinàmica per a gestionar la deformació temporal i variància entre seqüències de vídeo de categories diferents. Finalment, integrem la programació dinàmica i els models generatius en un marc de computació evolutiva, amb l’objectiu d’aprendre representacions en Bosses de SubGestos i, per tant, millorar la capacitat de generalització de les aproximacions estàndards pel reconeixement de gestos. Els resultats obtinguts en l’experimentació demostra, en primer lloc, que els algorismes evolutius són útils per millorar la representació d’aproximacions BdPV en diverses bases de dades pel reconeixement de categories en imatges fxes i seqüències de vídeo. Per altra banda, la nostra experimentació revela que, tant l’ús de la programació dinàmica i els models generatius per alinear seqüències de vídeos, com les representacions obtingudes d’aplicar estratègies de fusió en dades multi-modals, comporten una millora en el rendiment a l’hora de reconèixer algunes categories de gestos. A més a més, la combinació d’algorismes evolutius amb models basats en programació dinàmica i aproximacions generatives resulten, a l’hora de classifcar categories de vídeos de bases de dades grans, en una millora considerable sobre les aproximacions estàndards de reconeixement de gestos i accions. Finalment, demostrem les aplicacions d’aquestes representacions en varis dominis per a l’anàlisi humà: classifcació d’imatges on els humans poden ser-hi presents, el reconeixement d’accions i gestos per aplicacions en general, i en particular per entorns conversacionals dins del camp de la justícia restaurativa.
El aprendizaje de la representación (o de características) ha sido un concepto emergente en los últimos años, ya que recopila un conjunto de técnicas que están presentes en cualquier metodología teórica o práctica referente a la inteligencia artificial. En la visión por computador, una representación muy comuna ha adoptado la forma de la bien conocida Bolsa de Palabras Visuales (BdPV). Esta representación aparece implícitamente en la mayoría de aproximaciones para describir imágenes, y está también presente en un enorme número de áreas y dominios: recuperación de contenido en imágenes, detección de peatones, interacción humano-ordenador, vigilancia, e-salud, y la computación social, entre otras. Las fases iniciales de esta disertación proporcionan una aproximación para aprender representaciones visuales dentro de algoritmos evolutivos, que consisten en evolucionar esquemas de pesado para mejorar las representaciones BdPV en la tarea de reconocer las categorías de vídeos e imágenes. Por lo tanto, demostramos la aplicabilidad de los esquemas de pesado más comunes, que se utilizan a menudo en la minería de textos pero se encuentran con menos frecuencia en tareas de visión por computador. Más allá de aprender representaciones visuales, proporcionamos una aproximación basada en estrategias de fusión para el aprendizaje de representaciones espacio-temporales, a partir de datos multimodales obtenidos por sensores de profundidad. También, nuestro objetivo es especialmente el modelado evolutivo y dinámico, donde el factor temporal está presente en la naturaleza de los datos, como las secuencias de gestos y acciones. De hecho, exploramos los efectos del modelado probabilístico para aquellas aproximaciones basadas en programación dinámica para gestionar la deformación temporal y varianza entre secuencias de vídeo de categorías diferentes. Finalmente, integramos la programación dinámica y los modelos generativos en un marco de computación evolutiva, con el objetivo de aprender representaciones en Bolsas de SubGestos, y por lo tanto mejorar la capacidad de generalización de las aproximaciones estándares para el reconocimiento de gestos. Los resultados obtenidos en la experimentación demuestra, en primer lugar, que los algoritmos evolutivos son útiles para mejorar la representación de aproximaciones BdPV en diversas bases de datos para el reconocimiento de categorías en imágenes fijas y secuencias de vídeo. Por otra parte, nuestra experimentación revela que, tanto el uso de la programación dinámica y los modelos generativos para alinear secuencias de vídeos, como las representaciones obtenidas de aplicar estrategias de fusión en datos multimodales, conllevan una mejora en el rendimiento a la hora de reconocer algunas categorías de gestos. Además, la combinación de algoritmos evolutivos con modelos basados en programación dinámica y aproximaciones generativas resultan, a la hora de clasificar categorías de vídeos de bases de datos grandes, en una mejora considerable sobre las aproximaciones estándares de reconocimiento de gestos y acciones. Finalmente, demostramos las aplicaciones de estas representaciones en varios dominios para el análisis humano: clasificación de imágenes donde los humanos pueden estar presentes, el reconocimiento de acciones y gestos para aplicaciones en general, y en particular para entornos conversacionales dentro del campo de la justicia restaurativa.
Cardoso, Vanessa da Silva. "Proposta de requisitos para elaboração de aplicativo de modelagem, a partir de dobraduras, com interface gestual." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2014. http://hdl.handle.net/10183/98133.
Full textThis work was based on the consideration of sophisticated and somewhat intuitive graphical interfaces and their impact on three-dimensional modeling. Based on this discussion, the research is directed towards the gestural interfaces studies. It was adopted, as the focus of study, the threedimensional models generating technique, called origami. Because of his approach to the mathematics, engineering, architecture and design field and his exploratory and systematic characteristic. The research problem was to identify gestures hand patterns and guidelines for a gestural interface focused on building three-dimensional models, from the origami techniques. The work sought, justification in the literature and systematic analysis of physical modeling video related to hand movements and models behavior. With the collected data, graphics and analysis scheme were generated. The generated data helped in the selection of a gestures vocabulary and guidelines for interface and behavior of the models in the digital environment. Those were submitted on applicability tests in the physical environment. The results generated, aims give some directions for developers of software about the main features of the origami modeling in digital media using gestural interface.
Giomi, Andrea. "La pensée sonore du corps : Pour une approche écologique à la médiation technologique, au mouvement et à l'interaction sonore." Thesis, Université Côte d'Azur (ComUE), 2017. http://www.theses.fr/2017AZUR2041/document.
Full textDuring the last years, motion sensing technologies have radically transformed the universe of the artistic practice. This dramatic change has recently inspired new perspectives in scientific research. Music is actually among the most affected domaines by this expressive and epistemological renewal. The interactive relation between mediation technology, movement and sound, seems to be declined into two main modalities : on one hand, movement analysis’ technologies allow to study mutual connections between acoustic phenomenon and sensorimotor system, on the other hand, embodied understanding of musical experience can help to devise an holistic approach to interactive systems conception and development. Given this background scenario, this thesis focuses on how movement’s qualities transformation into sound allows the performer to become aware of physiological and imaginative processes in gesture composition. In this framework, sound feedback-movement relation is analyzed from an ecological point of view. According to this approach, mediation technology seems to elicit an autopoietic process of extension and intensification of corporeality. Especially in the artistic performance, sound interaction offers to performer a new sensorial geography that allows him/her to renew his/her perceptive organization and thereby rethink expressive composition of movement
Chama, Débora Corrêa. "O comitê gestor da internet no Brasil : gestão, segurança e comunicação /." Bauru : [s.n.], 2008. http://hdl.handle.net/11449/89435.
Full textBanca: Danilo Rothberg
Banca: Juliano Maurício de Carvalho
Resumo: O Comitê Gestor da Internet no Brasil é o tema desta pesquisa, que tem por objetivo analisá-lo nas dimensões: gestão, através do modelo de governança eletrônica, adotado no Brasil e segundo os padrões da governança mundial da Internet; comunicação, através da análise das atividades desenvolvidas por este Comitê, no que diz respeito à produção de indicadores de caráter estratégico sobre a Internet brasileira; e segurança quanto à sua utilização, destacando os aspectos de confidencialidade, integridade, ética e disponibilidade da informação, aspecto também destacado no trabalho de gestão empreendido pela entidade aqui analisada. A Internet é um meio de comunicação capaz de sediar modelos de compartilhamento de informações que vêm transformando rapidamente as relações interpessoais de maneira significativa. Neste sentido, é um veículo que traz questões importantes para reflexão de pesquisadores da área de comunicação, no tocante a seus efeitos em diversos aspectos da vida social, cultural e política na sociedade da informação. Há uma expansão constante do número de internautas no mundo e no Brasil. Dados do Comitê Gestor da Internet apontam o total de usuários da rede no país em 2007: são aproximadamente 45 milhões de indivíduos incluídos digitalmente, que representam 34% da população. Os brasileiros em questão estão adentrando no ciberespaço, consumindo e produzindo informações, entretenimento, produtos e serviços. O Brasil é considerado, hoje, a segunda comunidade mundial presente no Orkut. O volume cultural produzido no ciberespaço, além de apresentar transformações em aspectos de sociabilidade e hábitos de consumo, traz também novas dimensões e problemas, como os cibercrimes, por exemplo, que surgem com o crescimento da utilização da Internet. São poucos os estudos acadêmicos brasileiros que analisam e apontam ...(Resumo completo, clicar acesso eletrônico abaixo)
Abstract: Internet Charge Comiteé is the theme of this research, which strives to analyze it in the following aspects: management, through the model of e-governancy, adopted in Brazil; communication, analysis of the developed activities by this Comitée, regarding strategic indicators on the brazilian Internet and security when handling its use, highlighting the issues of confidentiality, integrity, ethics and information availability, an aspect that is also highlighted in the management work charged by the entity analyzed here. The Internet is a communication tool able to group information share models that are quickly transforming interpersonal relation in a significant way. It is a tool that brings us important questions for researchers in the communication area, to reflect upon its effects in various aspects in the social, cultural and political life in the age of information. There is a constant expansion in the number of Internet users in Brazil and in the world. Data from the Internet Charge Comiteé show the total of users in the country in 2007: around 45 million of people digitally included, composing 34% of the total population. The brazilians in question are entering the cyberspace, consuming and producing information, entertainment, products and services. Brazil is considered today the world's second biggest community in Orkut. The cultural quantity produced in cyberspace, other than presenting in sociability aspects and consuming habits, also brings new dimensions of problems, like for example e-crimes, which appear with the growth of Internet utilization. There are few brazilian academical studies which analyze and point out the problems related to management, communication and security in the Internet. This project enters this column, and its methodology is based on the following researches: bibliographical, quantitative and in the qualitative investigation method ...(Complete abstract click electronic address below)
Mestre
Chama, Débora Corrêa [UNESP]. "O comitê gestor da internet no Brasil: gestão, segurança e comunicação." Universidade Estadual Paulista (UNESP), 2008. http://hdl.handle.net/11449/89435.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
O Comitê Gestor da Internet no Brasil é o tema desta pesquisa, que tem por objetivo analisá-lo nas dimensões: gestão, através do modelo de governança eletrônica, adotado no Brasil e segundo os padrões da governança mundial da Internet; comunicação, através da análise das atividades desenvolvidas por este Comitê, no que diz respeito à produção de indicadores de caráter estratégico sobre a Internet brasileira; e segurança quanto à sua utilização, destacando os aspectos de confidencialidade, integridade, ética e disponibilidade da informação, aspecto também destacado no trabalho de gestão empreendido pela entidade aqui analisada. A Internet é um meio de comunicação capaz de sediar modelos de compartilhamento de informações que vêm transformando rapidamente as relações interpessoais de maneira significativa. Neste sentido, é um veículo que traz questões importantes para reflexão de pesquisadores da área de comunicação, no tocante a seus efeitos em diversos aspectos da vida social, cultural e política na sociedade da informação. Há uma expansão constante do número de internautas no mundo e no Brasil. Dados do Comitê Gestor da Internet apontam o total de usuários da rede no país em 2007: são aproximadamente 45 milhões de indivíduos incluídos digitalmente, que representam 34% da população. Os brasileiros em questão estão adentrando no ciberespaço, consumindo e produzindo informações, entretenimento, produtos e serviços. O Brasil é considerado, hoje, a segunda comunidade mundial presente no Orkut. O volume cultural produzido no ciberespaço, além de apresentar transformações em aspectos de sociabilidade e hábitos de consumo, traz também novas dimensões e problemas, como os cibercrimes, por exemplo, que surgem com o crescimento da utilização da Internet. São poucos os estudos acadêmicos brasileiros que analisam e apontam...
Internet Charge Comiteé is the theme of this research, which strives to analyze it in the following aspects: management, through the model of e-governancy, adopted in Brazil; communication, analysis of the developed activities by this Comitée, regarding strategic indicators on the brazilian Internet and security when handling its use, highlighting the issues of confidentiality, integrity, ethics and information availability, an aspect that is also highlighted in the management work charged by the entity analyzed here. The Internet is a communication tool able to group information share models that are quickly transforming interpersonal relation in a significant way. It is a tool that brings us important questions for researchers in the communication area, to reflect upon its effects in various aspects in the social, cultural and political life in the age of information. There is a constant expansion in the number of Internet users in Brazil and in the world. Data from the Internet Charge Comiteé show the total of users in the country in 2007: around 45 million of people digitally included, composing 34% of the total population. The brazilians in question are entering the cyberspace, consuming and producing information, entertainment, products and services. Brazil is considered today the world’s second biggest community in Orkut. The cultural quantity produced in cyberspace, other than presenting in sociability aspects and consuming habits, also brings new dimensions of problems, like for example e-crimes, which appear with the growth of Internet utilization. There are few brazilian academical studies which analyze and point out the problems related to management, communication and security in the Internet. This project enters this column, and its methodology is based on the following researches: bibliographical, quantitative and in the qualitative investigation method ...(Complete abstract click electronic address below)
Goudard, Vincent. "Représentation et contrôle dans le design interactif des instruments de musique numériques." Thesis, Sorbonne université, 2020. https://accesdistant.sorbonne-universite.fr/login?url=http://theses-intra.upmc.fr/modules/resources/download/theses/2020SORUS051.pdf.
Full textDigital musical instruments appear as complex objects, being positioned in a continuum with the history of lutherie as well as marked with a strong disruption provoked by the digital technology and its consequences in terms of sonic possibilities, relations between gesture and sound, listening situations, reconfigurability of instruments and so on. This doctoral work tries to describe the characteristics originating from the integration of digital technology into musical instruments, drawing notably on a musicological reflection, on softwares and hardwares development, on musical practice, as well as a number of interactions with other musicians, instruments makers, composers and researchers
Borges, Marilene Andrade Ferreira. "Apropriação das tecnologias de informação e comunicação pelos gestores educacionais." Pontifícia Universidade Católica de São Paulo, 2009. https://tede2.pucsp.br/handle/handle/10147.
Full textThe objective of this thesis is to investigate how people Appropriate digital technologies, more specifically, to reveal and to understand how this process takes place. Initially the use of the term Appropriation was studied in different knowledge areas.The practical work included the study of the training course "Projeto Gestão Escolar e Tecnologias" (School and Technologies Management Project) and the data used was the text extracts from the "Memoriais Reflexivos" (Reflexive Memorials) produced by educational managers who participated in the course. These extracts were analyzed, categorized, compiled and submitted to a new analysis, using a multidimensional statistical method performed by the software CHIC- Coercion, Implication and Hierarchic Classification. The software generated similarity trees and the numbers of occurrences of the specified categories. Bar charts were then elaborated based on these numbers,using Excel. Based upon the analysis of all this information the result showed that: the presence of orientation principles of the Complex Thought, indicating that the process of technological Appropriation is a Complex process; the relations established among the person, the object and the "other", signaling that technological Appropriation is not in the person nor in the technologies itself, but it is in the relations established among them; and the Appropriation is configured as a spiral in an ascending movement, which happens as part of the computer mediation, peers and the course professors. This confirms, therefore, that the digital technologies Appropriation is a Relational, Complex and Spiral process, which is constituted in levels, although singular in its identities, they are part of a unique movement. At the base of this process it is the Emotional level which supports the existence of other levels such as Imitation,, Relation- Communication, Relation-Information, Reflective-Relation/Expression and Selfeducation. The Emotional level is not related to the Technical-Operational level. The identification, the comprehension and the understanding of these levels, will be able to contribute to the educators' training actions or to other segments that have digital technologies as one of the supports for its accomplishment, to use these technologies as communication, information and expression means, allowing the students to appropriate them. Another result is to extend to the persons who have not appropriated the technologies, but who are trying to look for means to the realization of their emotions (MATURANA, 2001)
O presente trabalho tem como objetivo mostrar como ocorre a Apropriação das tecnologias digitais pelo sujeito, mais especificamente, desvelar e compreender como se configura esse processo. Inicialmente foi feito um estudo do termo Apropriação em diversas áreas do conhecimento. Como parte prática, foi estudado o curso de formação do "Projeto Gestão Escolar e Tecnologias", e os dados utilizados foram os extratos textuais dos Memoriais Reflexivos, elaborados pelos gestores educacionais, participantes do curso. Esses extratos foram analisados, categorizados,compilados e submetidos a uma nova análise, utilizando-se o método estatístico multidimensional viabilizado pelo software CHIC - Classificação Hierárquica, Implicativa e Coercitiva - que gerou as árvores de similaridade e os números de ocorrências das categorias e a partir delas, utilizando-se o Excel, os gráficos de barras foram elaborados. Com base nessas informações o resultado das análises mostrou que: a presença de princípios norteadores do Pensamento Complexo que apontam o processo de Apropriação tecnológica como um processo Complexo; as relações estabelecidas entre o sujeito, objeto e o "outro", sinalizando que Apropriação tecnológica não está nem no sujeito e nem nas próprias tecnologias,mas nas relações estabelecidas entre eles; e que a Apropriação se configura em espiral, num movimento ascendente, realizado com a mediação do computador, pares e professores. Confirma, portanto, que Apropriação das tecnologias digitais é um processo Relacional, Complexo e em Espiral, que se constituem níveis, que mesmo singulares em suas identidades, fazem parte de um único movimento. Na base desse processo está o nível Emocional, que potencializa a existência dos níveis: Imitação, Relação-Comunicação, Relação-Informação, Relação/Expressão-Reflexiva e Autoformação. O nível Emocional só não está relacionado com o nível Técnico-Operacional. A identificação, a compreensão e o entendimento dos níveis, poderão contribuir para que as ações de formação de educadores ou outros segmentos, que têm nas tecnologias digitais um dos suportes para a sua realização, utilizem-nas como forma de comunicação, informação e expressão, possibilitando aos cursistas delas se apropriarem; e, num desdobramento estende-se a todos os sujeitos que não se apropriaram das tecnologias, mas tentam-no buscando meios para a realização de suas emoções. (MATURANA, 2001)
Rajah, Christopher. "Chereme-based recognition of isolated, dynamic gestures from South African sign language with Hidden Markov Models." Thesis, University of the Western Cape, 2006. http://etd.uwc.ac.za/index.php?module=etd&action=viewtitle&id=gen8Srv25Nme4_4979_1183461652.
Full textMuch work has been done in building systems that can recognize gestures, e.g. as a component of sign language recognition systems. These systems typically use whole gestures as the smallest unit for recognition. Although high recognition rates have been reported, these systems do not scale well and are computationally intensive. The reason why these systems generally scale poorly is that they recognize gestures by building individual models for each separate gesture
as the number of gestures grows, so does the required number of models. Beyond a certain threshold number of gestures to be recognized, this approach become infeasible. This work proposed that similarly good recognition rates can be achieved by building models for subcomponents of whole gestures, so-called cheremes. Instead of building models for entire gestures, we build models for cheremes and recognize gestures as sequences of such cheremes. The assumption is that many gestures share cheremes and that the number of cheremes necessary to describe gestures is much smaller than the number of gestures. This small number of cheremes then makes it possible to recognized a large number of gestures with a small number of chereme models. This approach is akin to phoneme-based speech recognition systems where utterances are recognized as phonemes which in turn are combined into words.
Pao, Sheng-Ying (Sheng-Ying Aithne). "Beyond the boundaries of paper : a gesture-sensing pen for interfacing physical content with digitally-augmented surfaces." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/98655.
Full textPage 188 blank. Cataloged from PDF version of thesis.
Includes bibliographical references (pages 159-165).
Humans are inherently creative and we have the desire to express and communicate. Pen and paper have been effective means of creation, expression, and communication for centuries. Today, technology increasingly permeates our environment but the spread of digital displays makes us more susceptible to passive viewership. What if we could combine the benefits of technology and pen and paper to empower people to become more active creators? This thesis explores new affordances for pens that become an interface to transcend the boundaries of paper through a series of gesture interactions that a) transfer content from the surface of creation (i.e., paper) onto surface of attention (i.e., intended surfaces in the immediate or remote locations); b) enable dynamic interactions across time by allowing users to create and transform static drawings on paper into an animated expression; c) maintain privacy for content creation while allowing users to selectively share only chosen content in real-time; d) explore the impact of gesture embodiment on audience engagement and shift their perspectives from being passive viewers to active creators. A series of usability studies were designed and conducted to evaluate the platforms and to explore how people may expand physical content beyond the boundaries of paper with the system. Beyond laboratory development, this thesis also presents the real-world deployment of the gesture-sensing pen as an interactive installation in a museum exhibition. Potential applications range from collaborative workspaces to participatory art experiences. Issues relating to creative process, sharing and privacy, and usability are examined in light of the interactive nature of the system.
by Sheng-Ying Pao.
Ph. D.
Czerwinski, Robert. "Digital Signage - Infokiosk; Utforma för uppmärksamhet och interaktion." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22211.
Full textSOUZA, Geisamara de Oliveira. "Avaliação da política pública de inclusão digital: construindo uma trajetória do Projeto UCA (Um Computador por Aluno) com os gestores em Fortaleza." www.teses.ufc.br, 2015. http://www.repositorio.ufc.br/handle/riufc/15829.
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This work aims to evaluate the policy of digital inclusion in education with a focus on cost laptops - One Laptop per Child, in Fortaleza / Ceará. Aims to understand from the managers of the project experience, as is the trajectory of the project in its three phases, and to what extent, the UCA leads to digital inclusion. From the perspective of a comprehensive evaluation (LEJANO, 2006), we list the analytical category of digital inclusion, from the thought Warschauer (2006), which considers overcoming the digital divide, not only with the supply of machinery and connectivity (resources physical), but promotes a process of social inclusion, from the relationship between the digital, social and human resources. Therefore, we carried out an evaluation research focused research focused on the managers of the three institutions involved in the project, the Federal University of Ceará, the City Department of Education and the Municipal School Rubem Alves, in the period 2010 to 2014. The evaluation shows that the trajectory of the UCA, as a policy of digital inclusion, distribution of equipment as a way of overcoming the digital divide is performed, however, the attempt to establish itself as a socio-political inclusion digital, to Warschauer (2006), needs to be improved because of that there is the practice of discontinuity of public policies related to the governments that cause disruptions to social and digital inclusion process and interfere in the processes of physical, digital, human and social, so this evaluation, realize the limits of UCA.
A presente dissertação tem como objetivo, avaliar a política pública de inclusão digital na educação com o foco no Projeto UCA – Um Computador por Aluno, em Fortaleza/Ceará. Visa compreender, a partir da experiência dos gestores do Projeto, como ocorre à trajetória do Projeto nas suas três fases, e em que medida, o UCA leva à inclusão digital. Sob a perspectiva de uma avaliação compreensiva (LEJANO, 2006), elencamos a categoria analítica da inclusão digital, a partir do pensamento de Warschauer (2006), em que considera a superação da exclusão digital, não apenas com o fornecimento de máquinas e conectividade (recursos físicos), mas, promove um processo de inclusão social, a partir da articulação entre os recursos digitais, humanos e sociais. Para tanto, realizou-se uma pesquisa avaliativa cujo foco de investigação centrou-se nos gestores de três instituições envolvidas com o Projeto, a Universidade Federal do Ceará, a Secretaria Municipal de Educação e a Escola Municipal Rubem Alves, no período de 2010 a 2014. A avaliação realizada mostra que, na trajetória do Projeto UCA, como uma política pública de inclusão digital, a distribuição de equipamentos como forma de superação da exclusão digital é realizada, porém, a tentativa de afirmar-se como uma política de inclusão sócio-digital, no sentido de Warschauer (2006), necessita ser aprimorada em virtude de que há a prática da descontinuidade das políticas públicas ligadas aos Governos que causa rupturas ao processo de inclusão sócio-digital e interfere nos processos dos recursos físicos, digitais, humanos e sociais, portanto, nesta avaliação, percebem-se os limites do Projeto UCA.
Souza, Geisamara de Oliveira. "AvaliaÃÃo da PolÃtica PÃblica de InclusÃo Digital: Construindo uma TrajetÃria do Projeto UCA (Um Computador por Aluno) Com os Gestores em Fortaleza." Universidade Federal do CearÃ, 2015. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=16171.
Full textA presente dissertaÃÃo tem como objetivo, avaliar a polÃtica pÃblica de inclusÃo digital na educaÃÃo com o foco no Projeto UCA â Um Computador por Aluno, em Fortaleza/CearÃ. Visa compreender, a partir da experiÃncia dos gestores do Projeto, como ocorre à trajetÃria do Projeto nas suas trÃs fases, e em que medida, o UCA leva à inclusÃo digital. Sob a perspectiva de uma avaliaÃÃo compreensiva (LEJANO, 2006), elencamos a categoria analÃtica da inclusÃo digital, a partir do pensamento de Warschauer (2006), em que considera a superaÃÃo da exclusÃo digital, nÃo apenas com o fornecimento de mÃquinas e conectividade (recursos fÃsicos), mas, promove um processo de inclusÃo social, a partir da articulaÃÃo entre os recursos digitais, humanos e sociais. Para tanto, realizou-se uma pesquisa avaliativa cujo foco de investigaÃÃo centrou-se nos gestores de trÃs instituiÃÃes envolvidas com o Projeto, a Universidade Federal do CearÃ, a Secretaria Municipal de EducaÃÃo e a Escola Municipal Rubem Alves, no perÃodo de 2010 a 2014. A avaliaÃÃo realizada mostra que, na trajetÃria do Projeto UCA, como uma polÃtica pÃblica de inclusÃo digital, a distribuiÃÃo de equipamentos como forma de superaÃÃo da exclusÃo digital à realizada, porÃm, a tentativa de afirmar-se como uma polÃtica de inclusÃo sÃcio-digital, no sentido de Warschauer (2006), necessita ser aprimorada em virtude de que hà a prÃtica da descontinuidade das polÃticas pÃblicas ligadas aos Governos que causa rupturas ao processo de inclusÃo sÃcio-digital e interfere nos processos dos recursos fÃsicos, digitais, humanos e sociais, portanto, nesta avaliaÃÃo, percebem-se os limites do Projeto UCA.
This work aims to evaluate the policy of digital inclusion in education with a focus on cost laptops - One Laptop per Child, in Fortaleza / CearÃ. Aims to understand from the managers of the project experience, as is the trajectory of the project in its three phases, and to what extent, the UCA leads to digital inclusion. From the perspective of a comprehensive evaluation (LEJANO, 2006), we list the analytical category of digital inclusion, from the thought Warschauer (2006), which considers overcoming the digital divide, not only with the supply of machinery and connectivity (resources physical), but promotes a process of social inclusion, from the relationship between the digital, social and human resources. Therefore, we carried out an evaluation research focused research focused on the managers of the three institutions involved in the project, the Federal University of CearÃ, the City Department of Education and the Municipal School Rubem Alves, in the period 2010 to 2014. The evaluation shows that the trajectory of the UCA, as a policy of digital inclusion, distribution of equipment as a way of overcoming the digital divide is performed, however, the attempt to establish itself as a socio-political inclusion digital, to Warschauer (2006), needs to be improved because of that there is the practice of discontinuity of public policies related to the governments that cause disruptions to social and digital inclusion process and interfere in the processes of physical, digital, human and social, so this evaluation, realize the limits of UCA.
Santos, Gildenir Carolino 1967. "Rede do conhecimento digital : habilidades e competencias dos gestores de escolas do estado de São Paulo, atraves do gerenciamento da rede de Bibliotecas Escolares Digitais (BEDnet) - um estudo exploratorio." [s.n.], 2008. http://repositorio.unicamp.br/jspui/handle/REPOSIP/251791.
Full textTese (doutorado) - Universidade Estadual de Campinas, Faculdade de Educação
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Resumo: O presente estudo, de caráter descritivo-análitico, com foco na pesquisa exploratória, analisa as percepções dos gestores, através de diretores e vice-diretores em 04 (quatro) escolas públicas e municipais de ensino fundamental e médio, sobre aspectos relacionados à administração pelas habilidades e competências de operar em suas escolas à rede BEDnet. O principal objetivo desse estudo é, a partir das percepções particulares investigadas, compreender o sentido do trabalho coletivo perante as habilidades apresentadas e o que o mesmo pode significar para as escolas públicas e municipais de ensino fundamental e médio ao ingressar na BEDnet, através da competência informacional. Foram empregados nos procedimentos de coleta de dados: entrevista, baseada no roteiro de entrevista de indicadores de desempenho, com ênfase na experiência de vida de cada sujeito pesquisado como gestor e; a aplicação de um questionário de afirmativas e respostas abertas contendo 15 questões e semi-estruturado a partir da noção de quatro grandes áreas de atividades (pessoal, profissional, tecnológico e gestão) relacionadas a seu conhecimento e administração da rede BEDnet. Por fim, estes procedimentos nos levaram a identificar as habilidades e competência informacional dos gestores como receptores e disseminadores de conhecimento na integração e compartilhamento do portal BEDnet. Finalmente, a investigação não se finaliza aqui, representa apenas uma etapa concluída de um estudo mais amplo, onde a metodologia apresentada poderá ser estendida e aplicada em escolas públicas, deficientes de bibliotecas escolares presenciais. O compartilhamento de saberes e união dos conhecimentos técnicos e teóricos dos bibliotecários, professore e alunos, demonstrarão que é possível aplicar na realidade a construção de um projeto social necessário para a complementação do ensino nos dias de hoje.
Abstract: This descriptive and analytical study, focusing on an exploratory research, analyses the perceptions of managers, through the views of 04 (four) public and municipal elementary and middle schools directors and vice directors, on issues related to the administration, skills and competencies to operate the network BEDnet in their schools. The main objective of this study is, starting from the individuals perceptions investigated, to understand the sense of collective work in face of the skills presented and the meaning for public and municipal elementary and middle schools to join the BEDnet through the informational competence. The procedures for data collection were: interviews, based on a previous plan of performance indicators, emphasizing the living experience of each subject searched as manager, and also, applying a half-structured questionnaire of affirmative and open answers containing 15 questions, starting from the notion of four major areas of activities (personal, professional, technological and management) related to their knowledge and network administration of BEDnet. Finally, these procedures led us to identify the skills and informational competence of managers, as receivers and disseminators of knowledge in the integration and sharing of BEDnet portal. Finally, the research does not end here, it represents a first step in a broader study, which methodology could be extended and applied in public schools, poor of school libraries. The sharing of the librarians¿ technical and theoretical knowledge, teachers and students, demonstrate that it is possible to implement a social project necessary to complement the education today.
Doutorado
Santos, Gildenir Carolino. "Rede do conhecimento digital: habilidades e competências dos gestores de escolas do estado de São Paulo, através do gerenciamento da rede de Bibliotecas Escolares Digitais (BEDnet) – um estudo exploratório." Universidade Estadual de Campinas, 2009. https://periodicos.sbu.unicamp.br/ojs/index.php/etd/article/view/1029.
Full textNICOLI, Maria. "TECNOLOGIA ED ESPERIENZA. UN APPROCCIO GESTUALE AL PATRIMONIO MUSEALE." Doctoral thesis, Università degli studi di Ferrara, 2020. http://hdl.handle.net/11392/2487991.
Full textThe project is rooted in the frame of technological transfer and moves in the context of Digital Humanities. It aims to explore and analyse the types of digital musealization and communication in order to improve and promote the fruition of the heritage together with the results of archaeological researches. To do so and in order to figure out new possible approaches to education and learning, founded on gesture, the potential of mixed reality as been assessed through the development of Preistoria Digitale. This is a mixed reality application, developed in collaboration with two partner companies (Tryeco 2.0 srl and WeAR srl) that aims to foster a more involving and interactive approch to the museum heritage thanks to a natural user interface (NUI).
Sonnefeld, Philipp. "Gestengesteuerte Visualisierung digitaler Bestandsdaten in Bibliotheken." Master's thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-127948.
Full textPrado, Durán Constanza. "La anatomía de las emociones : ensayos para la visualización de gráfica digital con herramientas de desarrollo e interfaz gestual." Tesis, Universidad de Chile, 2013. http://www.repositorio.uchile.cl/handle/2250/115505.
Full textEste documento corresponde a una documentación de ensayos experimentados con el dispositivo Kinect durante el segundo semestre del año 2012. La experimentación consistió en el proceso de desarrollo de interfaces gráficas naturales (NUI) para el uso de este dispositivo. Es así como este proyecto se manifiesta en dos formas: una, en la actuación (performance visual) que exhibe un ejercicio con el dispositivo; y la segunda, en ésta documentación del proceso de trabajo. En este documento, los ejercicios se encuentran diferenciados por dos etapas de proceso : “Experimento parte 1” y “Experimento parte 2”. Se diferencian así pues cada una responde a distintos objetivos. La primera parte está enfocada a familiarizarse con las herramientas de desarrollo (IDES o entorno de programación) y la segunda, en el desarrollo de la performance y todas las variables de montaje que implica su producción. Para cada etapa de los ejercicios se realiza una sistematización de la información con el fin de visualizar la evolución del trabajo. Todo esto realizado bajo mi punto de vista. Esto fue parte de un desarrollo personal de trabajo. El desarrollo de esta documentación va dirigida hacia las personas que se quieren familiarizar con el uso del dispositivo Kinect, o que tengan algún tipo de interés en introducirse a las IDES. La idea es ir reformulando, corrigiendo y mejorando el documento.
Firmino, Emilio Antonio de Paula. "A inclusão digital de professores da Educação Básica Pública : o caso do Curso de Especialização em Gestão Escolar do Programa Nacional Escola de Gestores do Ministério da Educação." reponame:Repositório Institucional da UnB, 2012. http://repositorio.unb.br/handle/10482/12005.
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Esta dissertação de mestrado é o resultado de uma investigação acerca do conceito de inclusão digital implícito nas políticas públicas de formação continuada de professores mediada pelas Novas Tecnologias de Informação, Comunicação e Expressão (NTICE). Atualmente, as políticas de formação de professores a distância, permeadas pelas NTICE, têm implícitas em seus projetos, a inclusão digital como pré-requisito não declarado. Desta forma, acreditam que os professores possuam, em sua qualificação, um nível de inclusão digital desejável, pré-existente, ou capaz de ser desenvolvido no decorrer do curso. Entretanto, as políticas de inclusão digital brasileiras têm no acesso aos dispositivos computacionais, aos sistemas e na conectividade com a internet, sua principal finalidade. Não há condições, portanto, que a inclusão digital se apresente ou se desenvolva em tal quadro apresentado, há menos que competências e habilidades próprias do manejo das NTICE sejam alcançadas. De modo a ilustrarmos tais afirmações, utilizamo-nos de um estudo de caso, tendo como objeto de estudo o Curso de Especialização em Gestão Escolar do Programa Escola de Gestores, oferecido em sua totalidade na modalidade à distância, e mediado pelas NTICE. O curso apresentou um nível muito baixo de aproveitamento, devido à dificuldade dos cursistas em apresentar elementos da inclusão digital que contribuíssem efetiva e significativamente para que obtivessem sucesso em ações permeadas pelas NTICE. Identificado os elementos, coube-nos a confirmarmos, por meio do aprofundamento teórico, estabelecer uma proposta de nova conceituação da inclusão digital quando esta estiver implícita em programas de formação continuada de professores. Portanto, a conclusão desta dissertação leva-nos a uma proposta de reconceituação da inclusão digital, que deverá estar inserida nos programas de formação de professores, de modo que não haja ênfase nos equipamentos nem no acesso à internet, mas também na apropriação de novas competências, habilidades e atitudes, exigidas para o manejo efetivo das NTICE. ______________________________________________________________________________ ABSTRACT
This Master Thesis is the result of one research about the “digital divide” concepts, implicit in public policies of teacher’s postgraduate programs mediated by the New Technologies of Information, Comuication and Expressions (NTICE). At present, them Distance Educational’s public policies, when it was permeated by NTICE, has implicit in his projects, the digital divide as undeclared condition. Thus, they believe that teachers have in their qualification, a desirable level of “digital divide”, pre-existing, or capable of being developed throughout the course. However, the Brazilian “digital divide” policies have access to computing devices, systems and internet connectivity, its primary purpose. There are no conditions, so that “digital divide” is present or develops in such a table, unless their own skills and abilities of the management of NTICE be achieved. In order to illustrate these claims, we use in a case study, where the object of study, Specialization in School Management Program Managers School, offered in its entirety in distance mode, and mediated by NTICE. The course had a very low level of proficiency, due to the difficulty of the students, Scholar’s Managers, to introduce elements of “digital divide” to contribute effectively and significantly to obtain success in continued education actions, permeated by NTICE. Identified elements, fit us to confirm, by deepening theoretical proposal to establish a new concept of digital inclusion when it is implicit in continued education programs for teachers. So the conclusion of this thesis leads us to a proposal for a reconceptualization of digital inclusion, which should be inserted in the training programs of teachers, so that there is no emphasis on the equipment or internet access, but also the appropriation of new skills , skills and attitudes required for effective management of NTICE.
Mustard, Jonathan. "The integrated sound, space and movement environment the uses of analogue and digital technologies to correlate topographical and gestural movement with sound /." Connect to thesis, 2006. http://portal.ecu.edu.au/adt-public/adt-ECU2007.0037.html.
Full textMustard, Jonathan A. "The integrated sound, space and movement environment : The uses of analogue and digital technologies to correlate topographical and gestural movement with sound." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2006. https://ro.ecu.edu.au/theses/84.
Full textLAMENHA, Artur Angelo Ramos. "O paradigma digital na pesquisa e na disseminação das informações estatísticas oficiais: o impacto organizacional na visão dos gestores do IBGE em Alagoas." Universidade Federal de Pernambuco, 2010. https://repositorio.ufpe.br/handle/123456789/7220.
Full textInstituto Brasileiro de Geografia e Estatística
Este trabalho analisa o impacto organizacional decorrente da implementação de ferramentas digitais, em uma unidade do Instituto Brasileiro de Geografia e Estatística - IBGE, na visão dos gestores em Alagoas das áreas de administração, produção e disseminação de estatísticas. Busca-se, então, identificar os esforços de modernização do IBGE, mediante a análise de sua estrutura organizacional atual e da implementação de inovações tecnológicas nas suas atividades, buscando conhecer o comportamento e conhecimento dos supervisores em relação aos equipamentos e sistemas digitais. Também investiga, na perspectivas dos gestores, a freqüência de utilização das inovações e a percepção de melhorias no ambiente organizacional com os processos de modernização, bem como a utilização de práticas relacionadas à gestão de conhecimento e aprendizagem com tais tecnologias. Utiliza-se nesta pesquisa o método do estudo de caso, sendo a coleta de dados através de pesquisa bibliográfica, aplicação de questionários, com questões abertas e fechadas, com todos os gestores do IBGE em Alagoas. A análise dos dados pesquisados apresenta que, apesar dos esforços de modernização da Instituição, com a utilização das modernas tecnologias, não se percebem os avanços esperados e, em determinados casos, dificultam o acesso à informação por parte da sociedade, por problemas na infraestrutura de comunicação para utilização das inovações, bem como por problemas na instrução e utilização das tecnologias, principalmente no tocante a externalização do conhecimento, Sugere-se ao final, adoção de parcerias institucionais, intensificação dos programas de treinamento à distância, encontros regionais sistematizados para discussão de problemas estruturais, práticas de reposição de equipamentos, entre outras proposições para alcançar melhores resultados
Silva, Fernando Nascimento da. "O uso de jogos digitais para o desenvolvimento de gestores públicos: um estudo empírico com um serious game." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/12/12139/tde-18012018-153119/.
Full textThis study aims to explain how the use of digital games can contribute to the process of development of public managers, considering that managerial capacity is key to the achievement of results and the provision of good quality public services. The first step of the research was to seek in the literature what the use of digital games means in terms of educational and development purposes. That was done through a bibliometric study. In practice, the use of digital games is related to concepts such as serious games, gamification and game-based learning. The following step involved the development of the serious game entitled Liderançaem Jogo: Competências, Papéis e Responsabilidades, which takes into account the context of the Public Sector and was built specifically as a tool for the development of public managers. The application of the game was made through a course specially designed for this study and the assessment of its effectiveness considered Kirkpatrick\'s four-level model (reaction, learning, behavior and results). The impact of the use of this digital game was evaluated through a set of two randomized experiments, with a control group and in the pre-test /post-test format (experiment 1) and post-test only (experiment 2). The research was multi-method, involving methodological triangulation and was complemented by qualitative analyzes (semi-structured interviews and content analysis). The main results show impacts in the four evaluated levels. The experiments showed that, in comparison with the control group, the subjects who play (experimental group) enjoy more the learning process (reaction) and present higher levels of attention and relevance, according to the ARCS model developed by John M. Keller, used to evaluate motivation. In addition, they demonstrate higher levels of knowledge acquisition (learning); develop a management vision more linked to human aspects (attitude as antecedent of the behavior) and see more impact of the training on the outcomes of their job for the future (results). The interviews also indicated that the game, in addition to having followed the precepts of game design led to reflections that resulted in behavior change in day-to-day situations. Therefore, considering the managerial development from the point of view of the competences as the sum of knowledge, skills and attitudes (KSA) of a person, it is seen that the digital game used is effective, once the experiments detected acquisition of knowledge and changes in attitudes. The contribution of this study is relevant because, in addition to bringing empirical evidence to the literature, it integrates the inter-relationships of several theoretical references into a conceptual framework as the basis for an executable research. The main limitations of the study are associated with the artificiality of the experiments and the non-control of variables that may have an impact on learning. Besides evaluating only the lower learning levels according to the Bloom\'s taxonomy, using direct questions in the assessment instrument, the small number of participants was also a factor of limitation, which might have impacted on statistical inference of the effects on the levels of depth of knowledge acquired or on the different topics approached in the course/training.
Alberti, Mauri José. "O impacto da implantação do sistema público de escrituração digital - SPED nas empresas do setor têxtil e de confecção, segundo a percepção dos gestores das empresas." Universidade Presbiteriana Mackenzie, 2016. http://tede.mackenzie.br/jspui/handle/tede/3175.
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This study aimed to analyze the implementation of SPED impacts on the administrative structure of companies affiliated at the Brazilian Association of Textile Industry and Confection – ABIT, according to the perceptions of their managers; identify key changes in resources (human, financial and technological) used by the company arising from the implementation of SPED, as perceived by their managers; identify, as perceived by managers of the companies, it occurred improvements in business management processes; compare the benefits proposed by SPED project with the reality of companies according perceived by their managers. The Data collection was made through a questionnaire consisting of open and closed questions applied to six companies selected by ABIT, selection of three articles related to the topic, as well as, an interview with the president of ABIT. The data has been treated freely. The main results demonstrate the SPED are: i) being greater bureaucratization factor for the companies’ processes ;, ii) generating additional costs, mainly for the administrative area ;, iii) affecting the results of companies ,; and iv) also generating concern about the increased risk of penalties due to their complexity and facilitate the inspection process. Positively, the SPED contributed to: i) the inhibition of torts, such as tax evasion,; ii) simplification of procedures with public agencies ,; iii) the improvement of information technology. Faced with the responses obtained through the questionnaire, the research literature and the opinion of the president of ABIT, it can be concluded that, according to the perception of managers, the SPED project was and is being a factor of processing at the companies, whether in their internal processes and profitability. The conclusions identified during the development of this study was restricted to only six companies in the textile and clothing sector, that do not allow a generalization of the findings. Finally, it is suggested to futures researches that will be developed to expanding the scope for other sectors of the economy.
O objetivo deste estudo consiste em analisar os impactos da implantação do SPED na estrutura administrativa das empresas do setor têxtil e de confecção filiadas à ABIT, segundo a percepção dos seus gestores; identificar as principais alterações nos recursos (humanos, financeiros e tecnológicos) utilizados pela empresa, originados pela implantação do SPED, segundo a percepção dos seus gestores; identificar, segundo a percepção dos gestores das empresas, se ocorreu melhorias nos processos de gestão empresarial e confrontar as propostas de benefícios do projeto SPED com a realidade das empresas percebida pelos seus gestores. A coleta de dados deu-se através da aplicação de questionário constituído de questões abertas e fechadas aplicadas a seis empresas selecionadas pela ABIT, a seleção de três artigos relacionados ao tema em estudo, bem como entrevista junto ao presidente da ABIT. Os dados foram tratados de forma livre. Os principais resultados evidenciam que o SPED está: i) sendo um fator de maior burocratização para os processos das empresas;, ii) gerando custos adicionais, principalmente para a área administrativa;, iii) afetando os resultados das empresas,; e iv) gerando também preocupação quanto à elevação do risco de penalidades em função da sua complexidade e por facilitar o processo de fiscalização. Positivamente, o SPED contribuiu para: i) a inibição de atos ilícitos, como a sonegação de impostos,; ii) a simplificação dos processos junto aos órgãos públicos,; iii) a melhoria da tecnologia da informação. Diante das respostas obtidas através do questionário, da pesquisa em literatura, e a opinião do presidente da ABIT, pode-se concluir que, segundo a percepção dos gestores, o projeto SPED foi e está sendo um fator de transformação das empresas, seja em seus processos e sua rentabilidade. As conclusões apontadas durante o desenvolvimento deste estudo se restringiram a apenas seis empresas do setor têxtil e de confecção que não permitem a uma generalização dos achados. Por fim, sugere-se para as pesquisas que venham a ser desenvolvidas a ampliação do escopo e a aplicação em outros setores da economia.
La, Marca Anthony Ferreira [UNESP]. "Sistema gerador de apoio a um dicionário temático visual-gestual baseado em realidade virtual." Universidade Estadual Paulista (UNESP), 2011. http://hdl.handle.net/11449/98653.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Devido à popularização e a necessidade de se aprender Língua de Sinais, surgem ferramentas que auxiliam neste tipo de comunicação. No Brasil, por exemplo, o governo disponibiliza profissionais de Língua de Sinais para auxiliarem as comunidades, no entanto, se pensar na hipótese de que pessoas vivem em lugares de difícil acesso, há uma dificuldade na locomoção dos profissionais a tais lugares, além de trazer gastos excessivos ao governo. Assim, uma ferramenta que simule tais profissionais, explorando amplamente os recursos tecnológicos (custo-benefício) para enriquecer e disponibilizar a ferramenta para as comunidades, se torna viável a fim de suprir esta lacuna. Com o intuito de resolver esta necessidade, o trabalho desenvolve um sistema gerador de apoio a um dicionário temático com características de Sistemas Avançados de Realidade Virtual, estando direcionado à Língua de Sinais. O sistema propõe o desenvolvimento de uma aplicação capaz de proporcionar a visualização estereoscópica em Língua de Sinais, a partir de representações de modelos 3D, além de permitir a descrição dos modelos em três idiomas, garantindo a usabilidade do sistema. A fim de o sistema suportar melhorias, propiciando a imersão e a interação do usuário, o sistema gerador de apoio a um dicionário temático implementa uma estrutura de multiprojeção baseada em aglomerados gráficos, ficando a cargo de uma biblioteca, a sincronização e a distribuição dos dados entre os nós de renderização. O sistema também oferece recursos de edição de movimentos, sendo estes, posteriormente recuperados pelo sistema gerador de apoio a um dicionário temático para a visualização e representação dos sinais em um Ambiente Virtual. Os recursos utilizados disponibilizam dois dispositivos não convencionais para o rastreamento corporal, os controladores Wiimotes e a Luva P5-Glove...
Due to the popularity and need to learn sign language, there are tools that help in this type of communication. In Brazil, for example, the government offers professional Sign Language to assist communities, however, if think the hypothesis that people live in places difficult access, there is a difficult in movement of professionals to such places, besides bringing government overspending. Thus, a tool that simulates a professional, fully exploiting the technological resources (cost-benefit) to enrich and provide a tool for communities, it becomes possible order to fill this gap. In order to solve this need, the dissertation develops a generating system a thematic dictionary with features of an advanced Virtual Reality system, being directed to sign language. The system proposes to develop an application capable of providing stereoscopic visualization of sign language, from representation de 3D objects, beyond allows the description of objects in three languages, ensuring the usability of the system. In order to system support improvements, enabling user interaction and immersion, the generating system to support a thematic dictionary implements a multprojection structure based on graphics clusters, getting the responsibility a library, data synchronization and distribution between rendering dictionary nodes. The system also provides resources for editing movements, and these, later, are retrieved by generating system to support a thematic dictionary for the visualization and representation of signals in a Virtual Environment. The resources used, provide two unconventional devices for tracking body, the Wiimote controllers and P5 glove. The work show the incorporation of all these interpretation and editing functionally of movements in Sign Language, in a single development environment from synchronization library and the remote calls, passing the user to existence of a single... (Complete abstract click electronic access below)
Nascimento, Milton Andrade do. "O computador no ensino-aprendizagem: sua presença e as representações de professores e gestores da rede pública." Pontifícia Universidade Católica de São Paulo, 2008. https://tede2.pucsp.br/handle/handle/13957.
Full textThis study aims at (1) describing and interpreting the presence of computers in the teaching-learning process taken as a phenomenon of lived experience; and at (2) identifying the representations public school teachers and managers have about the use of such a machine. As its ultimate goal, this investigation also aims at gathering input for the design and future implementation of a teachers technological education course. This research is theoretically based on the notion of representations (Freire & Lessa, 2003); on discussions about learning mediated by computers from a socio-interactional perspective (Vygotsky, 1934/1998, 1934/2000); on concepts of literacy in face-to-face (Freire, 1990; Tfouni, 1988, 2006) and in digital environments (Sampaio & Leite, 1990); on questions regarding teachers education in the digital society, emphasizing digital inclusion and possible roles carried out by educators in contexts mediated by technological tools (Kenski, 2003, 2007; Valente 2005; Pellanda, Schlunzen & Schlunzen Junior, 2005; Moran, 2007). The methodological approach is the hermeneutic-phenomenological one (Ricouer, 1986/2002; van Manen, 1990; Freire, 2006). The research context was a public school, located in the East area of São Paulo city. The textual registers were collected through questionnaires given to participants in a printed or e-mail format. The research comprised three moments: twenty teachers and four managers took part in the first; twelve teachers were enrolled in the second; and three managers participated in the third moment. The outcomes indicated that teachers and mangers share some similar representations. However, when confronted, teachers mention the lack of specific courses directed towards technological skills, as well as the lack of technical support in schools; while managers emphasize the lack of teachers technological skills as a relevant obstacle. By interpreting the presence of computers in the teaching-learning process, the study provides the bases to claim that knowledge, facilities, and difficulties are the themes that constitute such a phenomenon of lived experience
Este trabalho tem por objetivo (1) descrever e interpretar o fenômeno da presença do computador no ensino-aprendizagem, e (2) identificar as representações que professores e gestores de uma escola pública da rede estadual têm sobre o seu uso. Como finalidade mais abrangente, este estudo também visou coletar subsídios para o desenho e implementação futura de um curso de formação tecnológica para educadores. Esta pesquisa fundamenta-se na noção de representações (Freire & Lessa, 2003), na discussão sobre a aprendizagem mediada pelo computador, interpretada a partir dos pressupostos teóricos do sócio-interacionismo (Vygotsky, 1934/1998, 1934/2000), nos conceitos de alfabetização e letramento no contexto presencial (Freire,1990; Tfouni, 1988, 2006) e digital (Sampaio & Leite, 1990); e em questões relativas à formação do professor na sociedade digital, tendo como foco a inclusão digital e as possíveis definições dos papéis desempenhados por educadores num contexto educacional digital (Kenski, 2003, 2007; Valente 2005; Pellanda, Schlunzen & Schlunzen Junior, 2005; Moran, 2007). A abordagem metodológica utilizada é a hermenêutico-fenomenológica (Ricouer, 1986/2002; van Manen, 1990; Freire, 2006). O contexto de investigação foi uma escola pública da rede estadual, localizada na Zona Leste da cidade de São Paulo. Os registros textuais foram coletados por meio de questionários impressos ou enviados por e-mail. A pesquisa compreendeu três momentos: no primeiro, contou com a participação de vinte professores e quatro gestores; no segundo, contou com a participação de doze professores e, no terceiro, contou com a participação de três gestores. Os resultados obtidos evidenciam que professores e gestores compartilham de algumas representações que, quando contrastadas, revelam que os professores sentem falta de formação tecnológica específica e suporte técnico, enquanto os gestores vêem na falta de formação dos professores um entrave significativo. Quanto ao fenômeno da presença do computador no ensino-aprendizagem, o estudo revelou que conhecimento, facilidades e dificuldades são os temas que o constituem
La, Marca Anthony Ferreira. "Sistema gerador de apoio a um dicionário temático visual-gestual baseado em realidade virtual /." São José do Rio Preto : [s.n.], 2011. http://hdl.handle.net/11449/98653.
Full textBanca: Alexandre Cardoso
Banca: Edgard Afonso Lamounier Júnior
Resumo: Devido à popularização e a necessidade de se aprender Língua de Sinais, surgem ferramentas que auxiliam neste tipo de comunicação. No Brasil, por exemplo, o governo disponibiliza profissionais de Língua de Sinais para auxiliarem as comunidades, no entanto, se pensar na hipótese de que pessoas vivem em lugares de difícil acesso, há uma dificuldade na locomoção dos profissionais a tais lugares, além de trazer gastos excessivos ao governo. Assim, uma ferramenta que simule tais profissionais, explorando amplamente os recursos tecnológicos (custo-benefício) para enriquecer e disponibilizar a ferramenta para as comunidades, se torna viável a fim de suprir esta lacuna. Com o intuito de resolver esta necessidade, o trabalho desenvolve um sistema gerador de apoio a um dicionário temático com características de Sistemas Avançados de Realidade Virtual, estando direcionado à Língua de Sinais. O sistema propõe o desenvolvimento de uma aplicação capaz de proporcionar a visualização estereoscópica em Língua de Sinais, a partir de representações de modelos 3D, além de permitir a descrição dos modelos em três idiomas, garantindo a usabilidade do sistema. A fim de o sistema suportar melhorias, propiciando a imersão e a interação do usuário, o sistema gerador de apoio a um dicionário temático implementa uma estrutura de multiprojeção baseada em aglomerados gráficos, ficando a cargo de uma biblioteca, a sincronização e a distribuição dos dados entre os nós de renderização. O sistema também oferece recursos de edição de movimentos, sendo estes, posteriormente recuperados pelo sistema gerador de apoio a um dicionário temático para a visualização e representação dos sinais em um Ambiente Virtual. Os recursos utilizados disponibilizam dois dispositivos não convencionais para o rastreamento corporal, os controladores Wiimotes e a Luva P5-Glove... (Resumo completo, clicar acesso eletrônico abaixo)
Abstract: Due to the popularity and need to learn sign language, there are tools that help in this type of communication. In Brazil, for example, the government offers professional Sign Language to assist communities, however, if think the hypothesis that people live in places difficult access, there is a difficult in movement of professionals to such places, besides bringing government overspending. Thus, a tool that simulates a professional, fully exploiting the technological resources (cost-benefit) to enrich and provide a tool for communities, it becomes possible order to fill this gap. In order to solve this need, the dissertation develops a generating system a thematic dictionary with features of an advanced Virtual Reality system, being directed to sign language. The system proposes to develop an application capable of providing stereoscopic visualization of sign language, from representation de 3D objects, beyond allows the description of objects in three languages, ensuring the usability of the system. In order to system support improvements, enabling user interaction and immersion, the generating system to support a thematic dictionary implements a multprojection structure based on graphics clusters, getting the responsibility a library, data synchronization and distribution between rendering dictionary nodes. The system also provides resources for editing movements, and these, later, are retrieved by generating system to support a thematic dictionary for the visualization and representation of signals in a Virtual Environment. The resources used, provide two unconventional devices for tracking body, the Wiimote controllers and P5 glove. The work show the incorporation of all these interpretation and editing functionally of movements in Sign Language, in a single development environment from synchronization library and the remote calls, passing the user to existence of a single... (Complete abstract click electronic access below)
Mestre
Soares, Andrea Alves Silva [UNESP]. "O gestor no processo de formação de professores para o uso de meios digitais na construção de uma escola de qualidade." Universidade Estadual Paulista (UNESP), 2005. http://hdl.handle.net/11449/92333.
Full textSecretaria Estadual de Educação
A presente dissertação apresenta uma Pesquisa-ação, de caráter essencialmente qualitativo, na qual o objetivo principal foi investigar o papel do gestor na formação docente para a transformação pedagógica, física e social de uma escola cujo contexto de exclusão social e de alto índice de violência refletia-se na depredação do prédio escolar, na indisciplina e no desinteresse dos alunos em relação à aprendizagem. Considerando as dificuldades da prática pedagógica em modificar a realidade dessa escola pública da cidade de Araçatuba, Estado de São Paulo, delineou-se coletivamente o problema a fim de focar, essencialmente, a construção de uma escola de qualidade para todos, usando como estratégia o desenvolvimento de projeto de trabalho interdisciplinar e como recursos os meios digitais. Para o levantamento dos dados, optou-se pela observação assistemática e sistemática, pela aplicação de questionários, realização de entrevistas e observação participante, registrados por meio de anotações, fotografias e filmagens. O desenvolvimento da pesquisa deu-se de maio/2003 a janeiro/2004, pela qual os professores foram formados em serviço para o uso das Tecnologias de Informação e Comunicação (TIC), enquanto ferramentas potencializadoras de habilidades na construção de um projeto interdisciplinar. No decorrer da formação, as intervenções constituíram-se em reflexões semanais nas Horas de Trabalho Pedagógico Coletivo (HTPC), permeadas por acompanhamento em sala de aula e na Sala Ambiente de Informática (SAI). A análise dos dados e registros ateve-se, principalmente, à prática docente em relação ao uso das TIC, à aprendizagem dos conteúdos disciplinares por meio do desempenho acadêmico dos alunos e à modificação do espaço físico escolar.
The essay presents a research-action, whose feature is essentially qualitative, in which the main goal is to investigate the role of the administrator in the teaching formation for the pedagogical, physical and social transformation of a school whose the social exclusion context and the high rate of violence was reflected in the school building destruction owing to vandalism, in the indiscipline and in the lack of students interest to learn. Considering the teaching pedagogical practice inefficient to modify the reality of the Araçatuba public schools, in Sao Paulo State, the problem was collectively delineated intending to focus, essentially, the construction of a quality school for all of us, having the working project development as a strategy, and the digital means as an appeal. For the data statistics, we opted for the systematic and non-systematic observation, for the questionnaire application, interview and the observation registered by notes, pictures and films. The research development occurred from May/2003 to January/2004, by which the teachers graduated while working in the use of the Comunication and Information Technology (CIT), used as tools in the skills improving in the construction of an interdisciplinary project. During the graduation, some interventions occurred in the weekly analysis during the collective pedagogical working hours (CPWH), assisted in the classroom and in the computer classroom (CC). The data and registry analysis was mainly related to the teaching practice in the relation to the use of the (CIT), the disciplinary contents learning through the student academic development and the modification of the school physical room. Among the results, it is worth to remark: the rising of a new pedagogical carry out through the use of the (CIT) and the practice of contributive exchanges, raising the leadership of different segments... (Complete abstract, click electronic address below).
Soares, Andrea Alves Silva. "O gestor no processo de formação de professores para o uso de meios digitais na construção de uma escola de qualidade /." Presidente Prudente : [s.n.], 2005. http://hdl.handle.net/11449/92333.
Full textAbstract: The essay presents a research-action, whose feature is essentially qualitative, in which the main goal is to investigate the role of the administrator in the teaching formation for the pedagogical, physical and social transformation of a school whose the social exclusion context and the high rate of violence was reflected in the school building destruction owing to vandalism, in the indiscipline and in the lack of students interest to learn. Considering the teaching pedagogical practice inefficient to modify the reality of the Araçatuba public schools, in Sao Paulo State, the problem was collectively delineated intending to focus, essentially, the construction of a quality school for all of us, having the working project development as a strategy, and the digital means as an appeal. For the data statistics, we opted for the systematic and non-systematic observation, for the questionnaire application, interview and the observation registered by notes, pictures and films. The research development occurred from May/2003 to January/2004, by which the teachers graduated while working in the use of the Comunication and Information Technology (CIT), used as tools in the skills improving in the construction of an interdisciplinary project. During the graduation, some interventions occurred in the weekly analysis during the collective pedagogical working hours (CPWH), assisted in the classroom and in the computer classroom (CC). The data and registry analysis was mainly related to the teaching practice in the relation to the use of the (CIT), the disciplinary contents learning through the student academic development and the modification of the school physical room. Among the results, it is worth to remark: the rising of a new "pedagogical carry out" through the use of the (CIT) and the practice of contributive exchanges, raising the leadership of different segments... (Complete abstract, click electronic address below).
Orientador: Elisa Tomoe Moriya Schlünzen
Coorientador: Ana Maria da Costa Santos Menin
Banca: Maria Elizabeth Biancocini Almeida
Banca: Arilda Ines Miranda Ribeiro
Mestre
Martins, Marlen DanÃsia da Silva. "A ComunicaÃÃo do Instituto Federal de EducaÃÃo, CiÃncia e Tecnologia do CearÃ: o que pensam os gestores da nova instituiÃÃo de EducaÃÃo Profissional e TecnolÃgica." Universidade Federal do CearÃ, 2013. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=9617.
Full textEsse trabalho busca identificar a compreensÃo dos gestores pÃblicos sobre a comunicaÃÃo institucional atual e a futura, particularmente no Instituto Federal de EducaÃÃo, CiÃncia e Tecnologia do CearÃ. Para tanto, à feita revisÃo bibliogrÃfica acerca das teorias da comunicaÃÃo e da concepÃÃo dos IFs e tambÃm revisitados dois autores que trataram do papel da escola: Louis Althusser e Paulo Freire. O universo pesquisado foram os atuais gestores do IFCE, com amostra total de 23 participantes, sendo 15 gestores administradores e oito gestores comunicadores. Os depoimentos dos integrantes dos grupos foram coletados em entrevistas e analisados redundando nos capÃtulos sobre comunicaÃÃo atual, comunicaÃÃo futura e convergÃncias e divergÃncias entre os gestores. A anÃlise da comunicaÃÃo atual foi complementada com a observaÃÃo de 10 notÃcias (sorteadas aleatoriamente) e imagens divulgadas no portal institucional, veiculo de maior importÃncia no contexto comunicacional do ÃrgÃo, e com a entrevista do jornalista gestor da Ãrea noticiosa daquele meio digital. Os resultados apontam para a prÃtica de uma comunicaÃÃo institucional tradicional e verticalizada sem haver uma atenÃÃo efetiva com a diretriz oficial para o novo ÃrgÃo em direÃÃo a uma comunicaÃÃo dialÃgica e plural. Considerada frÃgil, mas em processo de estruturaÃÃo, o estudo indica que a Ãrea carece de esforÃos no sentido de ampliar e capacitar o quadro de profissionais, alÃm de aprofundar discussÃes sobre temas polÃmicos e estratÃgicos como, por exemplo, investimentos em publicidade e propaganda e estratÃgias de comunicaÃÃo a serem adotadas. Sugere-se a diversificaÃÃo de meios de comunicaÃÃo institucional. A pretensÃo à de que esta pesquisa se torne um indicador para outras investigaÃÃes sobre o tema. Palavras-chave: ComunicaÃÃo Institucional. EducaÃÃo Profissional e TecnolÃgica.
Onoe, Alberto Yoshinobu. "Proposta de governança SOA utilizando capacidades dinâmicas: uma aplicação em centro de comunicação digital universitário." Universidade de São Paulo, 2010. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-19012011-095120/.
Full textSOA Service Oriented Architecture has been established as the paradigm for IT Information Technology systems development, due to its features that promotes flexibility, agility, reuse and scalability. However, an SOA application to be successful must be supported by effective governance. How to develop and maintain this governance up to date in a fast and unpredictable environment is a great challenge. This work aims to present a methodology that allows a modest IT infrastructure to be able to cope with SOA governance, using dynamic capabilities (particular abilities and routines of an organization). The contribution of this work is the link (practically inexistent) between lines of research in SOA governance and dynamic capabilities. To accomplish this purpose, this work sought to what must be done (framework), who is the responsible for the development and maintenance (owner), and how to perform the SOA governance (platform). The development has been founded by an extensive research of involved concepts, inference of required dynamic capabilities to maintain the SOA governance and the development of a platform that allows a process analyst to change SOA governance interactively. The results were a methodology and a maintenance system of SOA operational governance. The methodology comprises the requirements and changes in the analysis procedure of the elements of the SOA governance. The system is composed of an agile and effective implementation framework and platform that enable how to apply dynamic capabilities into the SOA governance. The Introduction presents examples of practical application (motivation), the goal, the justification, and the scope. Chapter 2 presents an extensive literature review about SOA, SOA governance, and dynamic capabilities, from both academic and commercial literature. Chapter 3 presents the methodology and a brief history of the development. Chapter 4 presents the development of the proposed system. Chapter 5 discusses some topics related to the proposition. Chapter 6 presents the conclusion and proposals for future developments.
Perrotin, Olivier. "Chanter avec les mains : interfaces chironomiques pour les instruments de musique numériques." Thesis, Paris 11, 2015. http://www.theses.fr/2015PA112207/document.
Full textThis thesis deals with the real-time control of singing voice synthesis by a graphic tablet, based on the digital musical instrument Cantor Digitalis.The relevance of the graphic tablet for the intonation control is first considered, showing that the tablet provides a more precise pitch control than real voice in experimental conditions.To extend the accuracy of control to any situation, a dynamic pitch warping method for intonation correction is developed. It enables to play under the pitch perception limens preserving at the same time the musician's expressivity. Objective and perceptive evaluations validate the method efficiency.The use of new interfaces for musical expression raises the question of the modalities implied in the playing of the instrument. A third study reveals a preponderance of the visual modality over the auditive perception for the intonation control, due to the introduction of visual clues on the tablet surface. Nevertheless, this is compensated by the expressivity allowed by the interface.The writing or drawing ability acquired since early childhood enables a quick acquisition of an expert control of the instrument. An ensemble of gestures dedicated to the control of different vocal effects is suggested.Finally, an intensive practice of the instrument is made through the Chorus Digitalis ensemble, to test and promote our work. An artistic research has been conducted for the choice of the Cantor Digitalis' musical repertoire. Moreover, a visual feedback dedicated to the audience has been developed, extending the perception of the players' pitch and articulation
Camps, Jean-Baptiste. "La Chanson d’Otinel. Édition complète du corpus manuscrit et prolégomènes à l’édition critique." Thesis, Paris 4, 2016. http://www.theses.fr/2016PA040173.
Full textPart of the geste du roi, the Chanson d'Otinel had not been the subject of an edition since the pioneer work of F. Guessard and H. Michelant in 1858. Starting with the tangible objects that manuscripts are, and proceeding to the study of the tradition and work itself, this study aims to provide a new examination of all the available data, in order to enable a restoration of a song that has know an important diffusion in Medieval Europe, but whose scattered remains only are available to us. This study is given a firmly methodological orientation, and searches to apply to the edition the epistemological progresses brought by recent contributions in the field of textual criticism and ecdotics, as well as by what is now called “Digital Humanities”. It aims at overcoming the debate between “New” and Traditional Philology, based on the common errors method or of Bedierist inspiration, to place itself in the perspective of a “Fourth Way” and of an edition “oriented towards the tradition”. Digital scholarly editing and Digital Philology techniques are used in order to provide a full edition of the manuscript corpus, with “layered” transcriptions that give access to different representations and to the graphic system of all witnesses. The edition aims also at the study and description of the links between these witnesses, by suggesting a method of representation of textual variance and by rooting genealogical analysis in a global consideration of the tradition, including medieval translations (in Welsh, Norse, English) and derived versions. The modelling and description of manuscripts and their texts – formalised by an XML/TEI model conceived for this edition but seeking to be of more general interest – is clearly oriented towards data mining, and computational as well as traditional analysis (Palaeography, Scriptometry, Stemmatology). Methods from the fields of mathematical modelling, statistics, algorithmic, and artificial intelligence are put to use, as well as processes seeking to allow interoperability, scalability, and systematisation of editorial work (optical character recognition, linguistic tagging, collation), in a workflow centred on analysis. Main used languages are XML (TEI, XSLT), R and Python
Mbouzao, Boniface. "Quantitative Assessment of Human Motion Capabilities with Passive Vision Monitoring." Thèse, Université d'Ottawa / University of Ottawa, 2013. http://hdl.handle.net/10393/24295.
Full textHo, Jason Ching-Hsien. "Gesture-Based Image Acquisition between Smartphone and Digital Signage." Thesis, 2011. http://hdl.handle.net/10012/5875.
Full textChiang, Mien, and 蔣丏. "Application of Hand Gesture Recognition in Digital Game Interface Design." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/71630831330680228118.
Full text國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
98
This study of hand gestures recognition is based on computer vision. Users only need to use a webcam to capture hand gestures and don’t need to put on any equipment during recognition. This system uses hand defects and recognizes different hand gestures as inputs for interface operation. Fist, in order to simulate a mouse’s function, the system captures consecutive images from a webcam to access the hand area then gives significances to different hand gestures for interface operation. Adding a function allows uses operate this system by two hands, at last, analysis the result for conclusion.
Kao, Chia-Yang, and 高嘉陽. "The Design of Gesture Recognition in the applications for Digital Home." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/78227854585436618819.
Full text義守大學
資訊工程學系碩士班
96
By the support of advanced multimedia technologies, the monitoring systems have the automatic detection and tracking functions. Combining image recognition with network and communication peripherals, the function of remote control can be build easily. This study is aiming on the embedded system with requirements of small size and low power so that the hardware support by using the concept of parallel and pipelining is important. By using the object segmentation technique and skin recognition, we separate the hand image from camera image. And then we can recognize hand gesture. The first algorithm draws circles and uses cross points to decide hand gesture. The second algorithm is finding center lines of fingers and cooperates with its width. The third algorithm uses edge points and calculates the length from edge point to hand center. By analyzing the relation between point and point, we find out finger numbers. Finally the algorithm of using edge points is selected from several algorithms because of its plentiful data and high accuracy. The result shows that the system provides high accuracy to control the home electronics through the communication peripherals.
Li, Cheng-Hsieh, and 李政學. "Application of gesture image recognition for broadcast and search digital video." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/91831035783897670210.
Full text崑山科技大學
數位生活科技研究所
99
In recent years, the rapid development of science and technology. Human living environment has gradually digitized. The traditional home audio and video equipment using infra-red remote control, keyboard, mouse and other hardware implementation of video playback control. This thesis will use the gesture image recognition technology control playback and search of digital audio and video, the gesture image recognition technology use of infrared cameras to track or 3D gesture glove image recognition. This method is usually complex and expensive; therefore the system will use background subtraction techniques to extract the target image, and then repair the gap using image morphology and removal the noise. Video broadcast feedback mechanism using the corresponding number of fingers. The research simplifies the control and convenience of control the video playback.