Spelling suggestions: "subject:"[een] HTML"" "subject:"[enn] HTML""
311 |
Modelagem de um sistema de informação para rastreabilidade na indústria vinícola baseado em uma arquitetura orientada a serviços. / Modeling of an information system for wine traceability based on a service oriented architecture.Osvaldo Gogliano Sobrinho 25 April 2008 (has links)
O objetivo do presente trabalho é a modelagem de um sistema de informação destinado ao registro de dados de rastreabilidade aplicado à indústria do vinho, segundo os conceitos de uma arquitetura computacional orientada a serviços. A importância da pesquisa decorre do fato de ser obrigatória, desde 2005, a manutenção de tais registros por parte de todos os produtores que pretendem exportar seus produtos para países da Comunidade Européia. Além desta exigência legal, os consumidores finais, inclusive brasileiros, têm apresentado uma demanda crescente sobre informações acerca dos produtos alimentícios por eles consumidos. No software modelado, buscou-se uma solução que contemple a indústria coletivamente, através de consórcios ou associações de produtores, visando a diluição de custos e compartilhamento dos benefícios auferidos. A partir do levantamento bibliográfico realizado, efetuaram-se contatos com o setor produtivo vinícola brasileiro, na cidade de Bento Gonçalves, RS, e pesquisaram-se tópicos de tecnologia da informação ligados ao tema. O software foi modelado através da Unified Modeling Language, UML, a partir de modelo de caracterização do processo produtivo do vinho utilizado pelo autor. Criou-se um protótipo funcional. Através de sua utilização, constatou-se que o modelo adotado é viável para atender as necessidades da indústria vinícola, individual ou coletivamente. A continuidade do trabalho poderá transformar o protótipo construído em um produto para utilização comercial. Finalmente, observou-se que a mesma estrutura de modelagem poderá ser utilizada em outros domínios. / The purpose of this project is the modeling of an information system aimed at the maintenance of traceability data in the wine industry, according to the principles of a service oriented architecture. The importance of this issue is due to the fact that, since 2005, traceability data maintenance is mandatory for all food and feed producers intending to export their products to any European Union country. Besides that, final consumers, Brazilians included, have more and more been demanding for information about their food products consumed. In the project, a collective solution intended to be used by producer consortiums or associations, was attempted. The aim was sharing the costs and benefits of such a solution. Starting with an extensive bibliographic review, Brazilian wine industries at Bento Gonçalves, RS, Brazil, were visited and information technology issues related with the theme were researched. The software was modeled with the Unified Modeling Language, UML, through a representation of the wine production process used by the author. A functional prototype was built. Through its utilization, it was possible to perceive that the model adopted is able to fulfill the demands of wine producers considered both individually and collectively. Future development of this work, could transform the built prototype into a full featured product. As a final point, another interesting possibility to be considered is the use of this model in other domains.
|
312 |
An introduction to computer programming for complete beginners using HTML, JavaScript, and C#Parker, Rembert N. January 2008 (has links)
Low student success rates in introductory computer programming classes result in low student retention rates in computer science programs. For some sections of the course a traditional approach began using C# in the .Net development environment immediately. An experimental course redesign for one section was prepared that began with a study of HTML and JavaScript and focused on having students build web pages for several weeks; after that the experimental course used C# and the .Net development environment, covering all the material that was covered in the traditional sections. Students were more successful in the experimental section, with a higher percentage of the students passing the course and a higher percentage of the students continuing on to take at least one additional computer science course. / Department of Computer Science
|
313 |
Ambientes VRML para o ensino-aprendizagem de matemática : modelo conceitual e estudo de caso / VRML Environments for teaching math science: conceptual model and case studyPasqualotti, Adriano January 2000 (has links)
O uso de Ambientes Virtuais (AVs) não-imersivos em educação ainda não foi devidamente explorado e estudado, porém alguns autores já demonstram a diferença que a Realidade Virtual (RV) pode fazer no aprendizado. A linguagem Virtual Reality Modeling Language (VRML) é uma proposta para a introdução de AVs não-imersivos na internet; é uma linguagem independente de plataforma, que permite a criação de AVs por onde se pode passear, visualizar objetos por ângulos diferentes e com eles interagir. Assim, os estudantes podem beneficiar-se dessa tecnologia, pois ela lhes permite acessar objetos que descrevem assuntos e contextos do conteúdo abordado e informações verbal-escritas da disciplina, podendo manuseá-los. Este trabalho possui três partes: na primeira, investigam-se as questões que envolvem o uso de AVs no ensino-aprendizagem de matemática para o desenvolvimento dos aspectos cognitivos; as experiências e as condições necessárias para o uso dessa tecnologia na educação de matemática, como a construção do conhecimento e o desenvolvimento de aspectos cognitivos e lógico-matemáticos. Na segunda parte, propõe-se um modelo conceitual de um ambiente de aprendizagem para o ensino-aprendizagem de matemática, sendo, após, realizada a implementação do ambiente de aprendizagem proposto. A terceira parte reporta um estudo de caso, no qual um AV modelado em VRML é aplicado aos alunos de uma escola. Alguns dados dessa aplicação são levantados e analisados estatisticamente com o fim de se avaliar o desempenho do uso do protótipo no ensino-aprendizagem de matemática. / The use of non-immersive virtual environments in education has not been studied, as it should have been. However, some authors have already demonstrated the benefits coming from using such technology. VRML - Virtual Reality Modeling Language provides means for using virtual environments in the Internet. It is a platformindependent language that allows the specification of virtual environments where users can walk in, observe different objects and interact with them. Students can benefit from this technology, since it allows them to access objects describing subjects that students should study. This work is presented in three parts. In the first one, we investigate the use of virtual environments in math education for developing cognitive aspects, the experiences and necessary conditions for using this technology in improving logic and mathematical thinking. In the second part, we present both the conceptual model and the implementation of an educational tool intended to help in math education. The third part is a case study: we have developed a virtual environment using VRML, and it has been applied in math classes for 7th grade students. Data collected during this experiment has been analyzed statistically and some conclusions can be drawn based on those results, and observations.
|
314 |
Ambientes VRML para o ensino-aprendizagem de matemática : modelo conceitual e estudo de caso / VRML Environments for teaching math science: conceptual model and case studyPasqualotti, Adriano January 2000 (has links)
O uso de Ambientes Virtuais (AVs) não-imersivos em educação ainda não foi devidamente explorado e estudado, porém alguns autores já demonstram a diferença que a Realidade Virtual (RV) pode fazer no aprendizado. A linguagem Virtual Reality Modeling Language (VRML) é uma proposta para a introdução de AVs não-imersivos na internet; é uma linguagem independente de plataforma, que permite a criação de AVs por onde se pode passear, visualizar objetos por ângulos diferentes e com eles interagir. Assim, os estudantes podem beneficiar-se dessa tecnologia, pois ela lhes permite acessar objetos que descrevem assuntos e contextos do conteúdo abordado e informações verbal-escritas da disciplina, podendo manuseá-los. Este trabalho possui três partes: na primeira, investigam-se as questões que envolvem o uso de AVs no ensino-aprendizagem de matemática para o desenvolvimento dos aspectos cognitivos; as experiências e as condições necessárias para o uso dessa tecnologia na educação de matemática, como a construção do conhecimento e o desenvolvimento de aspectos cognitivos e lógico-matemáticos. Na segunda parte, propõe-se um modelo conceitual de um ambiente de aprendizagem para o ensino-aprendizagem de matemática, sendo, após, realizada a implementação do ambiente de aprendizagem proposto. A terceira parte reporta um estudo de caso, no qual um AV modelado em VRML é aplicado aos alunos de uma escola. Alguns dados dessa aplicação são levantados e analisados estatisticamente com o fim de se avaliar o desempenho do uso do protótipo no ensino-aprendizagem de matemática. / The use of non-immersive virtual environments in education has not been studied, as it should have been. However, some authors have already demonstrated the benefits coming from using such technology. VRML - Virtual Reality Modeling Language provides means for using virtual environments in the Internet. It is a platformindependent language that allows the specification of virtual environments where users can walk in, observe different objects and interact with them. Students can benefit from this technology, since it allows them to access objects describing subjects that students should study. This work is presented in three parts. In the first one, we investigate the use of virtual environments in math education for developing cognitive aspects, the experiences and necessary conditions for using this technology in improving logic and mathematical thinking. In the second part, we present both the conceptual model and the implementation of an educational tool intended to help in math education. The third part is a case study: we have developed a virtual environment using VRML, and it has been applied in math classes for 7th grade students. Data collected during this experiment has been analyzed statistically and some conclusions can be drawn based on those results, and observations.
|
315 |
Ambientes VRML para o ensino-aprendizagem de matemática : modelo conceitual e estudo de caso / VRML Environments for teaching math science: conceptual model and case studyPasqualotti, Adriano January 2000 (has links)
O uso de Ambientes Virtuais (AVs) não-imersivos em educação ainda não foi devidamente explorado e estudado, porém alguns autores já demonstram a diferença que a Realidade Virtual (RV) pode fazer no aprendizado. A linguagem Virtual Reality Modeling Language (VRML) é uma proposta para a introdução de AVs não-imersivos na internet; é uma linguagem independente de plataforma, que permite a criação de AVs por onde se pode passear, visualizar objetos por ângulos diferentes e com eles interagir. Assim, os estudantes podem beneficiar-se dessa tecnologia, pois ela lhes permite acessar objetos que descrevem assuntos e contextos do conteúdo abordado e informações verbal-escritas da disciplina, podendo manuseá-los. Este trabalho possui três partes: na primeira, investigam-se as questões que envolvem o uso de AVs no ensino-aprendizagem de matemática para o desenvolvimento dos aspectos cognitivos; as experiências e as condições necessárias para o uso dessa tecnologia na educação de matemática, como a construção do conhecimento e o desenvolvimento de aspectos cognitivos e lógico-matemáticos. Na segunda parte, propõe-se um modelo conceitual de um ambiente de aprendizagem para o ensino-aprendizagem de matemática, sendo, após, realizada a implementação do ambiente de aprendizagem proposto. A terceira parte reporta um estudo de caso, no qual um AV modelado em VRML é aplicado aos alunos de uma escola. Alguns dados dessa aplicação são levantados e analisados estatisticamente com o fim de se avaliar o desempenho do uso do protótipo no ensino-aprendizagem de matemática. / The use of non-immersive virtual environments in education has not been studied, as it should have been. However, some authors have already demonstrated the benefits coming from using such technology. VRML - Virtual Reality Modeling Language provides means for using virtual environments in the Internet. It is a platformindependent language that allows the specification of virtual environments where users can walk in, observe different objects and interact with them. Students can benefit from this technology, since it allows them to access objects describing subjects that students should study. This work is presented in three parts. In the first one, we investigate the use of virtual environments in math education for developing cognitive aspects, the experiences and necessary conditions for using this technology in improving logic and mathematical thinking. In the second part, we present both the conceptual model and the implementation of an educational tool intended to help in math education. The third part is a case study: we have developed a virtual environment using VRML, and it has been applied in math classes for 7th grade students. Data collected during this experiment has been analyzed statistically and some conclusions can be drawn based on those results, and observations.
|
316 |
Implementation av webbsida för rekommendationssystem med användaruppbyggd databas / Implementation of a recommendation system webservice with a usergenerated databaseBrundin, Michelle, Morris, Peter, Åhlman, Gustav, Rosén, Emil January 2012 (has links)
The goal of this project was to create a web-based, crowd-sourced, correlational database, that easily allowed users to submit objects and receive correlated objects as results. The webservice was created in the web development languages of HTML, CSS, PHP and Javscript, with MySQL to handle the database. Simultaneous development was kept in check with the aid of the source code management system GIT. Upon completion, the service contained several HTML-views, the ability to add and rate objects, a per-object dedicated page with information parsed from Wikipedia.org, and a view with objects ranked in accordance to the preferences specific to the current user. Roughly a month after the beginning of development, the website was publicly launched and promoted in order to collect data, and improvements were added to the website as needed. Two weeks after the public launch, the collected data was measured and analyzed. The algorithm proved effective and scalable, especially with the introduction of tags and simultaneous computation of object features.
|
317 |
Using Web Technologies to adapt Data Visualizations for Mobile Devices : A use case in Eco VisualizationsMusliu, Arlind January 2016 (has links)
Visualizations, web technologies and mobile devices are subjects which are trending nowadays in the world of technology and many research projects are tackling different issues. The originality of the thesis is in the aspect of bringing all these mentioned subjects together and providing findings that will help web designers when implementing visualizations for mobile phones. The thesis explores the use of web technologies for the visualization of complex data for mobile devices, both looking at the technical state of the art and capabilities, and at the difference in information needs for users in a mobile usage context. The first part deals with an in-depth research of the existing projects that deal with similar issues, analyzing the official documentation of the technologies and the community of developers. The other part of the research is focused on providing insights on the required changes for adapting to the needs of mobile device users by doing a usability testing on a specific visualization. The results provide information valuable for adapting visualizations, such as font sizes, color combinations, animation complexity and data simplicity. The use case that is used for feeding the visualizations with data belongs to the domain of eco visualizations, in particular dealing with sustainable food consumption.
|
318 |
Smakbas : Gourmet GrönJohansson, Karolina, Krasseberg, Ida January 2006 (has links)
Smakbas – Gourmet Grön är en webbplats som ska kommunicera den gröna maten och marknadsföra Gourmet Gröns smakbaser. Webbplatsen innehåller information och bakgrund om smakbaserna, samt hur man jobbar med dem. Det finns även en lite annorlunda receptbank där besökaren kan titta på recept. / Detta är en reflektion på en digital medieproduktion.
|
319 |
Sellout.nuOlsson, Carina, Chan, Patrick January 2005 (has links)
Sellout är ett community där medlemmarna har en presentationssida, en gästbok, ett bildgalleri och en dagbok. Det finns även ett forum, där medlemmarna kan diskutera med varandra om allt mellan himmel och jord. Det som skiljer vårt community från andra är att medlemmarna även kan lägga upp bilder och beskrivningar på saker de vill sälja, tipsa om och söka efter musikevenemang, och de kan också få sina demolåtar spelade i vår webbradio. Designmässigt har vi försökt förmedla en känsla som ska få användarna att uppleva att sidan är levande. / Detta är en reflektionsdel till en digital medieproduktion.
|
320 |
Isomorphic Web Applications : Depends on how you reactMathiasson, Eric January 2015 (has links)
Websites are today one of the most common ways for humans to interact with each other. Evolving from just static pages for companies to highly dynamic social medias, websites are built upon complex techniques and architectures to meet end-user demands. One of the latest techniques are single page applicationswhich makes use of the web browsers capabililities to execute application code. One drawback is that search engines cannot visit the site, nor can script-disabled web browsers. For a single page application to function on all devices a new concept called isomorphism needs to be considered. The aim of this thesis have been to analyze, design and implement an isomorphic web application using modern technologies. The practical work have been applied using an agile project method, while theoretical works are based on previous knowledge and an internet based research. The implementation went through several iterations of trial and error but was finally completed with Facebook's React framework together with a modified version of the Flux architecture. The resulting application was implemented in both Ember and the proposed isomorphic solution. Benchmarks of both implementations were carried out and compared with each other to see how the thesis' isomorphic solution performed. The results shows an performance increase in the isomorphic solution. In conclusion the full application was not implemented due to time limits, but the most performance critical parts were. While only one framework was compared, it would be of interest to compare with more frameworks to give a better performance overview.
|
Page generated in 0.0509 seconds